Consuming Aberration

Consuming Aberration

Creature — Horror

Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.

Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Consuming Aberration Discussion

Guerric on Anowon & his 23 thieves

3 weeks ago

Visions of Beyond looks like a good card to cut. It just doesn't do enough.YourNeighborhoodGhost is absolutely right on Scheming Symmetry . Tutor whatever you want for one mana and your opponent will never see it bc you'll mill it. Phenax, God of Deception and Consuming Aberration are also mill staples. They aren't rogues, but are powerful.

Mechanon on Lazav, Destroyer of Decks

2 months ago

Sewer Nemesis , Consuming Aberration , Bonehoard , Grisly Spectacle , Nighthowler , Sepulchral Primordial , Sublime Epiphany , Maddening Cacophony and Talent of the Telepath might be some helpful cards. Lazav is definitely a commander to be reckoned with if you have some milling or if one of your powerful creatures gets killed/countered. Playing Lazav against a Ghalta, Primal Hunger deck is lots of fun, since commanders dying/being countered count as entering the graveyard. There's lots of good mill cards that came out with Zendikar Rising as well.

K1ngMars on "Library.exe has stopped working" | Phenax Primer

2 months ago

Hey, TheoryCrafter, thanks for the comment! First and foremost, I must say that, due to the pandemic, I got very little chance to hang out with my friends to play EDH with, BUT I've continued to follow releases and sets regardless. I came up with an extended update list that I wish I'll be able to share on here too as soon as possible. With this in mind, I'll go onto your comment. I tried to check your deck, but it seems to be private: let me know where to find it and I'll gladly check it out!

Regarding adding cards that give me value when my opponents discard, I tried to avoid them due to the fact that in my pod there is already a Yidris, Maelstrom Wielder wheel/discard deck, so I tried to now follow the same path. Regardless, I have thought about introducing cards like Windfall and Whispering Madness as incremental advantage, but even then, I probably won't include cards like Liliana's Caress .

Graveyard exile effects like Planar Void / Leyline of the Void really mess up my gameplan, since the deck's main wincon relies on using all possible X/X creatures like Consuming Aberration that count cards or creatures in opponent's graveyards (see this deck's description section "The Big Bois"): if graveyards are empty, those creatures won't mill at all. In order to contrast graveyard decks, such that I can mill them without helping them out, I instead included (or will include) cards like Grafdigger's Cage , Weathered Runestone and Silent Gravestone : in this way, graveyards can be full, but nobody will be able to take advantage of it, apart from me.

Evasion is a mild subtheme I will try to add, but instead of Aqueous Form , I was thinking of something more enduring like Thassa, God of the Sea or Dauthi Embrace . It's a good idea, sometimes I face decks with cards that reshuffle graveyards, so being able to knock them out in another way is a good option to have.

As for Ruin Crab and Hedron Crab , I don't really think they mill enough to be relevant during the course of the game, so I left them out. Moreover, I don't run enough fetch-like lands as of now, so I won't really get such an advantage from running those two anyways.

In the update list I mentioned at the start, Fleet Swallower will get swapped out for Maddening Cacophony : it's a good card, can be cats a turn earlier with respect to Swallower and doesn't need haste. The combos are the same as before, so that's a good funcitonal update.

As for tutors, my playgroup banned them. If I were to run some, I would run many other mana-cheaper tutors like Grim Tutor . Regarding commander rules, I have to tell you that, unfortunately, wish effects like the second choice of Mastermind's Acquisition don't work: this is due to the fact that "from outside of the game" really means "from your Sideboard", but in EDH there is no Sideboard. I know, no fun allowed, at least according to WotC.

I'll go onto update the description of this page once I'll get all the new cards I need.

Cravv on The Mimeoplasm [Competitive] EDH

3 months ago

Here is some cards that i think are must have: Insidious Dreams , It That Betrays , Emrakul, the Promised End , Void Winnower , Krosan Cloudscraper , Consuming Aberration , Kozilek, the Great Distortion , Frantic Search , Lim-Dul's Vault , Putrefax , Dark Ritual , Bane of Progress , Jarad, Golgari Lich Lord (great alternative wincon with Lord of Extinction [that is one instainclude too]), Toxic Deluge , Fathom Mage , Cavern of Souls , Assassin's Trophy , Abrupt Decay , Alchemist's Refuge , Pernicious Deed , Phyrexian Dreadnought , Hermit Druid , Rise of the Dark Realms , Reanimate . Those are of the hat that come to mind first when thinking whats missing here. Eldrazis are mainly for counters, Skithiryx, the Blight Dragon and Putrefax are for swinging and Fathom Mage (another zegana) and Bane of Progress are for utility. Also you are in promised land of green ramp so i would take out heavy mana cost artifact ramps and change them to Mana Crypt and green ramp like Birds of Paradise and other 1 mana dorks. And if you want to dig for lands, Nature's Lore and Three Visits are just better Farseek s. Search for Tomorrow is also great. As enchantment ramp i would suggest Exploration , Burgeoning , Wild Growth and Utopia Sprawl . I'm more than glad to answer if you have questions.

Azeworai on The Gyves of Mendacities

3 months ago

Mcat1999 - No, please. I welcome any commentary, and I am more than fain to describe my deck building. I stopped using the description for strategy analysis in favour of my turgid writing style some while agone.

So, I enjoy building older commanders, but synergizing can be a little difficult. This is especially prominent in the set Legends. From merely perusing all of them, they are not too powerful and lack much in their colour identity. (As examples, Dakkon cares about lands in Esper and Xira Arien forcing card draw in Jund.) With Halfdane , I had to build an Esper deck that abuses power and toughness.

Due to the general not having Red or Green, I am forced to be creative. The thing I went to immediately were creatures that acquired different stat-lines regarding board states, such as Consuming Aberration . A fair number uses the number of cards I have in hand to tell (around sixteen total in the colour combination), thus I have a deck built around drawing cards.

That brought me the goal of having a large hand size; I then needed to get there somehow. I chose for a control deck with a Flash subtheme, using Nymris and Hippocamp as draw engines. If not, I have a lot of card draw, along with tutors to find the card draw.

Flashing things in on the end step before my turn also allows Halfdane to gain their power and toughness immediately. That is the reason for the giant speedy idiots.

Unfortunately, non-Green decks need time to draw cards, so I have wraths and defence to stay my opponents' aggression.

This left me with a controlling, card draw deck with giant Flash creatures . It mainly wins by never relenting on any front and slowing my foes to a point of non-progression, all whilst I assail them with 7/7s. Entreat the Angels is honestly just a backup plan if I draw a Mystical Tutor .

In summation: control the board, ramp into big idiots , fulminate thy who art inimical.

This was overlong, but I hope it explained your query.

TheVectornaut on Blue-Black Deck

3 months ago

I'd start by identifying what you want the main goal of your deck to be. I see two main ideas here that could be built around.

The first is dealing unblocked damage by disincentivizing blocks with deathtouch. Darkblade Agent , Eternal of Harsh Truths , Graveblade Marauder , and maybe Blightsteel Colossus (with enough reanimation) fit this archetype. Because of the two "blade" cards, there is some overlap with the second archetype which I'll cover next (and if you keep them, cards like Notion Rain , Mission Briefing , Thought Erasure , and Discovery / Dispersal are likely to get more mileage than Divination or Secrets of the Golden City ), but there may be even better ways to profit from unblocked creatures. Curiosity enchantments like Curious Obsession , Sixth Sense , and Keen Sense are frequent accompaniments to the Invisible Stalker s and other bogles of the world, and Bident of Thassa is a strong option for those going wide. I like Quietus Spike as a sort of midway point between Basilisk Collar and Master of Cruelties in decks like these too. Other beaters to get in with could be Tomebound Lich , Oona's Blackguard , Dimir Cutpurse , Looter il-Kor , Shadowmage Infiltrator , Surrakar Spellblade , Wharf Infiltrator , or Virtus the Veiled if he's legal in whatever format this is for. More generic deathtouch synergy could include Hooded Blightfang , Viridian Longbow , Thornbite Staff , Psionic Gift enchantments, and any source of first strike. Finally, I like Cipher as a way to gain advantage from repeated attacks, so maybe a Hidden Strings or Paranoid Delusions could come in handy.

The second main idea is to stack the graveyard(s) with as many creatures as possible to extract value from Undergrowth and similar mechanics. Avatar of Woe , Lotleth Giant , Trepanation Blade , Teferi's Tutelage , and some of your Disentomb effects fit here. Major threats in these kinds of decks include Wight of Precinct Six , Jace's Phantasm , Consuming Aberration , Mirko Vosk, Mind Drinker , Fleet Swallower , Nemesis of Reason , Bonehoard , Mortivore , and Nighthowler . If you want to focus on your own graveyard, green is a great color to dip into as I alluded to earlier. Ghoultree , Boneyard Wurm , Jarad, Golgari Lich Lord , Splinterfright , Nyx Weaver , Nemesis of Mortals , Spider Spawning , and Kessig Cagebreakers are just some of the tools you get access to. Golgari is also the king of Undergrowth, so Hatchery Spider , Izoni, Thousand-Eyed , Molderhulk , Rhizome Lurcher / Undergrowth Scavenger , Kraul Harpooner , and Necrotic Wound are on the table. If milling your opponents is more your thing, some staples to consider are Thought Scour , Sphinx's Tutelage , Drown in the Loch , Traumatize , Fraying Sanity , and the crab duo. Jace's Erasure , Psychic Corrosion , and the Tutelage pair benefit the most from other draw synergy, and Visions of Beyond is an obvious inclusion if that's the route you take. Either way, I'd cut down to only the most efficient of your reanimate to hand cards and the like since you don't want to be stuck with a fist full of them and no creatures in the graveyard to target. Speaking of cuts, for maximum power, it's usually correct to play as close to the 60 card minimum as possible. Picking a single strategy to hone in on should make it easier to whittle down to the most important 60 in the deck.

If you have questions, let me know. Good luck with your build!

wallisface on Rock 'n' Mill (and a list of all MTG's mill cards)

3 months ago

This looks very different to how an efficient modern mill deck should. Some thoughts:

  • Creatures outside of the 8-crabs are generally a bad idea. Mill is trying to win by milling the opponent down to 0. A creature that neither disrupts the opponent nor provides mill then doesn’t help with any plan. Trying to be able to swing for lethal and mill-out your opponent in one deck just weakens both strategies. Consuming Aberration is particularly bad, as mill should defo have already won before you get to 5 mana.

  • Surgical Extraction is mills best friend, and really we should be running 3-4 in the mainboard.

  • stuff like Mind Funeral is too slow and too unreliable. Also, its usually only going to hit 7-8 cards at best. Its good to think of mill like a burn deck. In that regard, this is equivalent to having a 3 mana spell that deals 3 damage to a player. That’s a bad return.

  • I think the best way to play mill is as a control deck. You give the opponent a taste of mill, before removing their options and slowing them down. Then, finish them off, ideally by turn 4 at the latest. This deck linked here might give you some ideas of how to tune your brew.

nomjas123 on Milling Gone Rogue (Precon Upgrade Guide)[PRIMER]

4 months ago

VorelNailo Thanks for reaching out!

Mesmeric Orb Mills a lot. Depends on how long it stays on the table, but usually 5-10 per turn triggered at untap, resolved at upkeep. One-time 2 generic mana investment. One of my favorites. Court of Cunning is stronger, as long as you can costitently keep monarch.

Ashiok, Dream Render - maybe less usefull if you don't have too much reanimation in your playgroup. I have a buddy playing Meren and I love going all Ashiok on him. Anyhow, anti-tutor is pretty powerful all around (kills ramp too).

My meta used to be full of boardwipes, so I put together Mulldrotha deck. I brewed with it a little bit and turns out I really liked how milling went, so I decided for that strategy.

If you wanna shift towards reanimation, then I would happily recommend: Havengul Lich - can reanimate your or opponents graves

Sewer Nemesis - can get quite big really fast

Consuming Aberration - as above. If you play a lot of small spells, which you seem to do, it provides good milling too.

Altar of Dementia - Good sac outlet for mill decks. Works amazing with the two above.

Living Death - crazy gamechanger with self-mill and ashiok

Use whatever you like :)

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