Drown in the Loch

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Drown in the Loch

Instant

Choose one —

  • Counter target spell with converted mana cost less/mana value than or equal to the number of cards in its controller's graveyard.
  • Destroy target creature with converted mana cost/mana value less than or equal to the number of cards in its controller's graveyard.

Ammonzy on 8 Crab Mill

1 week ago

Check out my decklist. Its pretty much what most tournament-winning mill decks run. The only exception is I believe in the power of Mesmeric Orb more than others, but I think the constant value outweighs moving those 3 slots into other cards. The ultimate tip a mill player can embrace is to always focus on milling and not get distracted by too many other game elements.

Im experimenting with Founding the Third Path however it works well with Mesmeric Orb's self-milling, hitting copies of Tasha's Hideous Laughter or Fractured Sanity that hit your graveyard. At worst, you hit a Fatal Push, Drown in the Loch or Visions of Beyond

Bruvac the Grandiloquent is not modern legal. The closest effect we have to that in modern is Fraying Sanity.

https://tappedout.net/mtg-decks/05-09-20-ub-mill/

wallisface on I have created a deck …

1 month ago

Mill is already a really well-known archetype. The current MtgGoldfish Meta deck is here. My own competitive build is here.

I see Caerwyn has already left you some really good advise on deck suggestions, but I'll list below some general good mill-ethos:

  • It's good to treat mill cards as if they are burn cards. In the same way that Shock is unplayable in Burn decks, and card that mills ~7 or less cards is pretty unplayable in mill (I'm looking at Tome Scour specifically as being too weak). The problem is that if your mill cards aren't efficient enough, then you just end up empty-handed, and with your opponent still having a deck (in the same way that if Burn decks only play Shock, they run out of cards before they can kill the opponent).

  • It's good to try and assume the game will be over within 5 turns. In that way, cards like Traumatize are pointless - either the game is already over before you get to cast it, or your opponent has soo few cards left in their deck that you're effectively paying 5 mana to mill ~6ish cards. As a rule of thumb, these cards that mill variable quantities of cards for excessive quantities of mana, aren't worth it. I would put Fraying Sanity in the same boat of "just not being useful" - by the time you could cast it you could just be casting a mill spell instead and getting equal-or-better results.

  • Mill decks just aren't good at winning races. They generally need some way to disrupt the opponents plans (with stuff like Drown in the Loch, Fatal Push, Surgical Extraction). Just letting your opponent do what they want will almost always end in failure, so ensure your deck has a good-quantity of disruption, to make sure you can secure the win. Cards like Surgical Extraction and/or Extirpate are particularly good, because you can turn-off many decks completely, giving you a LOT more time to enact your plan. And those decks that aren't shut down so easily, will usually suffer to cards like Crypt Incursion, Ensnaring Bridge, or Profane Memento. The general gameplan approach for mill is to let the opponent taste it, then disrupt their tempo so they can't do much-of-anything useful, and then finish them off.

Caerwyn on Fun opponent mill deck

1 month ago

Mill is a fairly established archetype, with a long history in Modern. It struggles in a number of regards due to effectively being a slower version of burn (it plays a lot like burn, albeit they have 60 "health" instead of 20).

The bread and butter of Mill is fairly expensive--you run 4x Ruin Crab, 4x Hedron Crab, then toss some fetch lands (like Polluted Delta) to double up on your crab triggers. Given how fast Modern is, it can be really hard for Mill to excel if you do not fully commit to the 8-Crab strategy.

Even if you are not running Fetch lands, you should still run the full 8 crabs.

You'll also likely want to change to Black and Blue instead of Mono-Black, which gives you access to the excellent Drown in the Loch and removal in the form of Fatal Push. Your deck as it stands is really light on removal, which is not going to get you far in Modern.

For some smaller changes:

  • Replace Serum Visions with the vastly better for this deck Visions of Beyond.
  • Traumatize is too much mana for what it does. Instead run Archive Trap and Field of Ruin to force opponents to search their library (they'll probably be doing it with fetch lands anyway, but will be wary once they see you are running mill, so the forced search is a great way to get some big, free mill spells fired off).
  • Glimpse the Unthinkable is a very efficient if you switch over to to Black/Blue--and those extra three cards make a huge difference over the inferior Mind Sculpt.

You'll also need to think about a sideboard if you want to be competitive in Modern, with answers tailored to your particular meta (or at least the most common decks you are most likely to see at any given meta).

wallisface on Blue Mill 3.0

1 month ago

Some thoughts:

  • for the same reason that Shock is terrible in burn decks, Tome Scour just isn’t viable in mill - it just doesn’t do enough for the card-cost. I would also add Memory Sluice, and Dream Twist, into this “doesn’t do enough” bucket. I’d suggest grabbing some copies of Fractured Sanity instead.

  • Mill decks generally can’t go fast enough to race the quicker decks in modern. This is why its super important to run interaction. Most mill decks include black so that they can run cards like Fatal Push, Drown in the Loch, and Surgical Extraction.

  • Your sideboard currently just reads like a bunch of cards that couldn’t fit in the main. You should be using those 15 slots to protect yourself from bad matchups, and dealing with problem cards.

  • i’m not sure what Elixir of Immortality, Tormod's Crypt, and Memory Erosion are doing in this deck. None of them feel particularly useful.

wallisface on Grave Eater

1 month ago

Some thoughts:

  • Mill decks don’t really want to be playing any creatures at all, except for Ruin Crab and Hedron Crab. The reason for this is that there is no point in attacking your opponents life total - it just means you’re doing 2 things at once badly, and will fail to accomplish either. Focus on milling and ditch all those non-crab creatures.

  • Shared Trauma feels really bad because for 3 mana you’re only milling 2 cards. This is possibly the weakest mill card there is.

  • I’d suggest ditching all of your enchants. Chronic Flooding is slow and too easy to play-around. Curse of the Bloody Tome is super slow. Fraying Sanity sounds good in-text, but in practice is almost always not worth it.

  • Archive Trap is great and you should prolly be running the playset - but you should get Field of Ruin to play alongside it to force the search (as well as help the crabs).

  • You currently have no interaction, which is a really bad place to be as Mill can’t reliably race faster decks. I’d suggest finding room for Fatal Push, Drown in the Loch, Surgical Extraction.

To help with your brewing, an example of my competitive mill deck is here

wallisface on Mill,mill and mill....

2 months ago

It feels like this list should be far more optimised than it is, considering the $$$ investment. Some thoughts:

I have my own competitive mill deck here which may help inspire you.

wallisface on Mono Blue Control

2 months ago

Monoblue suffers generally from having very weak/limited options to anything that resolves onto the board. If your oppoent plays a turn-1 Ragavan or DRC, you’re in a lot of trouble. The answers blue does have to deal with resolved cards are always super weak/suboptimal, and often create too much card-disadvantage, or grant your opponent too much tempo-gain.

Splashing white is often the most popular choice, as it lets you remove any permanent in play.

Splashing Black is strong for being able to easily deal with creature threats, while also expanding the suite of control cards (ala Drown in the Loch).

Splashing Red can also deal with pretty much all creature & artifact threats, while being able to provide solid tempo gains incidentally (DRC).

Splashing Green often leads to weird offshoot brews that aren’t really as strictly control orientated, but all of these offshoots still provide a powerful backbone to allow Blue to survive the boardstate.

Necramus on Queza, the Queefer

2 months ago

Okay. So, I think you should really lean into the control/combo shell. This deck could use combos like Sanguine Bond and Exquisite Blood, with some added redundancy in the forms of Vito, Thorn of the Dusk Rose and Marauding Blight-Priest, or Mikaeus, the Unhallowed and Triskelion to close out the game. In order to accomplish this, I think you should cut a ton of the creatures and really lean into board wipes, control spells, and resource denial.

Things like:

Arterial Flow

The Meathook Massacre

Dovin's Veto

Spell Pierce

Necropotence

Ghostly Prison

Propaganda

Revenge of Ravens

Damnation

Wrath of God

Supreme Verdict

Time Wipe

Counterspell

Mana Drain

Rhystic Study

Smothering Tithe

Sheoldred, the Apocalypse

Gray Merchant of Asphodel

Vampiric Tutor

Demonic Tutor

Search for Glory

Idyllic Tutor

Enlightened Tutor

Mystical Tutor

Cyclonic Rift

Murderous Rider

Feed the Swarm

Infernal Grasp

Fierce Guardianship

Deadly Rollick

Fateful Absence

Underworld Dreams

Ob Nixilis, the Hate-Twisted

Windfall

Solve the Equation

Baleful Strix

Drown in the Loch

Mana Leak

Professor Onyx

Narset, Parter of Veils

Nihil Spellbomb

Arcane Signet

Azorius Signet

Orzhov Signet

Dimir Signet

Talisman of Dominance

Talisman of Progress

Esper Sentinel

Lion Sash

Swords to Plowshares

Deep Gnome Terramancer

Archivist of Oghma

Teferi's Protection

Teferi, Hero of Dominaria

Teferi, Time Raveler

Teferi, Master of Time

Dig Through Time

Drannith Magistrate

Malevolent Hermit  Flip

Aven Mindcensor

Hushbringer

Aura of Silence

Sea Gate Restoration  Flip

Negate

Sphinx's Revelation

Authority of the Consuls

On Thin Ice

Generous Gift

Ponder

Gitaxian Probe

Brainstorm

Gadwick, the Wizened

The Magic Mirror

Echo of Eons

Narset's Reversal

Swift Reconfiguration

Land Tax

Blind Obedience

Darksteel Mutation

Grasp of Fate

Silence

Farewell

Jace, the Mind Sculptor

You could also do cute stuff like Phyrexian Unlife + Solemnity, giving yourself time to wipe the board again or go for the win with Peer into the Abyss. You should also consider taking a look at your mana base.

I'd suggest going for some fetches, checks, and shocks like:

Flooded Strand

Polluted Delta

Marsh Flats

Hallowed Fountain

Glacial Fortress

Watery Grave

Drowned Catacomb

Godless Shrine

Isolated Chapel

Deserted Beach

Shattered Sanctum

Shipwreck Marsh

Command Tower

You also have way too many plains right now. Even before you get the lands I just named, you should cut 6 Plains for 4 Swamp and 2 Island.

I know I've given you a lot of suggestions. I think if you tried putting a list together with all the cards I named, plus some of the bangers from your current list and you'd have a badass deck! Don't worry about trying to do all that right now, though. See which look most appealing/are in your price range and add those first. A lot of these should be long term goals!

Don't tell Rett I gave you so many suggestions XD

-Blake

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