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Spoils of the Vault
Name a card. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game, and you lose 1 life for each of the removed cards.
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|Have (8)||xpsychovampx , Lucretian , electrolynx , Swamy , bakeraj4 , Sparky41 , Bluboltar , jrschnoebelen|
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Spoils of the Vault Discussion
1 week ago
I just want to say that I was the first one to comment on this. :) what is Spoils of the Vault for?
1 month ago
No worries! We all make mistakes and I love the opportunity to explain some of the math behind choosing to play City of Brass over Spire of Industry in this deck specifically. All the best to you!! Thanks again for the comments!
The Laboratory Maniac + Spoils of the Vault kill is insane! It's really hard to pull off and removal can really mess you up if you are not prepared for it, but when it works the look on an opponent's face when they lose to Ad Nauseam without the card Ad Nauseam being cast is very satisfying. Most Ad Nauseam players I find can forget this line so good on that player for realizing it was his best option. Can you link the gameplay here? I'm always looking for a good spoils kill. Also, just as an aside, I always name Rowdy Crew when going for the spoils kill, just in case you were wondering. I'm sure you already understand how this works but until I put it in the description of the deck I'll quickly explain how it works for people passing through: basically like Ad Nauseam Spoils of the Vault causes loss of life as opposed to damage allowing us to go deep in the negatives. Thanks for pointing this out, its one of the cooler more unexpected things the deck can do!
1 month ago
Just saw some insane gameplay with the deck, they had Phrexian Unlife out, it was turn four. Lotus Bloom came off of suspend, but they had no Ad Nauseam, they didn't have a land drop either. I thought they would Spoils of the Vault for Ad Nauseam, since they had two of those and a Serum Visions, but instead they named Laboratory Maniac, then Borborygmos, cast the Laboratory Maniac, and with 1 mana left from the bloom the Serum Visions won the game!
4 months ago
5 months ago
Because you see it wrong. I don't want to be rude but the reason is outlined by many people, not just the Professor. If you think about it in terms of probability you are just as likely to mill bad cards that make them have more good cards in their deck as vice versa. Next, we have the graveyard issue. If we look at the top modern metagame, you see decks that use their graveyard very actively and would benefit massively from a mill player. Decks like this include Hollow One, Dredge, Living End, Goryo's Vengeance, Lantern Control, Mardu Pyromancer, and Death's Shadow, and to a lesser extent BGx decks and Snapcaster Mage decks like UWx control. Most modern decks use their graveyard to their benefit, with many decks actively milling themselves to gain an advantage. Milling them, until it kills them, is effectively just drawing cards. There is no deck that actively benefits from having an empty graveyard. Contrary to this, almost every deck has a form of self-inflicted damage. Examples of this include fetchlands, shocklands, Dark Confidant, Dismember, Street Wraith, painlands, Eidolon of the Great Revel, Thoughtseize, Spoils of the Vault, and more. These cards all become more dangerous when faced against a burn deck, because you are not able to use those resources as effectively as you would be without the threat of being burned out. Burn is also much faster than mill, exacerbating the problem. Let's now take a look at a card you are keen on, Destroy the Evidence. At 4 mana in modern, you have Jace, the Mind Sculptor, you have Gifts Ungiven, you have Scapeshift, and Bloodbraid Elf. At 5 mana you have Through the Breach and Ad Nauseam. 4 mana is generally considered a cutoff in modern, where any cards 4 mana or above have to have a massive impact on the game in order to be playable. This is because modern is a turn-4 format, where aggro and combo decks aim to win on turn 4 and any deck that isn't able to win on turn 4 consistently NEEDS to be able to disrupt effectively. 5 Mana cards in modern are cards that instantly win you the game. Through the breach puts in a griselbrand or Emrakul to win. Ad Nauseam allows you to draw your entire deck in concert with Angel's Grace or Phyrexian Unlife. Destroy the evidence is so abysmally slow and unimpactful. You destroying a land on turn 5 will almost never rob an opponent of any valuable resources, since spells in modern are so cheap. Your opponents are all playing cards that instantly win the game in the same mana cost. The mind drinker may even be worse (although probably not). That card doesn't even start milling until turn 6 at the earliest, which is likely longer than the average modern game. Both those cards are going to rot in your hand for the game, and then move on to either doing nothing because your opponent has 5 lands or chump blocking a 6/7 Tarmogoyf since you milled so much of their deck for them. The Mindcrank combo you described is much more legitimate than the other cards, but this issue is that removal in modern is rampant and the combo can't be played at instant speed and costs a lot of mana, abeit over multiple turns. It is certainly a synergy to build around, but the cards aren't powerful enough on their own and also don't work particularly well in a mill shell anyway. Fraying sanity is also an interesting new addition to modern mill. The issue with the card is that it costs 3 mana and doesn't immediately start milling your opponent, meaning you are tapping out on turn 3 doing nothing and hoping you aren't dead and can try to kill your opponent next turn, which is a lot to ask of your deck and your opponent's. Nemesis of Reason is 6 mana, and there are currently zero cards costing 6 mana or more in modern that are played without some sort of massive mana ramp. None of the other protection listed is at all viable in mill. They give your opponent removal targets and they slow down an already glacially slow "combo" archetype. Decks in modern are so fast, your 3 mana creatures that block a single creature and gain a few life aren't going to cut it. Surgical extraction effects are massively overrated, because most decks do not have a single card that is needed for their deck to work. Playing against a combo deck that uses specific cards and then surgicalling their Valakut, the Molten Pinnacle is great, but what happens when you're up against a burn or humans deck, where the only thing you can surgical is one of a sea of redudant spells within their deck.
6 months ago
Sweet commander and idea.
I'd love to play this w/ non-budget tutors, too.
Have fun - I dig this list a lot.
6 months ago
Thanks for looking out jordybear2002.
I came up with the deck after looking at modern infinite artifact combos. I threw it together with what i had on hand but am still short on a couple copies of Grinding Station and Spoils of the Vault. I'll take a look at that video for sure!
6 months ago
I agree with MagicalHacker: the generic manacosts need to be increased. There would be solid ground to ban them in modern and legacy if you don't.
Speaking as a modern player, I can say Death's Shadow would see Temporal Flux as a free win in their opening hand, especially with the possibility to snapcast from their graveyard. It really needs to exile itself, and be more expensive.