|Commander / EDH||Legal|
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Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.)
Tap: Add (Blue) to your mana pool.
(Blue), Tap: You may play the removed card without paying its mana cost if a library has twenty or fewer cards in it.
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Shelldock Isle Discussion
1 week ago
unless summary dismissal is a meta choice than you can try Countermand.
2nd suggestion is adding black - which allows Glimpse the Unthinkable, Mind Funeral, Pilfered Plans, Psychic Strike, and Induce Paranoia which adds more efficient milling spells and some control and card draw.
The key to winning mill is the same as burn - SPEED, but unlike burn you have to do it 3x faster since libraries are 60 cards instead of 20 life. I play a "mono blue" with the win cons of Archive Trap+Sanity Grinding, but my deck takes advantage of using the Shadowmore/Eventide Avatars Overbeing of Myth, Godhead of Awe, Dominus of Fealty and lots of UU/UUU spells (Counterspell, Cryptic Command, Wistful Selkie, Plumeveil. Usually when I hit on turn 3 it is for 20 - 26 cards and can finish up by turn 4 or 5.
Maybe drop the Sphinx of the Final Word, Doorkeeper + defender package, and most of your spells. I like the Manic Scribe + Archaeomancer + Displace as a causal combo in multiplayer, but its too slow for Modern.
2 weeks ago
Thank you TheSurgeon and GeminiSpartanX for the feedback. I removed 1 Ghost Quarter and 1 Marsh Flats to add some basic lands. 1 Island and 1 Swamp. Also Removed the 2 Wall of Denial to add 2 Ensnaring Bridge.
Please tell me what you think of the new changes :)
2 weeks ago
It looks pretty good! There are a few nit-picky things that I'd change though. I'd run the 4th Polluted Delta before the 1st Marsh Flats since blue and black are the most important colors to fetch for. If you have an un-cracked fetch and your opponent plays a Blood Moon, you'll want to be able to get the most important basic land you don't already have, and chances are it will be blue since the deck needs blue more than anything. Secondly, I'm not a fan of Wall of Denial. I'd run the 2 Ensnaring Bridges in the MD before the walls, since they do similar things but bridge does it better. Third, try using Fragmentize as your artifact/enchantment removal. Even though it's sorcery-speed, it hits everything you want to kill for only 1 mana, and is also a great card to bring in against affinity. I'd cut the 2 Erase and the 2 Cyclonic Rift for the set, since you rarely will get to 7 mana for cyclonic's overload cost. Forth, I think Shelldock Isle should be in your MD or not in the list at all, rather than taking up valuable SB slots. I think you could cut a Ghost Quarter for one easily. I've gone down to 2 Field of Ruins as my only colorless lands, and it's been pretty good. I only use 1 Shelldock though since I like to limit the number of tapped lands that I play, but I'm sure if you want the 2nd one you can find the space for it. Lastly, I've gone back and forth on whether to use snapcaster in mill. I've concluded that while snappy is great at controlling your opponent's board by being a 3cmc removal spell, being a 4 or 5 mana mill spell isn't that great. Fun fact- you can't snap back an Archive Trap and cast it for 0 mana if your opponent searched their library that turn, which makes it not as great as some people think. I'd run some number of Mesmeric Orb (since it gets around Leyline of Sanctity), or some copies of Breaking / Entering as additional 2 cmc mill spells. Ideally you'll want to cast 2 2cmc mill spells on turn 4 after a Fraying Sanity on turn 3 to close out the game. I actually run Breakings over Mind Funerals, since funeral is so hit-or-miss.
Anyway, hopefully some of that helped, or at least gave you a different point of view on mill. Let us know how you do with the deck!
2 weeks ago
Take out Wall of Denial. too expensive for this "turbo" mill. Use a guaranteed 1-cost turn buyer Darkness, Holy Day or Ethereal Haze. And Ghost Quarter is unnecessary with Field of Ruin in the deck. That's going to screw with your mana availability.
Why do u need emerakul in your sideboard? What does it do for you?
Shelldock Isle isn't necessary either.
3 weeks ago
Effective, I can't and won't deny. I feel like your strategy relies too heavily on cards like Fraying Sanity and Mesmeric Orb. Only because it feels that, without Snapcaster Mage to help retrieve lost/cast spells, and Twincast (great with Isochron Scepter, btw) to maximize your hand plays since you'll be losing spells through Orb, your hurting yourself.
I would only stubbornly insist on Field of Ruin in place of Ghost Quarter, for a few reasons:
1. First off, it guarantees an Archive Trap freebie. (mmmm)
2. While it ramps everyone, it'll trigger your crab again, and doesn't leave you a land short like Quarter does.
This is just advice of course. Nice to see a put together mill deck without too much jank. :-) Just feels that it takes away from you, more than it should, or has to.
2x Shelldock Isle is too many, IMO. It's slow, and if you get your opponent to less than 20 cards in Library, you just gotta clean up (what.. 1 spell? Oooooooo). I cant find a reason to justify 2 when ultimately it slows down the deck.
Coupla questions if u don't mind: Do you ever think you need counter; and What seems to be the chink in the armor for it?
2 months ago
Lost Legacy is a good card, but has 3 problems:1) It's sorcery, not instant such as Extirpate or Surgical Extraction.2) Costs 3 mana (but this isnt a real drawback).3) Although it makes me exile what I don't need, it makes me draw cards. This means I can't use it on apostles cause i'll lose the match due to the fact i can't afford to draw 25 cards all in one turn. (consider 25 apostles + 3 lands (not fetching them, or you have to count them doubled) + 1 lost legacy + other 1/2 cards in hand + 1 card draw per upkeep in hand for a total of 33 cards, minimum, out of my library before drawing 25. It's a risk). Although it is very useful after you have removed all apostles with a Surgical Extraction or an Extirpate,the mana cost and the type (sorcery) make it a less desiderable card.
2 months ago
I tried Cathartic Reunion and the fact that you have to discard other two cards make it less playable than Tormenting Voice (remember that after exiling all apostles probably your hand would have only 3 cards, if one of this 3 cards is Cathartic Reunion you need to discard all your hand. This is a good thing when you don't have a Shelldock Isle in hand and you want to draw it, but if you have already it Cathartic Reunion just becomes an useless card).
Telling Time, Taigam's Scheming and Contingency Plan are great cards (even if scheming and plan don't make you draw cards), but I need to make space for them (remember more apostles you have and more simply your library will reach less than 20 cards). So, in order to put them, should I remove all the red spells turning it into an u/b deck?
For the lands question nothing to say, you are right, I'll change them.Just the fact that, if the answer to the previuos question is "Yes"(remove Manamorphose, Tormenting Voice and Faithless Looting, add Telling Time, Taigam's Scheming and Contingency Plan in order to make it just u/b), I'd put some Polluted Delta instead of Scalding Tarn.