Curse of the Bloody Tome
Enchantment — Aura Curse
Enchant Player At the beginning of enchanted player's upkeep, that player puts the top two cards of his or her library into his or her graveyard.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Curse of the Bloody Tome Discussion
3 months ago
Grubbernaut thanks for the upvote! Generally what you said is true, but for this deck I beg to differ. Think Twice is always card advantage while Frantic Inventory , which draws more cards if you can cast all four, has to be drawn at multiple times to get the advantage. Plus if you have to discard Think Twice to Forbidden Alchemy you can still flashback it, plus having one in the gy you can do cool stuff like play Mortuary Mire a Mulldrifter and get it back by flashbacking Think Twice it if you have the mana, or get back a Gurmag Angler . This deck is mostly a "draw, land, go" kind of deck so the flashback cost isn't an issue. Curse of the Bloody Tome is a bad card generally, but it works in this deck because, as I said, many turns are just waiting for stuff to counter and having a passive wincon is cool. Plus you can discard it to Forbidden Alchemy . On MTGO it also has the advantage that if you play it on the first round by turn three, people will scoop because they aren't ready for a mill deck, side out removal for enchantment hate, and get stomped by Gurmag Angler . Cast Down I agree, but until they ban Chatterstorm you need ways to sweep by turn two. Plus against boros you can sweep First Day of Class buffed birds which is nice, and two Suffocating Fumes is necessary to survive against elves.
11 months ago
This is an interesting list although I personally would suggest a few changes: Since you're running a playset of Hedron Crab I would suggest playing fetches, even cheap fetches such as Evolving Wilds andTerramorphic Expanse would be additions your deck could greatly benefit from due to the double Landfall-triggers and the way you'd thin out your deck (also, since your running the crabs I would suggest playing more lands in general, about 24 or so) Keening Stone and Traumatize are two other cards I would suggest replacing, if possible with Fraying Sanity and Archive Trap. Both would be cheaper, faster and over-all more efficient, I think. I'm also not too sure about the Nemesis of Reason... I think it might be too expensive and too easily removed I'm quite conflicted about Mind Sculpt and Tome Scour... I don't really think they work as well as they might seem in Modern, compare it to burn: if you're playing mill you have an enemy reserve of 60 to deal with, rather than 20 and while taking 5 cards out of a deck for 1 Mana might seem a lot, I don't think it really does much since you only hit once and that's that, once once scour has been used it's empty. I would suggest replacing them with permanents such as Curse of the Bloody Tome, Sphinx's Tutelage or, heck Jace's Erasure. That way you would only pay once and still mill every round.
1 year ago
Second, I know my mana rocks are just bad.... But I included them because I already got them at home. I was thinking about upgrading them, because ramping is crucial and there are not a lot of manaramp options in monoblue.
Last, I really like Terrain Generator. I've never seen that card before, but it definitely looks cool. And you are absolutlly right Curse of the Bloody Tome, I was also looking for replacement for this card. I somehow forgot about Altar of the Brood, so thanks for reminder.
Thanks for all your suggestions :)
1 year ago
You're right about Fleet Swallower being slow.
Is there a reason you are running Worn Powerstone and not Sol Ring? Carrying one with my unsolicited ramp suggestions: You might want to think about trading out a basic Island for a Terrain Generator and switch out Prismatic Lens for Arcane Signet so you can tap for blue instead of a colorless.
Lastly. for me personally I find Curse of the Bloody Tome really slow and in a multiplayer setting not super effective. You might want to look into Altar of the Brood. You play two permanents and you get the same effect except it targets all opponents.
1 year ago
thank you so much for this detailed reply, did not expect that !
First i have to say something to my intention of creating this deck. I just wanted a creatureless Deck which is a kind different and also an absolute asshole deck, mostly i play just creature decks..
Yes, Energy Field has its cons, but if i play a Grindstone in the first round, a Reliquary Tower and an Energy Field in turn 2 and a Land to activate the Grindstone, i will only tap Grindstone each round..
your Talisman of Dominance i a must card, will change this, thanks!
yes, the mana base gives me headaches, want to play all the cards, but 18 land + 4 artifacts seems both, enough and to less.. maybe play some rounds to see if its okay?
yes, the "duals" should be in, just a budget question.
1 year ago
Hey! Mill is always a fun strategy, here are my thoughts for this "Cursed Mill" deck.
Fraying Sanity will make your mill effects much better, even when they "Whiff" on your Grindstone, and speaking of Grindstone, Painter's Servant is a really fun combo with it but BOY it's a pretty penny right now so let's forget about that. The other curse that flys to mind is Curse of the Bloody Tome, keep dumping that library into the yard!
Energy Field is for sure a neat card, but you have to basically stop playing the game to keep it in play, that's big sad energy when you want to stall out the game and pull ahead. Call me crazy but with a White or Green Splash, you could play Wheel of Sun and Moon enchanting yourself, preventing you from ever losing your Energy Field do to its ability! but that's something for version 2 of the deck I'd say.
And now that M21 is on its way you get some copies of Bruvac the Grandiloquent, it's totally made to improve your game plan!
Since currently this is a 2 color deck, and you want mana rocks, drop the Star Compass and just use Talisman of Dominance if you don't have the basic land you need it's going to hinder your ability to play, Talisman pings you for colored mana (not the colorless note) but you'll be able to get exactly the mana you need without getting caught by luck of the draw.
Furthermore, your mana base is comparable to a burn deck's count, your going to be getting to 3 lands as a top-end consistently with proper shuffling. you have cards in the 4 and 6 mana range, you'll want to get to 21 or 22 lands so you are making your land drop every turn. Your mana base can also be made more consistent with a few two-color lands, I would recommend the Scry Lands as a starting point. Temple of Deceit would be the one you want. Also Castle Vantress. Other lands you can use to improve the consistency of your mana base include Drowned Catacomb, Choked Estuary, Underground River, and Watery Grave. Creeping Tar Pit serves an additional purpose of being a creature you can use to close out the game if the mill isn't working, also it's Unblockable yay!
1 year 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
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.
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.
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!
1 year ago
Curse of the Bloody Tome does not kill twice as much. Orb mills for each permanent that gets untapped, which includes lands. So, if they’ve tapped down 4 lands, each orb mills 4.
The symmetrical effect doesn’t really change much - you’re milling them faster than you’re milling yourself, so they’ll run out of cards first. It doesn’t matter that you’re putting stuff in your graveyard - cards in your library are useless so long as they’re in your library (by that I mean they’re not doing anything for you until you draw them). The “downside” is hardly a real downside - you’re exchanging one unknown card on top of your library for another unknown card. Nothing really changes in your board state when your Orb hits you.
Plus, with Mission Briefing, you also have access to the cards Orb just put into your Yard.