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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Dreadwaters
Sorcery
Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of lands you control.
leovolt884_ on
2 years ago
Balaam__ Haha dw lands are not done the deck isn't close to done I've just thrown in what I want for nonbasics. I've looked at toughness matters options but pretty much all there is are a few end of turn effects. I was thinking of turning it into somewhat of a gates deck initially cuz yknow, walls, gates, makes sense. There are 2 walls that deal direct damage other than Wall of Forgotten Pharaohs but they're off color and I really don't want to stretch the deck as I think it might actually become unplayable. Mill seems like an option to me with cards like Dreadwaters and Stream of Thought but its a bit boring and im trying to avoid it.
keizerbuns on
Sea of Attrition [Physical] [Beta]
3 years ago
This is a very cool concept, however it seems a little scattered. With lifegain, mill, tokens, tap/bounce control, stat manipulation, and creature stealing, it seems like your deck is being pulled in too many different directions without enough focus on any one thing in particular to give it a clear identity. Mill especially is kind of an all or nothing strategy that requires the entire deck to be built around it in order to work. Unless you have a really good mill/graveyard payoff to justify splashing in some mill spells, milling your opponent for just a few cards here and there won’t do anything except take up slots in your deck.
The best advice I think I could give you, and probably the same advice most other people will give you too, is to find your favourite element or two of the deck, and make that the focus. However, if you don’t want to do that, and you do want to keep the deck as a little bit of everything, I do have some suggestions that I think you might like.
My first suggestion would be to replace Dreadwaters with a lower CMC mill spell, because spending 4 mana to make one opponent mill for what I assume averages to be around 4-6 cards isn't a great rate. For just 2 mana you could use Maddening Cacophony and make each opponent mill 8 cards, and for an extra 4 you could make them mill half of their decks. You could also replace a couple of Islands with a couple copies of Ipnu Rivulet for some added milling consistency, although activating its mill ability would cause you to lose a land.
Talrand's Invocation also suffers from the same issue as Dreadwaters of just being too mana intensive for such a small effect. Paying 4 mana just to get 2 2/2 flyers is a little slow. I think Murmuring Mystic would suit you better as a long term token generator.
Ichthyomorphosis and Time of Ice both kind of get in the way of your plan to steal your opponent's creatures. Ichthyomorphosis turns your opponent's creatures into something not worth stealing and Time of Ice could potentially cause a creature you just stole from your opponent to be sent back to their hand. Instead of using Time of Ice to tap your opponents creatures, you could use an instant or a sorcery such as Downpour, Impede Momentum, Choking Tethers, or Sleep to achieve the same result. And instead of Ichthyomorphosis to permanently turn your opponents creatures into something small, you could use Turn to Frog which you can use to catch your opponents by surprise during the combat stage. Swapping both Ichthyomorphosis and Time of Ice for instants and sorceries would also synergize great with Murmuring Mystic to spam tokens.
You could replace Staff of the Mind Magus with Diamond Mare, which is admittedly a weaker life gain spell since it can't gain life off of your lands entering the battlefield, plus it's more susceptible to removal. However it is a cheaper CMC card and another creature to beat your opponents down with.
I think Niblis of Frost is better than Dragon Turtle at keeping your opponent's creatures tapped if you go with the previously mentioned replacements for Ichthyomorphosis and Time of Ice, plus with the Prowess ability, it can get pretty big with all of the instants and sorceries. And Sower of Temptation is a lower CMC version of Mind Flayer.
I also realized as I was looking back through my suggestions, that if you do end up going with all of them, then that would mean your deck would meet the deck requirements to add Gyruda, Doom of Depths as a companion, which would serve as a pretty good payoff for your mill cards!
Hopefully this was helpful!
metalrayn on
Pauper EDH Deck Compendium
5 years ago
built this deck just so I could play Clear the Mind I have always loved the card but had not built a deck that wanted it. I chose not to play any infinite combos so...if Dreadwaters doesn't get there I either attack with mull drifter, or crush my opponents will to live by looping Deprive
BLOODGUILT on
mono blue mill
7 years ago
I played a lot of mill in standard. I don't see the point in Dreadwaters yes it has a high ceiling but on turn four its only milling 4 cards. I would take those out for 4x Island . I did a few playtest of your deck and was stuck on two land for way too many turns. I also agree with Mullac Minister of Inquiries doesn't really fit. Hedron Crab is much stronger choice. However, a few Negate s or other counter magic would do you more good.
Nasser_inside1 on
Trade Routes
7 years ago
I would recommend some self mill spells like Dreadwaters , Ashiok, Dream Render (the black part doesn’t matter), and Hermit Druid ,
Some draw spells like Opt , Hydroid Krasis , Growth Spiral , Urban Evolution , and Divination
Love the deck though!
metalrayn on
7 years ago
I love this general. How do you actually win? Dreadwaters and a couple ways to get it back would be a real fun win con. Also Dreamscape Artist and your general go together like bread and butter.
McToters on
Mill Under a Crescent Moon
7 years ago
Love me some blue Kami! How about Tunnel Vision ? You can use it to mill or as a tutor on yourself. I think Dreadwaters can be useful here too.
+1
SynergyBuild on
What is yours is mine!
8 years ago
To start, I'll work on the manabase. Temple of the False God and Darksteel Ingot should be dropped immediately, with Talisman of Indulgence and Mind Stone as nearly direct upgrades in this specific deck. I would also drop Rogue's Passage, Dismal Backwater, a single Swamp, and Dimir Aqueduct for Darkwater Catacombs, River of Tears, Fetid Pools, and Underground River.
This should smothen your draws and manabase, giving you your colors faster and more efficiently, for a small cost. Other cards I would drop outside the manabase would be Grisly Spectacle, Balustrade Spy, In Bolas's Clutches, Hedonist's Trove, Psychic Strike, Fated Return, Keening Stone, Mindcrank, Trepanation Blade, Riddlekeeper, Dreadwaters, Increasing Confusion, Paranoid Delusions, Psychic Drain, and Traumatize, many of these 15 cards are simply overcosted or only affect one player, and don't do enough.
Cards I would run instead would be Animate Dead, Ink-Eyes, Servant of Oni, Phenax, God of Deception, Mesmeric Orb, Szadek, Lord of Secrets, Counterspell, Brainstorm, Ponder, Stroke of Genius, Prismatic Lens, Jace, Memory Adept, Dreamborn Muse, Thought Scour, Dimir Charm, Whispering Madness



