Fractured Sanity

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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
Tiny Leaders 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.

wallisface on Mill,mill and mill....

12 hours 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.

Asgeren on Mirko Vosk, Mind The Mill

3 days ago

Yeah needs more ramp def. Whispering Madness, Dark Deal, Jace's Archivist are very good. and some good mill cards are def. Psychic Corrosion, Maddening Cacophony, Mesmeric Orb, Fractured Sanity and of course Bruvac the Grandiloquent but hes a little expensive...

wallisface on Mill you up

3 weeks ago

Some thoughts:

  • Your deck only has 59 cards, you need to add a 60th for it to be legal.

  • 20 lands feels a bit low, i'd suggest going up to 22.

  • Jace's Phantasm is a really bad choice for mill, as it doesn't help mill your opponent down, and is super-unlikely to provide any real value in backup gameplans. I'd suggest just running Ruin Crab instead.

  • It's good to evaluate mill cards to burn cards, in trying to calculate their worth. In this comparison, Tome Scour ends up being roughly equal to Shock - which is a terrible card and is a good indicator that you shouldn't run Tome Scour. The problem with Tome Scour is that it just doesn't mill enough cards for the resource investment (being a card). Cards like this end up with you being empty-handed and your opponent still having cards in their deck.

  • I would also suggest ditching the planeswalkers, and Killing Wave. No mill player wants a game to go on long enough to be able to cast Jace, Memory Adept, and there are just much better mill options than running this. Also, Liliana of the Dark Realms just really doesn't do a lot, and probably just gives your opponent a free turn to try and beat you down. Killing Wave is bad in that you just aren't really doing anything to attack the opponents life total (and also, you shouldn't be), so they can just pay some amount of non-consequential life, and then continue on with the game as if nothing ever happened.

  • Your sideboard is really puzzling, in that Bump in the Night just feels really pointless. Your plan should always be to mill out the opponent, attacking their life total doesn't achieve anything.

  • Cards I would suggest adding into the deck include: Fractured Sanity, Maddening Cacophony, Tasha's Hideous Laughter.

For reference, I have my own competitive mill deck here, which has won a good share of tourneys

pitamoh on It's Zombie Miller Time!

1 month ago

I played this deck against two opponents - one playing a dragons deck and the other playing a deck that sacrifices critters and loves having a fat graveyard. I was able to play Mindcrank early on and it stayed in play most all the game. As we played I was able to use Fractured Sanity to make my opponents mill 14 cards. Early on I got both Whispering Madness and Peer into the Abyss into my hand and realized I could kill at least one opponent if I could only get out 11 mana to use both in one turn. Just before the killing I was able to get Fractured Sanity out of the grave and play Ruin Crab. So just before my graveyard loving foe would have won, I played Peer into the Abyss targeting him. He thought I was mistaken and double checked to make sure I didn't want the card draw for myself. He already had 7 cards in hand and drew 37 for a total of 40 in hand - leaving 37 in his library. I then immediately played Whispering Madness and ciphered it onto my commander, in case I needed to use it again. Whispering Madness killed Mr. Graveyard and left Mr. Dragons with 17 cards in his library. I hadn't played my land for turn yet, so I did, which meant he milled 3, then I re-played Fractured Sanity, making him mill the rest of his deck for the win. Yeah!!!

Squee_Spirit_Guide on UG Crabs

1 month ago

Hey Andramalech! This looks like a fun build! I think it could be a little stronger if you dropped some of the traditional mill cards like Fractured Sanity and Fraying Sanity to power up and protect the crabs a bit more.

I think adding in Fastbond and/or Exploration would be really helpful for the extra lands at a low mana cost. Since you can only play 1 Fastbond you won't get it all the time, but I feel like it would be crazy if you land it (especially with Crucible of Worlds).

I'd definitely run some more of the traditional blue vintage cards as well like Brainstorm, Mental Misstep, Gitaxian Probe, and (budget allowing) Force of Will.

You mentioned Back to Basics in your write-up and I think that's a great inclusion. I like that you added Uro, Titan of Nature's Wrath as well, I can see that really helping out, especially if the game goes long!

Wabbajacke on Phenax of the Many Mills

1 month ago

I think with black you have a few better ways to interact with the whole Mill-Theme. Some cards like Geth, Lord of the Vault make use of good artifacts and creatures milled by youre opponents.

And some other thoughts: Sewer Nemesis can get strong really fast. Dread Summons builds an army out of nothing (and you can use them with Phenax). Dreadhound ping like Konrad. Court of Cunning brings in monarch and brings consistently mill. Belltower Sphinx budget friendly protector and Phenax friend. Fractured Sanity hits every opponent and doesn´t care about hexproof

Not so budget friendly options: Intruder Alarm might be very strong with Phenax. Zellix, Sanity Flayer a great way to build some bodys for protection/Phenax and will trigger very often. Bruvac the Grandiloquent doubles mill.

Oh and what else comes to mind Zellix, Sanity Flayer with somthing like Hedron Crawler and Intruder Alarm never ends if youre opponent mills a creature.

wallisface on Blue/Black Mill

2 months ago

Some thoughts:

  • Cut Your Losses, Mind Funeral and Fraying Sanity are all really bad mill cards, and I'd suggest using better ones. Cut Your Losses just costs too much mana, and by the time you're on turn 6 the game should already be over, and this spell doesn't help actually end the game. Mind Funeral is just too unreliable for its mana cost and generally doesn't get a good-enough return for its cost. Fraying Sanity is a trap card in that the first copy is semi-playable, but drawing the second copy often leads to you losing the game... it plays a LOT weaker than it reads. I'd suggest considering better mill cards like Fractured Sanity, Glimpse the Unthinkable, and Tasha's Hideous Laughter.

  • I'd suggest considering Extirpate or the more expensive Surgical Extraction. These cards are pretty important for mill by being able to strip key-pieces from your opponents deck, taking away their ability to effectively combat you, as well as dealing with problem cards that might shuffle back into the opponents library.

  • While Fog Bank is a decent defender, it doesn't really help you win the game, as it often only buys you one extra turn, and playing it will usually cost you a turn. I'd suggest instead running mills premier creatures in Ruin Crab and/or Hedron Crab

wallisface on Modern Mill-Castic

3 months ago

^ Just to give an example to my above rant:

Lets assume something like the following (which is a pretty typical play pattern):

T1: island, Ruin Crab - your opponent is still on 52-53 cards.

T2: Polluted Delta, crack it, Glimpse the Unthinkable - your opponent is down to 35-36 cards.

Now, over turns 3 & 4, we’re hopefully going to have the current crab mill ~6 lands (1 fetch or 2 lands), and out opponent will draw at least 2 more cards, so lets say we’re aiming to remove their remaining 28 somehow:

Option 1: our hand has 2x Fractured Sanity. Easy mode, gg (28 cards).

Option 2: our hand has another crab, Glimpse, and Fractured Sanity. Again, we should be able to get there (30 cards).

Option 3: our hand has one Fraying Sanity and one Fractured Sanity - still looking good (31 cards).

Option 4: our hand had one Fraying Sanity, one Glimpse and one crab. We might not be able to get there this time - if we have no land drop on turn 4 we only hit 26 cards (with T3 fetch).

Option 5: our hand is 2 Fraying Sanity. We can’t do anything here, it’s over for us unless we draw something useful. If we do draw something good, we’re always likely to play that over playing the second Fraying Sanity, because that second copy does nothing to speed up the clock or help us… it’s a dead card in hand.

^ added to this, all these above scenarios only usually trigger the enchantment once. That is to say, in the best case scenario, its as-good as a single millspell.

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