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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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Spoils of the Vault Discussion
1 week 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.
1 month ago
Sweet commander and idea.
I'd love to play this w/ non-budget tutors, too.
Have fun - I dig this list a lot.
1 month 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!
1 month 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.
1 month ago
Cauldron of Souls and Erratic Portal might also be good here to abuse ETB triggers. You have a lot of tutor options, too, outside of Rune-Scarred Demon like Razaketh, the Foulblooded, Sidisi, Undead Vizier, Mastermind's Acquisition, Demonic Tutor, Vampiric Tutor, Grim Tutor, Dimir Machinations, Dark Petition, and more fringy options like Spoils of the Vault.
2 months ago
Sweet commander. I wonder about including more instant cards for value, such as:
- Geth's Verdict
- Diabolic Edict
- Devour Flesh
- Ad Nauseam
- Spoils of the Vault
- Vampiric Tutor
- Plunge into Darkness
- Treacherous Urge
- Urborg Justice
2 months ago
Thanks you for checking out the deck.
The Cadaver Imp + Deathrender + Gravedigger combo seems perfect for the sacrifice loop stuff the deck tries to accomplish. The fact that it can go infinite with Ashnod's Altar makes it into back hand jank win-con.
I had been looking into stepping up the tutor game of the deck, and your suggestions really seem like they could give the deck some increased consistency. Especially Dimir Machinations and Spoils of the Vault which weren't on my radar at all.
2 months ago
Gravedigger + Cadaver Imp + Deathrender might be fun with Altar of Dementia. You could run Mastermind's Acquisition, Dimir Machinations, Spoils of the Vault, and Dark Petition in addition to Diabolic Tutor to get your combo pieces.