Target player puts the top half of his or her library, rounded down, into his or her graveyard.
|Want (2)||dakotaskymaster , danleniumfalcon|
Printings View all
|Magic 2014 (M14)||Rare|
|2011 Core Set (M11)||Rare|
|2010 Core Set (M10)||Rare|
|Tenth Edition (10E)||Rare|
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Traumatize occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
UB (Dimir): 1.01%
6 days ago
Call to the Grave, even if you have to sac your boss you recast for 5 mana next turn.
Strionic Resonator lets you double your scry/damage.
Traumatize would give you a LOT of zombie choices.
1 week ago
Is this deck intended to be casual or competitive? Budget or no? I'd recommend changing the hubs for your deck to help everyone give more targeted feedback and to expose the deck to a broader audience.
That being said, here are cards I'd recommend based off of Mill decks I've seen on MTGO/online (not taking into account card cost): Shelldock Isle as it basically nets you an extra card/free spell
Oboro, Palace in the Clouds to trigger Hedron Crab over and over
Visions of Beyond because it's basically Ancestral Recall for Mill
Field of Ruin to hit your opponent's important lands
Crypt Incursion as a way to help you survive
Snapcaster Mage to flashback your Glimpses, Visions, etc.
Breaking / Entering as a maybeboard card if you really need more efficient mill
Here are some other thoughts I had:
-You have a fair number of expensive cards in your deck, but you only have 20 lands. I have a feeling that your expensive cards will be stuck in your hand as you struggle to draw enough lands to play them (which will only be exacerbated by the fact that you have 64 cards in your deck). Even still, you'll probably want 21-23 lands in your deck. With that the average game of Modern lasts about 5 turns - can you successfully mill your opponent out in that time? If not, you'll want to trim/remove the cards that don't have a significant impact by that time. For example, I would consider replacing the following:
Curse of the Bloody Tome: comes out on turn 3 and you'll probably get 1-2 triggers out of it.
Patient Rebuilding: very variable and you may not even get any triggers out of it.
Keening Stone: you probably won't be able to cast this card.
Traumatize: most of the time this will probably only be marginally better than another Glimpse or perhaps even worse! I'd recommend doing some playtesting with your deck to see on average how many cards you mill from your opponent by turn 5. Also consider that opponents will be thinning their decks with fetchlands, Arcum's Astrolabe, and Mishra's Bauble.
Increasing Confusion: this card is very deceptive in that it actually isn't that mana efficient. If you flash it back on turn 5, then it's the exact same thing as Glimpse!
Mind Grind: same thing except for Mind Funeral - at 6 mana, this card does the same thing that Mind Funeral does for 3! -If you can afford it, definitely run 4x Glimpse, 4x Archive Trap, and 4x Mesmeric Orb. Those are your most powerful cards that you'll want every game.
-You'll also want dual lands, like Darkslick Shores, Drowned Catacomb, Watery Grave, etc. This will really help prevent you from getting mana screwed by drawing too many of one basic. Also, fetchlands are Hedron Crab's best friend!
Mill is always a fringe deck in the Modern metagame as most decks will just out-value and outrace you, which is a shame because I always find Mill so fun to play! I hope all this helps you out and I hope I didn't come off as mean/rude. I'm genuinely trying to help you out with your deck so you can win more and have more fun with it!
2 weeks ago
Do you find Traumatize and Jace, Memory Adept to be too slow? I haven't tested this deck, obviously, but 5 mana seems like a lot in a deck with 21 lands. I would want to run 2 more lands and another Breaking / Entering.
Also, have you considered adding a white splash for Kaya, Orzhov Usurper in the sideboard? She can help keep you alive against aggro and burn.
1 month ago
Hey KIRK77, thanks man! It is indeed a fun deck but that also puts some results. I've checked yours and is also a nice build but they are radically different. In your case you are really going deep on the self-mill plan while I play a toolbox/value engine deck.
You are really low on creature based ramp and early drops (specially 1 cmc) so I would definitely make room for:
Birds of Paradise, Deathrite Shaman, Green Sun's Zenith and best buddy Dryad Arbor (for that sweet turn 1 ramp), Krosan Tusker,... That alone would probably help a lot. I would think about reducing your mana-rocks and ramp-spells with creatures that accomplish the same. Would absolutely try Millikin and probably Dreamscape Artist. Why are you running so few 4 cmc cards?
Regarding your suggestions:
I did consider Champion of Wits but in the end it did not make the deck because I was already running Fathom Mage + Prime Speaker Zegana. They're really similar to the champion but they have counter synergies. Mirror-Mad Phantasm/ Traumatize cannot be included as they are really efficient self-mill cards and would break the tutoring capabilities of Birthing Pod, Prime Speaker Vannifar, Survival of the Fittest. Nezahal, Primal Tide sounds good, I guess I'll give it a try.
1 month ago
Hey man, looks like a fun deck! The mimeoplasm is one of my favorite decks so I'm always eager to see what goodies you've got.
Are there any sleepers in the deck that I should try out in my deck? Here's the list of what I've got Mimeoplasm
Also I've got a few cards for you to think about, they've sure been really helpful in my deck
Champion of Wits, super great card draw card. It's nice and cheap to cast, it discards cards to your yard for the mimeoplasm, you can draw tons of cards when you're bringing it back with the mimeoplasm
Nezahal, Primal Tide, great to passivly draw cards you can discard 3 at any time you flicker your commander and have it come back as something else
1 month ago
Cool deck zteam
Ill toss you a vote!
1 month ago
Did you even read my accordion texts?
The reason for Inverter of Truth:
I also used to have 4 Opt, but I removed it thinking i wouldn't need it.
Traumatize is also a win-condition:
What I need is blue or black ramp! Don't know if that is possible, but I need it!
Thought Erasure and Agonizing Remorse are nice, but that would only be hand control, which isn't my focus. I could use it to get rid of really strong cards, but they would have to be by chance in their hand, which is always changing with their draw cards and draw steps.