Startled Awake

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Persistent Nightmare  Flip

Legality

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

Printings View all

Set Rarity
Shadows over Innistrad Mythic Rare

Combos Browse all

Startled Awake

Sorcery

Target opponent puts the top thirteen cards of his or her library into his or her graveyard.

: Put Startled Awake from your graveyard onto the battlefield transformed. Activate this ability only any time you could cast a sorcery.

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Startled Awake Discussion

DRmagic2017 on Oh, The INSANITY!! (Mill EDH)

2 days ago

Hello! I like mill decks too. But in multiplayer... Well, why not?
Some ideas:
1) Keening Stone. Of course mana cost is high but on the other hand it works, doesn't it?
2)Startled Awake  Flip + Trepanation Blade. Cast Awake, then return it transformed, then attach Trepanation Blade to Persistent Nightmare  Flip and attack.
3) Elusive Tormentor  Flip transformed into Insidious Mist + Trepanation Blade.

keksoe666 on Jace Control

2 weeks ago

Darth_Savage about the Archive Trap: yeah, I would actually do that, it's just that I could only get my hands on a single copy, which is why I tried to substitute them with the two Startled Awake  Flip I had :D

And you're right about the Cast Through Time I guess I'll have to think about a way to replace it with something more useful

NeverCloud on Twisted Mill

2 weeks ago

Startled Awake  Flip is a nice spell that can recur, mills 13.

DRmagic2017 on Budget Dralnu EDH

2 weeks ago

What is the result of this deck? I'm really interested 'cause I also like mill strategy but I'm not sure it's successful in EDH. If you rely on mill you also need cards like Phenax, God of Deception, Keening Stone or Startled Awake  Flip.

TheGodofNight on Potent Mill

3 weeks ago

@Cadoiz

This build is interesting, but to be honest, it feels a tad bit erratic. By that, I mean that it feels like you opted to skip play sets of cards for unpredictability, but in doing so, you lose consistency. There is nothing wrong with doing that, but your deck will not be as consistent, meaning that the results you have will be hard to document and theory craft with. For me, that type of build is better suited for a Mill style EDH deck.

Now, I get the impression that you are working with a tight budget, and you want to maintain that. There is nothing wrong with budget builds, but there are a number of ways to make yourself more effective. Starting with the land base:

Polluted Deltas are ideal, but they are pricey at $17-$20 a pop right now. If you are going to skip them because of cost, it is worth looking into a playset of Watery Graves as they are $8-$10 a pop, so about half the cost of the Deltas, but they give you that all important color fixing so you always have the right color, and since you can choose to bring it in tapped or not, you can choose as needed. Later, if you upgrade to the Polluted Deltas, you will have the Watery Graves already, which are fetchable with the Deltas.

Darkslick Shores are a great mana fixer as well, but they are the same cost as Watery Graves right now. If these are out of your price range, then it might be worth considering the Sunken Hollows and Choked Estuarys both of which are cheap right now since they are in standard and we are in a lull between set releases.

I recommend cutting the Dimir Aqueduct and Dismal Backwaters. While they are cheaper, they both slow you down, even more so. I also could argue a reason to cut Nephalia Drownyard, but I get why you have it in here. It's a great mana dump when you have nothing else to spend it on, but I personally think you have better options.

4x Sunken Hollow $2-$3 each

4x Choked Estuary $1.50-$3 each

4x Evolving Wilds (A nice alternative for the Deltas for Hedron procs).

2x Shelldock Isle $4-$5 (If you didn't read my comments on this, please do so).

2x Ghost Quarter $0.75-$1.50

3x Island

3x Swamp

Total Landbase Costs: $25-$35 depending on how well you shop around or trade.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From your list, I get the sense you are going for Mill/Kill or Turbo Mill, both are great options, but if you focus on one, you will have a higher success rate and more consistency with your deck.

Jace's Phantasm is an amazing addition as part of the Mill/Kill strategy. This creature can damn near win you games on its own by beating face. The only downside is that is falls to removal, and many decks run a removal suite based on their colors. if they are in white, Path to Exile, if they are in black, Dismember, Fatal Push, Victim of Night, Go for the Throat, etc, etc (black has a literal ton of removal). Red uses direct damage, so a Lightning Bolt (or similar spell) to the face before it gets bigger will kill it. You get the general idea. If it sticks and goes unmolested, it will do work for you.

Hedron Crab is so good he doesn't even need to do anything but sit there and look pretty. Plus he is a chump blocker if necessary.

The rest of the creatures just aren't cost effective for what they do if you want to be competitive.

If you are going to do the Mill thing, you need to reorganize your spell suite. I will avoid the obvious inclusion of Glimpse the Unthinkable. If you shop around, you can find a great deal on them, I bought two sets on eBay for $20 a piece. Just be patience and shop around.

4x Tome Scour - 1 mana, mill 5, works perfectly here.

4x Mind Sculpt - 2 mana, mill 7. Very efficient.

4x Archive Trap - This is strictly better than Startled Awake  Flip, because you should always be casting it for free. Mill 13 for free is amazing, and anyone who says otherwise is a damn dirty liar.

4x Breaking because 2 mana, mill 8 helps.

2-3x Mind Funeral On average, I hit 8-12 cards, which is nice for only 3 mana, even better against decks with less than 20 lands (looking at you Affinity/Robots, RDW).

The rest of the slots are flexible. You could add in draw and counterspell. You could add in walkers Ashiok, Nightmare Weaver is a beast against creature decks. you could splash green for Fog effects. But the above landbase and the mill suite I suggested should be your baseline shell as it gives you a lot of cheaper, efficient mill and mana that isn't slow.

I hope these suggestions and this feedback really helps you out. I know Mill isn't the tier one deck that everyone wants to play, but it is a lot of fun, and can be quite the headache for those foolish enough to underestimate it. I wish you the best of luck sir!

TheGodofNight on Force of Mill

3 weeks ago

@Cadoiz

With regard to Shelldock Isle, a lot of folks tend to misread the card, and assume that the card is only usable when your library has 20 or fewer cards in it, however, it is "a library that has 20 or fewer cards". I tend to put a finishing mill spell underneath it at the beginning of the game (I'll drop it first if I can). By the time they are low enough for the effect, the card that is hidden away underneath will usually mill them the rest of the way out. Admittedly it is a a gamble, but it saves my finishing move from hand disruption and a lot of people tend not to be observant and recall there is a card underneath of Shelldock Isle until it is too late.

So Tome Scour and Serum Visions vs Thought Scour. The reason I would choose Thought Scour over Tome Scour is that Thought Scour does everything I want on a single card. It mills (not a lot admittedly), and it draws me a card. However, I am not running Thought Scour in my mainboard.

Mind Sculpt and Mind Funeral are the only cards out of that list worth considering because they are the most cost efficient and offer the most logical investment/return. Startled Awake  Flip is cool, but I'm not going to mince words, it is a shit card in a mill deck. People will argue that it has recursion, which I will grant is cool, however, in modern, 9 out of 10 modern decks run graveyard hate in their sideboard and 4 mana for 13 is pricey, followed by a 2 turn wait and 9 more mana to mill another 13 cards and 1 damaged. So the resource sink for that just doesn't pan out. Of course, people like to argue that Archive Trap is 5 mana, so it is too expensive, but I'm not casting Archive Trap for 5 mana unless it the bottom of the 9th and it will win me the game. I never pay full price for an Archive Trap unless it is to win the game. That being said, Mind Sculpt is a nice card, great curve, and a budget alternative in many respects. Mind Funeral is another great card, but it is even better in modern because most modern decks trim their land bases to be efficient (adding in those fetchlands for fixing (making Archive Trap even better))) which allows you to hit 8-12 cards in a mill with Mind Funeral. Paired with Surgical Extraction, Mind Funeral becomes even more powerful when you select a non-basic land from their graveyard and pull all remaining copies, thinning their land base even further, milling them for even more cards.

As for the Trapmaker's Snare discussion, this is in essence, a tutor. If they don't see an Archive Trap in game 1, but I know they are running fetches, I will side in the second copy and then I have access to 2 on demand, for free Archive Traps hopefully. Milling 26 cards is nothing to sneeze at. In fact, the best game I ever played with this deck was over on turn 0. They drew 7, I drew 7, they were on the play. The dropped a fetch land, cracked it and searched for their land and laid it down. I dropped 4 Archive Traps in succession. So 7 cards on the draw, 1 land pulled from the deck, and then milled for 52 cards. It was glorious. I've had that happen a couple times. But the tutor gives me an opportunity to sneak attack them with the Archive Trap or in the case of the sideboard Ravenous Trap it lets me instant hate for free on their graveyards (a back up option for Surgical Extraction).

Overall, everything that has gone into this deck has been carefully considered and well thought out. It isn't a budget build, it isn't a build for kitchen table magic. This was designed to be a competitive two color deck that could stand up against some of the leading decks. I hope all of my feedback was helpful. I will be sure to check out your deck later today. Thanks for the comments and suggestions.

Cadoiz on Chronic Blue-Balls (Update)

3 weeks ago

I wouldn't play Chronic Flooding, imho Tome Scour or Breaking (if you played black) both do more. Imagine the opponent taking it as a cmc 3 landdestruct. Would you play such a thing?

You could splash a color with the evolving wilds you already have and maybe an Dimir Aqueduct (or other). Decent cards: Mind Funeral, Glimpse the Unthinkable

I'm not so sure about Shelldock Isle. You hope to see a Archive Trap for cc 5, saving you 4 plus that land comes tapped and it isn't even sure, that you meet it's condition.

In my opinion, a combination of Tome Scour or Serum Visions and the like do way more than Thought Scour.

Maybe Startled Awake  Flip?

I'm probably also going to add a Ghost Quarter too, great for both Hedron Crab and Archive Trap.

If you want, you can take a look at my mill deck at [click me hard], I would apreciate that :)

Cadoiz on Force of Mill

3 weeks ago

Didn't see the synergy of Shelldock Isle - Breaking / Entering. But still, you hope to see a Archive Trap for cc 5, saving you 4 plus that land comes tapped and it isn't even sure, that you meet the condition.

In my opinion, a combination of Tome Scour and Serum Visions does way more than Thought Scour.

I would probably also pick Mind Sculpt, Startled Awake  Flip or Mind Funeral before Trapmaker's Snare->Archive Trap, making a 3cmc 13 card mill at best.

I'm probably also going to add a Ghost Quarter too, great for both Hedron Crab and Archive Trap.

If you want, you can take a look at my mill deck at [click me hard], I would apreciate that :)

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