Target player mills two cards. (They put the top two cards of their library into their graveyard.)
Draw a card.
|Have (3)||TheAnnihilator , , metalmagic|
Printings View all
|Mystery Booster (MYS1)||Common|
|Iconic Masters (IMA)||Common|
|Duel Decks: Jace vs. Vraska (DDM)||Common|
|Dark Ascension (DKA)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Thought Scour Discussion
3 days ago
Gamble and Intuition are a bit harder to recommend a 1x1 exchange of cards, as both of them would really like you to also run Underworld Breach (note that Intuition is already super busted on its own), so I'd suggest putting Breach in as well. I Suggest removing Thought Scour, Reality Spasm, and Pirate's Pillage. My reasoning for these choices is that I believe they are cards that don't really perform very well on the deck and can be taken out for this package. Pirate's Pillage nets you 1 mana when you have Mizzix out and that's very nice, but if you got Mizzix out with 3 counters already you're very much on your way to winning the game, while on other situations this card doensn't feel very nice, especially if it is countered. Reality Spasm also nets you mana, but you need Mizzix out with 3+ counters for that and if that's the case you can probably search your Turnabout. Thought Scour just wasn't doing enough for me, messing up a tutor now and then is nice, but most of the time I just wish I could have used this 1 mana for something else.
Underworld Breach wins you the game with Bonus Round and Frantic Search. Cast Bonus Round and then Frantic Search, with your floating mana cast Breach and the Frantic Search from the grave. Each cast will net you 1 mana and 1 extra card in the grave, envetually you'll find Reiterate and Seething Song, generate infinite mana returning Reiterate to your hand with buyback and mill everyone with Stroke of Genius or whatever. As p0megranates eloquently explains on the guide, once you get to this point winning the game is easy.
For Intuition you'll probably want to check the deck to see if there is a 3 card pile that wins you the game, as of right now I don't think so. But adding Mizzix's Mastery enables the following pile:Mizzix's Mastery, Past in Flames, Enter the Infinite.
If they give you Enter the Infinite, flashback Past in Flames, flashback Intuition searching Faithless Looting or Frantic Search or any discard outlet. Discard Enter the Infinite and flashback Mizzix's Mastery for Enter the Infinite.
3 weeks ago
Hi Gressil, I made and example deck for you, that fits the budget :) (mtggoldfish cause tappedout is a bit unstable those days): (https://www.mtggoldfish.com/deck/3375006#paper)
If you're playing control decks you need an stable mana base -23-24 lands. Speaking about finisher it doesnt really matters, your mission is dissable your opponent threats with counters, inquisitions, removals, etc... And then a big creature to finisih it.
Kess, Dissident Mage is perfect!!
Yeah maybe you're right about card draw, in the list I linked uses like 9-10. Thought Scour is super good cause you can put Tasigur in maybe t2-3, and feeds Kess.
3 weeks ago
I like the list! I have been running Thieves' Guild Enforcer as well and I think it is highly underrated! If you also run Thought Scour it helps keep the ability online. Thought Scour also makes Drown in the Loch better.
4 weeks ago
Force of Negation looks perfect here, while Sleight of Hand is better than Thought Scour, as you only have 1 Snapcaster Mage to utilize your yard. Magmatic Sinkhole would make Thought Scour a lot better tho
1 month ago
I'd cut the tar pits and just add in more collonades, also I'd play 2 dead of winter (which you are) with 3 unconditional wraths, just so that you can 2 for 1 against tron or something. Also i'd go up to 3 gearhulk, and replace dream crawlers with a single AEtherling and an Elspeth, Sun's Champion. Aetherling requires you to keep mana up, but you should have lots of mana since you're not playing fetches. Also it allows you to speed up your clock and it dodges edicts and wrath effects, something the crawler doesn't do, meaning that as long as you're smart your aetherling can stay alive for ever. Elspeth pulls double duty as a conditional wrath as well as a win con with her plus, providing you huge amounts of blockers as well as swarming opponents, letting you stabilize against most decks on her own.
In terms of more objective changes you should make, add drown in the loch, its insane. add a playset of cantrips, Thought Scour has good synergies with Drown in the Loch as well as Into the Story which is a nice card advantage spell you might want to try. Serum Visions or Opt should work well though in a vacuum. Also take out the inquisitions.
1 month ago
If you have Risen Reef, Zendikar's Roil is a must include for a potentially infinite and always hilarious combo! Take out Brainstorm, that card is stupidly overrated unless your deck focuses on topdecking, otherwise it practically does nothing. I'd also recommend throwing in some landfall cards with the amount of ways you have to get lands onto the battlefield. Try out Tatyova, Benthic Druid, Ob Nixilis, the Fallen, Avenger of Zendikar, and Roil Elemental. I'd also recommended taking out Ponder based off the same reasoning of brainstorm, Steel Hellkite because it's usually not going to get through is too slow with much better targeted removal available to you, Briarhorn because I have no idea why it is in your deck, AEtherize because it is too dependent on the situation (go for Cyclonic Rift which just got the reprint), Barrin, Tolarian Archmage because the theme of your deck isn't bouncing and there are better removal spells out there, Gitaxian Probe because it just shouldn't be in this deck, Thought Scour due to the same reasoning of brainstorm and ponder, and Gray Merchant of Asphodel because your devotion to black doesn't seem like it would be that high to me. Here is a list of some better removal spells to consider, keeping the double etb triggers in mind: Ravenous Chupacabra, Reclamation Sage, Beast Within, Assassin's Trophy, Shadowborn Demon, Agent of Treachery
Also, I'd highly recommend more ramp in the form of the talismans/signets just so the deck can run more soothly, especially with your higher mana curve.