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

Fishtepher on Unblockable Mill

1 day ago

Did some deck changes recently, take a look above. I really like the Thassa, God of the Sea and Trepanation Blade ideas. I also want to implement Jace's Phantasm. My fear if I take out Whispersilk Cloak and Aqueous Form for Thassa, I'll really be banking on 4 cards for the unblockable scheme. I'm unsure what to pull for Thassa, God of the Sea and Jace's Phantasm.

Side note: I'm also going to pull 2xJwar Isle Refuge for 2xDrowned Catacomb once I get my hands on them.

DemonFenix on Reanimator Tariel Deck

2 days ago

The way I see it is that Keening Stone and Trepanation Blade serve similar purposes. I may end up running both. However, my fear is that Keening Stone makes me draw more hate from opponents because it essentially says, "Yeah, I am milling your deck to steal your dudes." Whereas Trepanation Blade says, "I am milling your deck to power my creature."

I may end up running both, but I think if I may put Stonehewer Giant and do Stonehewer Giant + Trepanation Blade it would probably serve me better than Keening Stone.

Tormentero on Unblockable Mill

1 week ago

Also, Trepanation Blade + Mindcrank would be a killer combo with unblockable

Make them mill until they mill a land. Get +1/+0's for every card discarded. Unblockable for some potentially huge damage. Mindcrank ticks some more cards out

Coinman1863 on Accessorize and Terrorize

2 weeks ago

I'd take out Trepanation Blade as the Buff is unreliable and you are not a mill deck, Adventuring Gear because again, the buff is unreliable (may miss a land drop), and Worldslayer because without a Darksteel Forge/anything that makes stuff indestructible, its kinda bad for you.

Hope this helps.

steveoowns on Wrexial, The Risen Deep (need suggestions)

2 weeks ago

Mindcrank and Trepanation Blade seem to fit the mill theme really well, especially Mindcrank because it lets your opponents do your dirty work to eachother. Also Phenax, God of Deception will let you put creatures you don't swing with to work at the end of your opponents' turns

enderwiggin314159 on Blue Mill Deck

1 month 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

1 month 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

1 month 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.

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