Traumatize

Traumatize

Sorcery

Target player puts the top half of his or her library, rounded down, into his or her graveyard.

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Trade

Have (1) metalmagic
Want (2) dakotaskymaster , danleniumfalcon

Printings View all

Set Rarity
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
Odyssey (ODY) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Traumatize occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

UB (Dimir): 1.01%

Traumatize Discussion

carpecanum on Scarab God Zombie

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.

tabbs33 on The Dark Mill

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

Search for Azcanta  Flip to continue to dig up Mill spells

Surgical Extraction/Extirpate/Ashiok, Dream Render/Nihil Spellbomb to hit key pieces your opponent needs (e.g. Uro, Kroxa, etc.)

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.

Drown in the Loch, Fatal Push to serve as cheap, flexible answers to your opponent's threats

Inquisition of Kozilek,Thoughtseize to get your opponent's threats before they become threats

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.

Consuming Aberration/Nemesis of Reason: again, won't have an impact until turn 6, which may be too late.

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!

Epidilius on Burn the Library Down

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.

CNobre on Toozebox (Mimeoplasm)

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.

KIRK77 on Toozebox (Mimeoplasm)

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

  • Mirror-Mad Phantasm/ Traumatize, I've always found self mill super useful to being able to pick the best answers out of my graveyard

HELLcaster19 on Phenax Mill (how original)

1 month ago

Cool deck zteam

Ill toss you a vote!

No Fraying Sanity to go with that Traumatize? lol

9-lives on Sadomasochistic Thirst of Libraries

1 month ago

Did you even read my accordion texts?

The reason for Inverter of Truth:

"If I cast a few creature cards, then on turn 4 cast Inverter of Truth, and thenThassa's Oracle, my death is your death!"

I also used to have 4 Opt, but I removed it thinking i wouldn't need it.

Traumatize is also a win-condition:

"If I cast Fraying Sanity and then Traumatize, my life is your death!"

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.

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