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Bridge also fails in some instances like against infect and affinity, or anything that pumps after declaring attacks .
That’s why it’s a SB
August 6, 2018 4:25 p.m.
Crypt incursion will take care of Aeons Thorn. Yes the trigger will still happen but you’ll exile the creature so it doesn’t happen again .
I think you only further proved his point by making that statement .
August 6, 2018 4:23 p.m.
Dark has a valid point on splashing white, which is what I’m currently testing but is wrong about everything else .
August 6, 2018 9:53 a.m.
Decks that run goyf Are also running a shit ton of other creatures. Therefore removal isn’t as scary.
When you’re running only 4 aggro creatures, the ease in which it can be removed makes a huge difference . Which is why phantasm isn’t good for the meta and comparing it to decks that run goyf is a false equivalency. Research other competitive mill decks and see how often it’s used. Not often .
With the exception of burn, 8 rack and scape-shift. Darkness will almost always be useful. When it’s not, that’s what a side board is for. Aside from that it’s viable in most matchups, especially when you can snapcast it back. Also research how many reputable mill decks run darkness; most of them do.
Fraying sanity is an absolute must. Without it, it doesn’t get there. Fraying sanity is the reason you can potentialy win on turn 3.
Bad draws do exist as with any deck but hardly do I find myself stuck on 2 lands. So increasing land isn’t the answer .
Crypt Incursion is there for obvious reasons.
Snapcaster synergizes with orb ; does no one read the guide?
When your opponent knows you’re milling, ghost Quarter doesn’t cut it. You need FOH and it hasn’t failed me yet.
I take suggestions to heart and I’ve even made 1 change already suggested and that was with adding fatal push. The suggestions afterward have mostly already been playtested and have failed spectacularly. I’ve tried taking out darkness, incursion etc and the deck just fails. Used phantasm , deck fails. This is absolutely the best version so far. You’re not suggesting anything I haven’t already tried.
July 27, 2018 2:27 p.m.
Phantasm isn't as good as you think it is, it’s very easy to path, push or dismember or even double bolt on turn 2.
Snapcaster can get back glimpse, darkness, crypt incursion (if it got countered or skull cracked. In fact the darkness; snap caster darkness synergy is what makes this deck viable in modern play.
This deck has milled people out on turn 3 and 4, consistently on 5; which means visions is useful well before you even go into top deck mode.
Your comment on Field of Ruins tells me you haven’t read the guide on why it’s actually used .
July 27, 2018 11:29 a.m.
24 lands is entirely too much land for the mana curve, especially since there is but only 4 Removal spells in the entire deck. There simply isn’t enough control to justify that land base either .
Between fetch lands, field of ruin and Oboro; crab gets plenty of landfall triggers.
Darkness IS exactly what this deck wants and needs for it to be viable. Darkness buys turns which is all this deck needs to win. I have literally lost count how many times I’ve won games because of Darkness. Especially since you can snapcast it back.
Ensnaring Bridge is decent in the sense you’re pretty much immune to huge creatures like boggles and what not. It can’t replace darkness because as a mill player there is a right and wrong time to play your cards. Meaning you won’t always have an empty or even small hand. Archive Trap and Fatal Push comes to mind.
Mind Funeral was a great card and I used it for quite awhile, after much playtesting however it seemed the creature removal was immensely better, so it got sided out.
July 27, 2018 10:02 a.m.
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|Playing since||Shadows over Innistrad|
|Avg. deck rating||40.40|
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|Favorite formats||Legacy, Modern|
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|Venues||Gerards One Stop Gaming Shop|
|Last activity||1 week|