Psychic Strike

Psychic Strike


Counter target spell. Its controller puts the top two cards of his or her library into his or her graveyard.

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Psychic Strike Discussion

Samuel-Frederick on Budget Decks; Dimir Mill

6 days ago

This is a slow and cruel mill deck. A mistake often made with mill decks is that people think you need to mill as fast as you can, and that many of your cards should be devoted to milling your opponent out, but that is a sure fire way to get run over. This deck looks to take control of the game, and slowly mill your opponent out.

In the early game you can't make any mistakes, this deck is about survival into the late game, so do what you need to to stop your opponent getting too far ahead, but make sure to not waste any cards as every play is crucial.

In the mid to late game you must be extremely cautious when to use your sorcery cards, as this taps you out making you unable to use your counters. Clutch of Currents, Rush of Ice, and Geist Snatch all give you creatures which will be crucial blockers, so use them wisely! Only in rare circumstances will you win a game by reducing their life to 0 so always think twice before you attack with them (but in some games when you have complete control and counters up it may very well be the smart play).

Dictate of Kruphix having Flash is very important, at three mana it allows you to keep removal spells and Psychic Strike mana up if you need it, then if you don't you can play Dictate at the end of your opponents turn, which allows you to gain the bonus draw before your opponent. It may not look like the best card as you are letting your opponent draw as well, but remember that means that they are milling themselves faster, and your draws are stronger than your opponents in the late game.

Sands of Delirium and Psychic Spiral are the win cards in your deck. Psychic Spiral keeps you from milling yourself out and can win a game instantly.. Sands of Delirium is a card you activate at the end of your opponents turn once you know what mana you have to spare (after using counters and removal spells). This allows you to keep control of the field and mill without leaving yourself vulnerable. Do not play Sands of Delirium in the early game as you need to keep the mana up, although it is only 3 mana, it's for the late game only (unless playing against another very slow control deck).

This deck may take some getting used to.

Boza on The Pauper's Mill

2 weeks ago

Aside from that, this is hardly a competitive deck since the spells you have chosen are overcosted by 1-2 mana each, since they have some mill tacked on. For example:

Psychic Strike is an overcosted Counterspell. 2 cards off the top is hardly worth the 1 extra mana.

Furthermore, mill cards do not affect the board at all, so unless you are winning, they are not really helping you, ie Vessel of Paramnesia.

Moreover, having no board presence means you will easily be overrun by the opponent if he puts anything down.

In conclusion, mill decks in pauper tend to be 2 variants - turbo Fog, that plays a ton of variants of the card and either Jace's Erasure or Curse of the Bloody Tome as winconditions. or you play heavy control, normally UB, with 1-2 Curse of the Bloody Tome as a win condition.

IF you want to do mill, choose one of the above, as this will just lead you to frustration.

abby315 on Mimeo and the Funky Bunch

3 weeks ago

+1 for the name :P

Any love for Villainous Wealth, Psychic Strike, or other reanimators like Sepulchral Primordial or Puppeteer Clique? Those seem like they'd fit in with the milling. There's also other reanimate spells like Animate Dead or regular old Reanimate!

TheRedKnight on Kill Mill

1 month ago

Thanks for the +1! It wasn't my intention to build for Multiplayer... Just happens that the majority of games I play are THG or a 5-way free-for-all with my friends... Anyway! What would you change to speed things up? The Psychic Strike sux most of the time because of the relatively high cmc...

Milliam_Shakespeare on Blue Black Mill(Needs A lot of Help)

1 month ago

Ok here goes.

Glimpse the Unthinkable: The best mill card ever printed, and it has the price tag to show for it. Mind Sculpt is a reasonable budget alternative.

Breaking / Entering: Most mill players are only interested in the Breaking half of this card. It's almost as good as Glimpse the Unthinkable and significantly less brutal to your bank balance. The Entering half can have it's uses, especially if you dont have to pay for it (see Shelldock Isle bellow.

Mind Funeral: Not as reliable as Glimpse the Unthinkable or Breaking, but far better than Mind Grind in 99% of cases. It works best when your opponent has very few lands left in their library, and cards like Ghost Quarter and Surgical Extraction can make that happen. More on those two later.

Archive Trap: This card is a beast. 5CMC is a bit steep for competitive play, but you'll rarely ever have to pay that for it. If your opponent searches their library, the spell goes off for free. With all of the fetchlands in modern this card is almost an auto include. There are a couple of ways you can trick your opponent into searching their library (Ghost Quarter and Path to Exile) but they'll probably only fall for it once. After that, the threat of this card will make them very reluctant to tutor for anything.

Startled Awake  Flip: I haven't tried this one yet. Looks great for casual, but probably too expensive for competitive.

Tome Scour: 5 cards for one mana. Not bad.

Thought Scour: 2 cards and a draw for one mana. Again, not bad.

Visions of Beyond: An incredible card draw spell. It's basically a modern legal Ancestral Recall for mill players.

Path to Exile: It's worth splashing white just to get access to this. One of the best removal spells in modern, and it triggers Archive Trap.

Remand: Probably the best counterspell in modern. Most others cost too much mana or are too situational. Psychic Strike isn't bad for casual decks.

Surgical Extraction: Usually better than Extirpate, but not always. Either can be absolutely brutal if you target a non-basic land and then hit them with a Mind Grind. It also wrecks combo decks and anyone relying on Emrakul, the Aeons Torn or Ulamog, the Infinite Gyre to protect them from mill.

Crypt Incursion: Can buy you the time needed to finish off your opponent if you're running low on lives. Better against creature heavy decks.

Darkness: Another one that can buy you turn. Some people don't like it, but for one mana I think it's ace.

Damnation: Seriously hard on the wallet, and the board state. If you run few creatures this is a great choice. There are some budget versions of this card, but I'd stay clear of any that cost more than 5 mana.

Hedron Crab: Best mill creature ever printed. Get four of them, you won't regret it. They're made even better by fetchlands.

Jace's Phantasm: Quickly becomes a 5/5 flyer for one blue mana. Makes a great blocker and reasonable secondary win condition.

Snapcaster Mage: Always pricey, but worth the money. Recast your best mill or control spells and then use it to chump block.

Jace, Vryn's Prodigy  Flip: I guess I don't even have to explain why this card is so good.

Wight of Precinct Six: Cheap creature that gets bigger as you mill. Watch out for decks that run few creatures, and have a sideboard option ready.

Consuming Aberration: Terrifying if you can get it onto the table and keep it there. Sneaking it on with Entering can be cheeky as it gains haste. It's high mana cost makes it a liability on competitive matches however.

Ashiok, Nightmare Weaver: Mills to exile and can nab your opponent's creatures. I like it, some people don't. It's mana cost is pleasingly low.

Jace, Memory Adept: If he was one mana less I'd be all over him like a cheap suit. Very good plainswalker for mill players.

Mesmeric Orb: Some people love this card. I've not tried it out myself but it does look like it could be very powerful.

Oboro, Palace in the Clouds: Trigger Hedron Crab's landfall every turn. A bit pricey, but worth it.

Shelldock Isle: A good way to get expensive spells out when your opponent's library is running low. Especially nice with Breaking / Entering as you can cast either half, depending on what you need.

Nephalia Drownyard: A good late game mana sink. Use it at the end of your opponent's turn if you have nothing else to spend the mana on.

Ghost Quarter: Destroy non-basic lands and make your opponent tutor up a basic to replace it. Triggers Archive Trap and sets up a devastating Mind Funeral.

Polluted Delta: Mana fixing and a trigger for Hedron Crab. Evolving Wilds and Terramorphic Expanse make reasonable budget alternatives, but they can't fetch shock lands like Watery Grave or Godless Shrine.

Godless Shrine or Hallowed Fountain: Fetchable duel lands that can power Path to Exile.

That's all I can think of at the minute, if you have any questions feel free to ask. And happy milling!!

tailgater3 on It Came From Below! (A guide to Dimir Zombies)

1 month ago

Death Baron is a good card but too expensive for this build.

Definitely agree with the Psychic Strike swap for Countersquall even though it's slightly heavier, it is more versatile and will help Wight of Precinct Six get bigger

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Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Gatecrash Common

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