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Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Fractured Sanity
Sorcery
Each opponent mills fourteen cards. (They put the top fourteen cards of their library into their graveyard.)
Cycling (, Discard this card: Draw a card.)
When you cycle Fractured Sanity, each opponent mills four cards.
IHATENAMES on
Ruin Ghost + Retreat to Coralheim landfall combo
4 days ago
I would suggest more ways to find the combo. Think Opt maybe tweak a few cards to appear as uw control and suprise them game 1 with the combo.
Ideas for digging on a budget:
Supreme Will Censor Opt Omen of the Sea Remand Serum Visions
Ideas to protect the combo pieces
Blacksmith's Skill Slip Out the Back Spell Pierce
I see no sideboard so here are a few ideas:
Spreading Seas for tron
Deafening Silence combo
Mystical Dispute or in general, more counterspells
Rebuild bounce artifacts like urza saga tokens
A boardwipe like Wrath of God doesn't have to be that. Best is Supreme Verdict but there are plenty in white. Doomskar is one of the cheaper ones.
Notes:
alot of what I am suggesting is instant and sorcery. It could allow a Thing in the Ice  Flip plan B
Or you have alot of walls in the list maybe make them swing with High Alert as a plan B
Or less combo but more general mill which gets a little more expensive like Fractured Sanity Tasha's Hideous Laughter Fraying Sanity Maddening Cacophony
Note Fraying Sanity Maddening Cacophony should mill your opp out when kicked.
wallisface on
Dude, Where's My Deck?
3 weeks ago
Some suggestions:
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Ruin Crab is better than Jace's Phantasm. The Phantasm itself serves no purpose as the deck us never realistically winning by damage.
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Mind Funeral is a super-weak choice. Better options include Fractured Sanity, Maddening Cacophony, and Tasha's Hideous Laughter.
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18 lands is waaay too low. Imo you’ll need at least 22.
Ammonzy on
Mill.ionaire [Modern UB Mill]
3 months ago
So far I believe it greatly exceeds initial reactions. My first thought of Jace, the Perfected Mind was that he was a mediocre PW that at best could make it to pioneer. After some games, I'm actually pretty happy with it.
The biggest positive of the new Jace is it gives mill a card that gives us consistent value outside of Mesmeric Orb. The +1 effect is fairly good at keeping the opponent's biggest threat at bay as -3 power is actually quite a bit. Allowing Jace to keep climbing loyalty counters behind crabs that now block super well.
The -2 is probably the best overall ability as its Visions of Beyond complimented with milling 3 cards to help reach that 20 GY threshold. And worst case scenario, you can turn him into a 4cmc Fractured Sanity or 3cmc Glimpse the Unthinkable by popping the ultimate.
jbump75 on
3 months ago
wallisface I tested the Maddening Cacophony; I LOVE IT! Not requiring the black mana cost like Glimpse the Unthinkable helps and it works almost as well, plus the added kicker (not that you get to use it much but it's an added benefit). I increased the lands to 22 by adding a few Misty Rainforest and took out the Shipwreck Marsh. I decreased Surgical Extraction to 3 copies (I may consider going back to 4 and removing a Baleful Mastery (could even replace this with Damnation). I'm still not loving Tasha's Hideous Laughter. I know it's a good card, but between THL and Fractured Sanity, I like Fractured Sanity. I know most people run at least one Crypt Incursion but I feel like in the people I've been playing against I would rather have the extra creature/planeswalker removal of Baleful Mastery. For now, I think this is how the deck is going to look. Thanks for all your help!
wallisface on
3 months ago
You might find going up to 22 or even 23 lands solves 90% of your issues here - 21 is quite low for Mill. Additionally, Shipwreck Marsh feels super clumsy/sub optimal.
As far as which mill spells to keep, any combination of those cards should work just fine, and its going to come down to personal preference - so kindof hard to advise either way (the two I run in my deck are Fractured Sanity and Maddening Cacophony, so my bia leans towards them). Its worth noting that you can (and should) always cycle Fractured Sanity if you’re not in a good position to cast it.
wallisface on
Blue/black mill
4 months ago
Some thoughts:
- It looks like you're currently trying to do 3 different things here: mill your opponent out, combo-off, and deal them 20 damage. This is just going to weaken your overall gameplan because whichever way to try to win, only half of the cards you draw are going to help with that. I would suggest you reorganize the deck to be entirely-focused on the mill plan, entirely focused on the Duskmantle Guildmage combo, or entirely focused on the beatdown plan.
If you're wanting to build a Mill Deck:
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There are no creatures at all worth running except for Hedron Crab and Ruin Crab. Nothing else is even remotely worth the effort of running, because nothing else really helps with the goal of milling your opponent.
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Also something to be aware of, is that you need any card that is milling to get at least 8 cards from your opponents deck (try to compare mill spells as burn spell, except you need to do 53 damage instead of 20 - so the same way that burn can never justify running Shock, mill can never justify running Tome Scour). Any less than this, and you just end up empty-handed with your opponent still alive. So I would suggest ditching Mind Grind, Tome Scour, Traumatize, both the planeswalkers, and your artifacts. I would also say to get rid of Fraying Sanity because that card is just bad. Instead look to add things like Fractured Sanity, Maddening Cacophony and Archive Trap.
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You'll want a decent amount of interaction in the form of Surgical Extraction and Fatal Push, as well as Drown in the Loch. Crypt Incursion is also great to keep yourself alive longer
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An example deck of how this looks here
If you're wanting to build a Combo Deck:
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you'll want to up your copies of Mindcrank to a full playset. You also want ways to fetch both your combo pieces in the way of cards like Dimir Infiltrator and Muddle the Mixture, as well as draw spells like Consider or Serum Visions.
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Duskmantle Guildmage is the only real creature you need to run, though its worth also considering Spellskite as a way to protect your combo pieces, and Vendilion Clique as either a way to fix your own hand, or mess with your opponents.
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Your other cards should mainly be focused on ensuring your opponent can't disrupt what you're doing. Spell Pierce and Counterspell will be great here, as well as proactive cards like Inquisition of Kozilek. Because you only really want to slow your opponent down, stuff like Vapor Snag can be decent too (note this card can also start the combo triggering once you have the pieces in play).
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A budget dechtech example with description, list & video this deck here
If you're wanting to build a Creature-beatdown Deck:
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You probably don't want to be doing much milling at all, or at least you don't want to be running any cards that only mill. The most practical route to go down is probably using Rogues, with cards like Thieves' Guild Enforcer and Soaring Thought-Thief.
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A budget dechtech example with description, list & video this deck here
carpecanum on
Assassin Tribal
5 months ago
Instead of land walk enchantments you can use straight up unblockable enchantments. Aqueous Form and Protective Bubble maybe.
Fractured Sanity is a good card but it doesn't look like you gain anything from milling cards. Trade that out for anything useful.
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