Destroy the Evidence

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Return to Ravnica (RTR) Common

Combos Browse all

Destroy the Evidence

Sorcery

Destroy target land. Its controller reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.

Destroy the Evidence Discussion

FrancoisParfait on Murder all the Things

5 months ago

Thanks for the input! I agree with the suggestions, honestly I only had Assassin's Strike for flavor, but it makes more sense to replace them with more Murder s.

Same thing with Contract Killing , I'm a sucker for flavor.

Taking out Destroy the Evidence seems like a good idea, I like playing them, but having other things such as Duress seem to be the better option.

Thanks again!

Kjartan on Murder all the Things

5 months ago

I assume this is built out of cards you owned at the time of construction, and that's why you only run 2 Murder and 2 Asphyxiate /3 Assassinate , as well as having a 2/2 split between Ruthless Ripper and Hired Poisoner .

Even so, I have to question you on some of these other choices:

Assassin's Strike seems like a terrible option. This late in the game, your opponent likely doesn't even have anything to discard, essentially making it a 6 mana sorcery removal spell.

Contract Killing also seems bad, since your only 6+ mana card is Assassin's Strike . And unless you hold a lot of cards back, those clues, with 5 lands in play, or not gonna do a whole lot.

Destroy the Evidence definitely also seems bad. Most decks don't care about losing a land this late in the game, and milling them will more than likely just help them. Since you're not a land destruction deck, nor a mill deck, I don't think you have a way of capitalizing on this card.

As for suggestions, something to deal with non-creature decks, and some overall better spells. Doesn't have to be expensive, just Duress , more Murder s, Victim of Night n' all that.

JethroWilkins on Chaos

1 year ago

Smelt, Dragon's Claw, and Destroy the Evidence all seem like rather weak includes.

Bloodflow Connoisseur and Barter in Blood might be decent includes for cheap.

Firegriff on Help Beating Muldrotha Stax

1 year ago

One card I have not seen mentioned,which Muldrotha hates and can be your Commander: Anafenza, the Foremost. Often overlooked, you can go two routes with her in charge. The first is the one I use, probably not the stronger option. Build up an army boosted by +1/+1 counters that add abilities to your creatures. The second, just plain evil option, is Anafenza mill/go ahead and kill my creatures option. Grave Pact, Dictate of Erebos, Butcher of Malakir, Trepanation Blade, Keening Stone, Balustrade Spy, Destroy the Evidence, Martyr's Bond and the like make Muldrotha's plan painful to execute.

Murpy on How come Mill isn't a ...

1 year ago

Because you see it wrong. I don't want to be rude but the reason is outlined by many people, not just the Professor. If you think about it in terms of probability you are just as likely to mill bad cards that make them have more good cards in their deck as vice versa. Next, we have the graveyard issue. If we look at the top modern metagame, you see decks that use their graveyard very actively and would benefit massively from a mill player. Decks like this include Hollow One, Dredge, Living End, Goryo's Vengeance, Lantern Control, Mardu Pyromancer, and Death's Shadow, and to a lesser extent BGx decks and Snapcaster Mage decks like UWx control. Most modern decks use their graveyard to their benefit, with many decks actively milling themselves to gain an advantage. Milling them, until it kills them, is effectively just drawing cards. There is no deck that actively benefits from having an empty graveyard. Contrary to this, almost every deck has a form of self-inflicted damage. Examples of this include fetchlands, shocklands, Dark Confidant, Dismember, Street Wraith, painlands, Eidolon of the Great Revel, Thoughtseize, Spoils of the Vault, and more. These cards all become more dangerous when faced against a burn deck, because you are not able to use those resources as effectively as you would be without the threat of being burned out. Burn is also much faster than mill, exacerbating the problem. Let's now take a look at a card you are keen on, Destroy the Evidence. At 4 mana in modern, you have Jace, the Mind Sculptor, you have Gifts Ungiven, you have Scapeshift, and Bloodbraid Elf. At 5 mana you have Through the Breach and Ad Nauseam. 4 mana is generally considered a cutoff in modern, where any cards 4 mana or above have to have a massive impact on the game in order to be playable. This is because modern is a turn-4 format, where aggro and combo decks aim to win on turn 4 and any deck that isn't able to win on turn 4 consistently NEEDS to be able to disrupt effectively. 5 Mana cards in modern are cards that instantly win you the game. Through the breach puts in a griselbrand or Emrakul to win. Ad Nauseam allows you to draw your entire deck in concert with Angel's Grace or Phyrexian Unlife. Destroy the evidence is so abysmally slow and unimpactful. You destroying a land on turn 5 will almost never rob an opponent of any valuable resources, since spells in modern are so cheap. Your opponents are all playing cards that instantly win the game in the same mana cost. The mind drinker may even be worse (although probably not). That card doesn't even start milling until turn 6 at the earliest, which is likely longer than the average modern game. Both those cards are going to rot in your hand for the game, and then move on to either doing nothing because your opponent has 5 lands or chump blocking a 6/7 Tarmogoyf since you milled so much of their deck for them. The Mindcrank combo you described is much more legitimate than the other cards, but this issue is that removal in modern is rampant and the combo can't be played at instant speed and costs a lot of mana, abeit over multiple turns. It is certainly a synergy to build around, but the cards aren't powerful enough on their own and also don't work particularly well in a mill shell anyway. Fraying sanity is also an interesting new addition to modern mill. The issue with the card is that it costs 3 mana and doesn't immediately start milling your opponent, meaning you are tapping out on turn 3 doing nothing and hoping you aren't dead and can try to kill your opponent next turn, which is a lot to ask of your deck and your opponent's. Nemesis of Reason is 6 mana, and there are currently zero cards costing 6 mana or more in modern that are played without some sort of massive mana ramp. None of the other protection listed is at all viable in mill. They give your opponent removal targets and they slow down an already glacially slow "combo" archetype. Decks in modern are so fast, your 3 mana creatures that block a single creature and gain a few life aren't going to cut it. Surgical extraction effects are massively overrated, because most decks do not have a single card that is needed for their deck to work. Playing against a combo deck that uses specific cards and then surgicalling their Valakut, the Molten Pinnacle is great, but what happens when you're up against a burn or humans deck, where the only thing you can surgical is one of a sea of redudant spells within their deck.

TypicalTimmy on How come Mill isn't a ...

1 year ago

I was watching one of The Professor's videos going over card advantage, and in it he expresses that (I forget which card exactly so I'll have a stand-in) cards like Mind Sculpt essentially pay to discard a card from your hand.

His point is that there are generally better ways to use that . You don't affect the boardstate in a meaningful way, you don't disrupt their hand or counter their spells, and you don't advance your boardstate or your hand.

You tap two of your lands to discard a card. Period.


But I don't see it that way. You just removed seven cards from their library. You potentially got rid of very useful cards. In the case of things like Destroy the Evidence, they mill until four lands are in their graveyard. Whether they topdeck all four lands in a row, or they are running just an 18-land deck and they throw just as many cards away simply depends. Regardless, four lands is a huge blow to anybody's game.

So my question is very straightforward: Why don't we see more mill?

Sure, it's a tad bit slow to start. But with card's like Glimpse the Unthinkable and Hedron Crab, that's 13 cards on T2. That's effectively a quarter of their library.

With combos like Duskmantle Guildmage + Mindcrank, or Fraying Sanity + Glimpse the Unthinkable, or playsets of Destroy the Evidence + Mirko Vosk, Mind Drinker (Both milling until four lands), I don't understand why we don't see more of Mill out there?

And before you state the "obvious" that there's no good protection, there's plenty. Nemesis of Reason, Gifted Aetherborn, Vampire Nighthawk, Wall of Frost, Monastery Flock, and they all do really well with Phenax, God of Deception.

Combo this with things like Surgical Extraction and Extirpate and you're hitting them even harder.


So what are your guy's thoughts? Why isn't Mill more commonly played, or at the very least used as a sub-strategy when decks can allow for it?

Srack on

2 years ago

Looks like your having problems with the early game. Riddlekeeper and Death's Approach could get your friends, maybe pilfered plans for card draw. And I would suggest you to stay at ~60 cards for more reliability.If you want to throw away your money, Glimpse the Unthinkable is a good moneydump, Mind Sculpt is the budget Version.

Destroy the Evidence is too expensive and too weak.

You could consider lands like Nephalia Drownyard or Ipnu Rivulet.

Wurmlover on Countermill

2 years ago

your mill package is not nearly strong enough to consistently win. you need Manic Scribe, Glimpse the Unthinkable, Archive Trap, Hedron Crab, and probably Ensnaring Bridge if you want to be able to win. cut Codex Shredder, Millstone, Coerced Confession, Destroy the Evidence, and basically every sorcery and artifact you have but Seer's Lantern and Tome Scour. replace your 3 creatures with Fog Bank

Load more

No data for this card yet.