Trepanation Blade

Trepanation Blade

Artifact — Equipment

Whenever equipped creature attacks, defending player reveals cards from the top of his library until he or she reveals a land card. The creature gets +1/+0 until end of turn for each card revealed this way. That player puts the revealed cards into his or her graveyard.

Equip 2

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Trepanation Blade Discussion

enderwiggin314159 on Blue Mill Deck

1 week ago

If 67 is too many cards, you can always take out the creatures and Trepanation Blade and replace them with more control like Narcolepsy, Paralyzing Grasp, and Claustrophobia.

XxoHollowoxX on Paint the deck red...AKA Modern Painter

2 weeks ago

First off, just wanted to let you know the the 1st deck I ever played that was Standard legal was a Mono-Blue Mill Deck, so I'm feeling a little nostalgic. If you're going for a "Mill" kind of strategy then there are a few things to consider:

  1. The primary consideration is a way to deal with decks that you cannot "deck out" i.e. those decks that contain cards such as Emrakul, the Aeons Torn. This can be accomplished either through the inclusion cards such as Extirpate, as you have above, or through the inclusion of an alternate win condition .
  2. Speed/Consistency vs Interactivity/Resiliency - "Turbo Mill", as I sometimes like to call it, has a spectrum of variations ranging from those that play more like a Burn or Combo deck to those that play like a Control deck. Whichever direction that you decide to go will determine not only the method of play, but how various match-ups should be navigated and sideboarded accordingly.

With just these two primary considerations in mind here are a few recommendations:
  • Remove "low-impact" cards. While I've won a game or two ( maybe more =P ) off the back of a Tome Scour in Limited, there are higher impact cards available to be played.
  • Look for synergies. I actually like the card Memory Sluice when it is played in a deck that maximizes the ability to play it with the Conspire additional cost.
  • Build in resilience. Try and include cards that perform the two-fold function of preventing our opponent from doing what they want to do, while protecting our strategy. Cards like Inquisition of Kozilek and Duress fit into this category, as opposed to Blackmail and Horrifying Revelation, both of which are cards that I do like, however they don't do much for us here.


Cards to Consider:

  • Snapcaster Mage - Not the most economic of choices right now but one of the highest impact. Essentially getting to play 8 of your best mill spells is pretty awesome, it taps to Memory Sluice, and blocks for days at instant speed...you may even win some games on the back of some Tiago Chan beat down.
  • Hedron Crab - Blocks, costs only , and once again allows you to play the conspire cost of Memory Sluice.
  • Duskmantle Guildmage - Decent body with relevant abilities, namely his first ability which lets us turn our Glimpse the Unthinkables into = Take 10 to the face!
  • Mindshrieker - While the "mill 1" here is rather incidental, it's the evasion and ability to close out games outside of decking our opponent that make Mindshrieker a noteworthy candidate.
  • Jace's Phantasm - This "little" guy gets BIG quick, fast, and in a hurry in our deck and let's us either block, or more often than not, whack our opponents in the face with a card that would make Tarmogoyf jealous once it's ability is turned on.
  • Wight of Precinct Six - Another decent threat that has the ability to become huge. I prefer Jace's Phantasm over this guy due to the evasion and the ease of making him huge, but still a notable option depending on the number of slots allocated to creatures.
  • Nighthowler - Unlike Wight of Precinct Six, Nighthowler (or it's enchanted buddy) doesn't care where the creatures are, so long as they're in someone's graveyard. The ability to Bestow this guy on something is also just as sweet.
  • Mortivore - Cousin to Tarmogoyf, who once had his day back when Threshold was thriving in Odyssey Block. A decent card, whose ability to Regenerate is relevant, but I think that Nighthowler is probably just better. Still an obligatory mention nevertheless.
  • Avatar of Woe - NOW HERE IS A CARD WORTH TALKING ABOUT!!! To date I've yet to see a mill deck, minus my own personal brews, play this card but WHY NOT?!?! Exclamations aside, this card is great, can come out relatively early due to our ability to fill up our opponent's graveyard quickly, and can honestly just win games on its own. Oh, and yeah, that little bit of text at the top there, Fear, no biggie...insert reminder text here -> A creature with fear cant be blocked except by artifact creatures and/or black creatures.
  • Painter's Servant - See Sphinx's Tutelage.

  • Jace, Memory Adept - may seem a bit exspensive, but Jace's ability to either play cleanup by milling 10 or provide a single card win condition (4-5 activations after he hits will pretty much always do the trick) is nice.
  • Jace, Telepath Unbound  Flip - Shiny! New! Only time will trully tell how awesome this new Jace is that comes in a little creature package, but his abilities are all relevant to both our primary strategy and how we'll want to interact with the various decks floating around the meta. Plus, that ultimate...yeah that's good.
  • Jace Beleren - While I like the original Jace, and his ultimate is usually game winning, I don't think this is where we want hime primarily because his +2 has too much potential to give our opponent something we do NOT want them to have. Not entirely ruling this guy out, but I'm of the belief that he is too anti-synergistic with what we're attempting to do.
  • Ashiok, Nightmare Weaver - I likey! What else need be said? Honestly though, I do believe that Ashiok is one to take a look at. While I believe that he fits better in decks like ["Pixy Stix/Lanter Control"](http://www.gatheringmagic.com/insidethedeck-053014-inside-the-deck-modern-pixy-stix-deck-tech/) I still think he could be really good here. Worth testing.

  • Sphinx's Tutelage - Have you ever heard of Legacy Painter? Now we can pretty much play this in Modern! This card is capable of winning games fast with even just a single one out; coupled with Visions of Beyond you can mill your opponent for upwards of 12-18+ cards if you hit at least twice each trigger.
  • Curse of the Bloody Tome - Like a thousand papercuts, it will kill your opponent. I used to love this card, and while I still like it, I believe that Sphinx's Tutelage is just better at the 3CMC slot.
  • Decimator Web - I just love how this thing is a bunch of "How would I like to win today?" slapped on one card. Haven't tested it out yet personally, but I've always salivated at the thought.
  • Jace's Erasure - The little "big" brother to the younger Sphinx's Tutelage. In a deck where the CMC may matter or where you'd want Sphinx's Tutelage 5-8, this is your guy.
  • Memory Erosion - Not guaranteed like the aforementioned cards, but still a viable option. also relevant for Devotion strategies.
  • Sword of Body and Mind - Nothing like throwing this bad boy on a Jace's Phantasm and connecting. If you're running a decent number of creatures it's definitely an option to include 1 or 2.
  • Trepanation Blade - Like Sword of Body and Mind this card pumps up our dudes while forwarding our main strategy or reducing the opponent's library to 0.

  • Glimpse the Unthinkable - As the kids would say nowadays, #auto-include.
  • Breaking - If you're then this is definitely a consideration.
  • Archive Trap - Quite possibly one of the best mill spells EVER printed! The fact that scenarios like: "Turn 1 - Opponent: Crack fetch... You: Response, uh Archive Trap, Archive Trap, Archive Trap, Archive Trap...game?" exist make this card a must play.
  • Mind Sculpt - Equivalent in my eyes to Breaking in that you trade 1 less card for ease of casting. Like Breaking a solid consideration.
  • Memory Sluice - Great with creatures in that it is often a Breaking for .
  • Surgical Extraction - Allows the deck to deal with cards that shuffle the Graveyard back into the Library, yeah I'm looking at you Emrakul, the Aeons Torn! More importantly, it allows us to deal with threats that our opponent has flipped into their graveyard by removing the rest from their deck.
  • Extirpate - Surgical Extraction that makes Control decks cry.
  • Thought Scour - Much better than Serum Visions in our deck in that it fuels things like Sphinx's Tutelage while also milling our opponent.
  • Dimir Charm - Sideboard or Mainboard, this card has relevant abilities that make it a contender. Should be at least looked at.
  • Mind Funeral YES! Sometimes this may read "Target player puts the top four cards of his or her library into his or her graveyard." Other times this card may read "Target player puts the top 34 cards of his or her library into his or her graveyard. Target player cries." Either way it's usually good.
  • Psychic Strike - If we need counterspells then this is definitely something to consider.
  • Sanity Grinding - Good in a primarily strategy.
  • Haunting Echoes - Requires a little bit of set up, but when it resolves it'll make Traumatize blush.
  • Stain the Mind - A proactive Surgical Extraction, but is better when we are running creatures.
  • Telemin Performance - A hilarious SB card for decks that want to cheat out giant creatures. "Oh, you're playing Goryo's Vengeance/Through the Breach? I'm sorry did you mean to play this Griselbrand? Run this just for fun sometimes.
  • Inquisition of Kozilek - Gives us another Turn 1 play that can interfere with what our opponent may be planning to do. Upside = hits most things, doesn't cost life. Downside = doesn't hit everything.
  • Thoughtseize - Same as IoK but hits everything but land at the expense of most land.
  • Duress - A decent choice, but more of a SB option.

XxoHollowoxX on

2 weeks ago

First off, just wanted to let you know the the 1st deck I ever played that was Standard legal was a Mono-Blue Mill Deck, so I'm feeling a little nostalgic.If you're going for a "Turbo Mill" kind of strategy then there are a few things to consider:1. The primary consideration is a way to deal with decks that you cannot "deck out" i.e. those decks that contain cards such as Emrakul, the Aeons Torn. This can be accomplished either through the inclusion cards such as Extirpate, as you have above, or through the inclusion of an alternate win condition .2. Speed/Consistency vs Interactivity/Resiliency - "Turbo Mill", as I sometimes like to call it, has a spectrum of variations ranging from those that play more like a Burn or Combo deck to those that play like a Control deck. Whichever direction that you decide to go will determine not only the method of play, but how various match-ups should be navigated and sideboarded accordingly.With just these two primary considerations in mind here are a few recommendations:- Remove "low-impact" cards. While I've won a game or two ( maybe more =P ) off the back of a Tome Scour in Limited, there are higher impact cards available to be played.- Look for synergies. I actually like the card Memory Sluice when it is played in a deck that maximizes the ability to play it with the Conspire additional cost.- Build in resilience. Try and include cards that perform the two-fold function of preventing our opponent from doing what they want to do, while protecting our strategy. Cards like Inquisition of Kozilek and Duress fit into this category, as opposed to Blackmail and Horrifying Revelation, both of which are cards that I do like, however they don't do much for us here.

Cards to Consider:

but one of the highest impact. Essentially getting to play 8 of your best mill spells is pretty awesome, it taps to Memory Sluice, and blocks for days at instant

speed...you may even win some games on the back of some Tiago Chan beat down.

  • Hedron Crab - Blocks, costs only , and once again allows you to play the conspire cost of Memory Sluice.
  • Duskmantle Guildmage - Decent body with relevant abilities, namely his first ability which lets us turn our Glimpse the Unthinkables into
  • = Take 10 to the face!

  • Mindshrieker - While the "mill 1" here is rather incidental, it's the evasion and ability to close out games outside of decking our opponent that make
  • Mindshrieker a noteworthy candidate.

  • Jace's Phantasm - This "little" guy gets BIG quick, fast, and in a hurry in our deck and let's us either block, or more often than not, whack our opponents
  • in the face with a card that would make Tarmogoyf jealous once it's ability is turned on.

  • Wight of Precinct Six - Another decent threat that has the ability to become huge. I prefer Jace's Phantasm over this guy due to the evasion and the ease of
  • making him huge, but still a notable option depending on the number of slots allocated to creatures.

  • Nighthowler - Unlike Wight of Precinct Six, Nighthowler (or it's enchanted buddy) doesn't care where the creatures are, so long as they're in someone's
  • graveyard. The ability to Bestow this guy on something is also just as sweet.

  • Mortivore - Cousin to Tarmogoyf, who once had his day back when Threshold was thriving in Odyssey Block. A decent card, whose ability to Regenerate is
  • relevant, but I think that Nighthowler is probably just better. Still an obligatory mention nevertheless.

  • Avatar of Woe - NOW HERE IS A CARD WORTH TALKING ABOUT!!! To date I've yet to see a mill deck, minus my own personal brews, play this card but WHY
  • NOT?!?! Exclamations aside, this card is great, can come out relatively early due to our ability to fill up our opponent's graveyard quickly, and can honestly just win

    games on its own. Oh, and yeah, that little bit of text at the top there, Fear, no biggie...insert reminder text here -> A creature with fear cant be blocked

    except by artifact creatures and/or black creatures.

  • Painter's Servant - See Sphinx's Tutelage.
    • Jace, Memory Adept - may seem a bit exspensive, but Jace's ability to either play cleanup by milling 10 or provide a single card win condition (4-5 activations after he hits will pretty much always do the trick) is nice.
    • Jace, Telepath Unbound  Flip - Shiny! New! Only time will trully tell how awesome this new Jace is that comes in a little creature package, but his abilities are all relevant to both our primary strategy and how we'll want to interact with the various decks floating around the meta. Plus, that ultimate...yeah that's good.
    • Jace Beleren - While I like the original Jace, and his ultimate is usually game winning, I don't think this is where we want hime primarily because his +2 has too much potential to give our opponent something we do NOT want them to have. Not entirely ruling this guy out, but I'm of the belief that he is too anti-synergistic with what we're attempting to do.
    • Ashiok, Nightmare Weaver - I likey! What else need be said? Honestly though, I do believe that Ashiok is one to take a look at. While I believe that he fits better in decks like ["Pixy Stix/Lanter Control"](http://www.gatheringmagic.com/insidethedeck-053014-inside-the-deck-modern-pixy-stix-deck-tech/) I still think he could be really good here. Worth testing.

    • Sphinx's Tutelage - Have you ever heard of Legacy Painter? Now we can pretty much play this in Modern! This card is capable of winning games fast with even just a single one out; coupled with Visions of Beyond you can mill your opponent for upwards of 12-18+ cards if you hit at least twice each trigger.
    • Curse of the Bloody Tome - Like a thousand papercuts, it will kill your opponent. I used to love this card, and while I still like it, I believe that Sphinx's Tutelage is just better at the 3CMC slot.
    • Decimator Web - I just love how this thing is a bunch of "How would I like to win today?" slapped on one card. Haven't tested it out yet personally, but I've always salivated at the thought.
    • Jace's Erasure - The little "big" brother to the younger Sphinx's Tutelage. In a deck where the CMC may matter or where you'd want Sphinx's Tutelage 5-8, this is your guy.
    • Memory Erosion - Not guaranteed like the aforementioned cards, but still a viable option. also relevant for Devotion strategies.
    • Sword of Body and Mind - Nothing like throwing this bad boy on a Jace's Phantasm and connecting. If you're running a decent number of creatures it's definitely an option to include 1 or 2.
    • Trepanation Blade - Like Sword of Body and Mind this card pumps up our dudes while forwarding our main strategy or reducing the opponent's library to 0.

    • Glimpse the Unthinkable - As the kids would say nowadays, #auto-include.
    • Breaking - If you're then this is definitely a consideration.
    • Archive Trap - Quite possibly one of the best mill spells EVER printed! The fact that scenarios like: "Turn 1 - Opponent: Crack fetch... You: Response, uh Archive Trap, Archive Trap, Archive Trap, Archive Trap...game?" exist make this card a must play.
    • Mind Sculpt - Equivalent in my eyes to Breaking in that you trade 1 less card for ease of casting. Like Breaking a solid consideration.
    • Memory Sluice - Great with creatures in that it is often a Breaking for .
    • Surgical Extraction - Allows the deck to deal with cards that shuffle the Graveyard back into the Library, yeah I'm looking at you Emrakul, the Aeons Torn! More importantly, it allows us to deal with threats that our opponent has flipped into their graveyard by removing the rest from their deck.
    • Extirpate - Surgical Extraction that makes Control decks cry.
    • Thought Scour - Much better than Serum Visions in our deck in that it fuels things like Sphinx's Tutelage while also milling our opponent.
    • Dimir Charm - Sideboard or Mainboard, this card has relevant abilities that make it a contender. Should be at least looked at.
    • Mind Funeral YES! Sometimes this may read "Target player puts the top four cards of his or her library into his or her graveyard." Other times this card may read "Target player puts the top 34 cards of his or her library into his or her graveyard. Target player cries." Either way it's usually good.
    • Psychic Strike - If we need counterspells then this is definitely something to consider.
    • Sanity Grinding - Good in a primarily strategy.
    • Haunting Echoes - Requires a little bit of set up, but when it resolves it'll make Traumatize blush.
    • Stain the Mind - A proactive Surgical Extraction, but is better when we are running creatures.
    • Telemin Performance - A hilarious SB card for decks that want to cheat out giant creatures. "Oh, you're playing Goryo's Vengeance/Through the Breach? I'm sorry did you mean to play this Griselbrand? Run this just for fun sometimes.
    • Inquisition of Kozilek - Gives us another Turn 1 play that can interfere with what our opponent may be planning to do. Upside = hits most things, doesn't cost life. Downside = doesn't hit everything.
    • Thoughtseize - Same as IoK but hits everything but land at the expense of most land.
    • Duress - A decent choice, but more of a SB option.

    Gattison on Lazav is All You Need

    3 weeks ago

    Well I guess it's about time I start responding and showing my appreciation to all who have commented, +1'd and given suggestions/advice. Thank-you, everybody, you've all been a big help, and keep the advice coming! =D

    @ Figag: your little comment actually set me on the direction I am taking with this deck now, so thank you very much for that. Good suggestions btw, I actually use all of them now.

    @ MirkoVosktheMilkDrinker: yeah, 100 cards is working a lot better, thanks. Also, I respectfully disagree, sir... Krenko, Mob Boss is the best card in Magic, lol =P.

    @ mtgraphael: how about both? yeah... I'll use both. thank-you. =)

    @ Therealgoblinguide: absolutely, uh-huh. Thanks. =)

    @ canterlotguardian: "whenever your opponent complains that mill is unfair, take a shot". Omg, that is hilarious, lol. Unfortunately I've switched my Commanders, so if I did, it won't be as "witty," but I actually may still make that game anyway. If you got any more ideas for the Magic Mind-Drinking Game, let me know.

    @ HydraOoze: Counterspell is a great suggestion, tyvm. Sword of Body and Mind, also. You should have made "suggestions" out of those cards, I would have totally given you TappedOut points for that, or whatever they're called. Anyway, good job, thanks.

    @ ofcruelties: Millstone is on the chopping block, currently. It's too weak, for the level of severity I'm going for, so soon it will be traded out for something more efficient/effective. It came up once in my games and was so underwhelming I didn't even play it. As for Trepanation Blade, idk, it actually has not come up yet, but I'm still holding out hope for it. It may also get traded out for a better card pretty soon, though, we'll see.

    As for your own Lazav-deck, I really like it, it looks really effective and... IT'S ONLY $85! You sir, are the man. I'll be casting copy spells on your deck-build pretty soon. Thanks a lot for sharing.

    @ ecmmyers: This deck is typically played in heads-up/duel EDH games, my playgroup is small, and we can't often coordinate multiplayer games.

    You have EXCELLENT advice. Thanks a ton! It sounds like you've been running this deck for quite a while, so you have a lot of experience with this strategy. Everything you said makes a lot of sense, and the cards you suggested will probably help my gameplan out tremendously.

    My land-base does need work, but good lands are expensive, so I've just been putting that off, but you're right about ETB-tapped-lands.

    As for mill-cards, Dreamborn Muse effects me as well, so I'm not sure if I'm into that idea, but it may make a good sideboard card for me. Going for permanents instead of one-shots is a good strategy in general, though, so I'll be looking into that as well.

    Royal Assassin and Baleful Strix I've considered before, so I'll try them out soon. Solemn Simulacrum looks like a good card in general, but seems a little underwhelming in the decklist. Perhaps I'm not seeing something that you are?

    Telepathy is alright, but I actually keep Peek around for its draw-card power. The ability to see the opponent's hand is just a free bonus in my eyes. Discard is not such a big deal in this deck (atm) that I feel the need to synergize with it. But who knows what the future holds in store for the evolution of this deck?

    Thanks for all your help, and most of what you said was useful. Thanks again for your time and support.

    Thanks again to everyone else who commented, and to all those who will comment... but no thanks to those of you will not ever comment. Extra thanks to those who +1. That is all.

    ofcruelties on Lazav is All You Need

    3 weeks ago

    Hey I have a Lazav EDH, there is some stuff you'll probably like there.

    Do Millstone and Trepanation Blade carry their own weight? I thought about them but they seemed kinda weak.

    VikingBlood on I'm gonna mill you, then touch your cards :]

    3 weeks ago

    Also Mind Grind isnt that great in my opinion because Mind Funeral is a three drop for mill to 4 land where as Mind Grind is a 6 drop to mill to 4 land there are better things out there for mill then that. One good combo is Szadek, Lord of Secrets with a Trepanation Blade equipped on him

    CeleryZed on Bloodchief of Revels

    3 weeks ago

    Consider adding Trepanation Blade its insanely good with Bloodchief Ascension

    Xyresic on Kitty Titties with Weapons (Help wanted)

    4 weeks ago

    Looks like you're trying to keep this budget!

    Adaptive Automaton is fairly cheap, I'd consider running it for more anthems.

    I would cut Trepanation Blade and put in Quietus Spike, it's a 2ish buck difference?

    Argentum Armor is too costly unless you stoneforge/stonehewer it or quest it, and replace it with Golem-Skin Gauntlets or something.

    Unfortunately, the cats are 2/2's, but I'd still run Skullclamp because of how god-awful mono-white card advantage is.

    I'm also not 100% sure how useful quest is here. How much have you playtested this? :)

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