Fraying Sanity

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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
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fraying Sanity

Enchantment — Aura Curse

Enchant player

At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.

theNeroTurtle on Spaceships

3 weeks ago

To be honest, I have zero experience with station effect. But, I would be more than happy to help. I have been deck building for a while. What kind of suggestions are you looking for?

There are some great speed cards in red like Fraying Sanity

In blue I would recommend a little more interaction cards like Mana Drain.

Even some tutors would speed you up, like Fabricatefoil.

Let me know.

theNeroTurtle on THE KEY TO VICTORY

1 month ago

I would check out Fraying Sanity. It can definitely make you a target for the following game. LOL

What kind of suggestions are you looking for? What is the budget?

theNeroTurtle on Tú me hiciste brujería

1 month ago

I only suggest Fraying Sanity because my playgroup plays it and it is pretty rude.

1+

theNeroTurtle on Zellix The Undying Miller

1 month ago

I like Fraying Sanity because it singles out a player setting up potential revenge for a later game.

1+

theNeroTurtle on Millhouse | Bruvac Petitioners [Primer]

5 months ago

I play competitive mill. I love Fraying Sanity because it is rude. Singling out makes for a tense game.

wallisface on U/B Mill

1 year ago

Mill decks only ever want to be running Hedron Crab and Ruin Crab as creatures. Any other options are just not helpful or conductive towards winning. Specifically:

  • both Consuming Aberration and Mirko Vosk, Mind Drinker cost such a high amount of mana that the game should already be over (mill decks should be aiming to win by turn 4). and both barely does any amount of actual milling for their egregious costs.

  • Duskmantle Guildmage is only useful as a combo card with Mindcrank. On its own it's basically useless. If you are doing the Mindcrank combo then there's no real reason to run any other mill cards.

  • Fog Bank does nothing and gives your opponent more time to overwhelm you or assemble their combo.

Other cards that i'd suggest are bad choices:

I would suggest looking at cards like Fractured Sanity, Maddening Cacophony, and Tasha's Hideous Laughter *list*. Archive Trap is also a mill-must-have, but may be less-useful if your playgroup isn't using fetchlands. Jace, the Perfected Mind is also serviceable as a planeswalker.

Your deck also really needs some interaction - mill decks are typically too slow to out-race aggro and combo, so you need options to make sure you slow those decks down enough to win the race. Options normally include Drown in the Loch, Fatal Push, and Surgical Extraction

Apollo_Paladin on Sea of Attrition [Arena] [Beta]

2 years ago

I don't think Hullbreaker Horror is doing much for you here. He's way too high a mana cost to just have floating around in a 22 mana deck that has no mana ramp or some way to cheat him into play or reduce his cost.

I'd look at more mill-based stuff like Fraying Sanity, Tasha's Hideous Laughter (though, this doesn't work with Fraying Sanity - important note), Drowned Secrets, or things of that nature.

Hope this helps! Add me on Arena if you ever want to deck tech or run some test games (info on my profile).

wallisface on Modern Mill

2 years ago

Some thoughts that you can take or leave:

  • Fraying Sanity is a card that can only really be justified as a 1-of at-best. Drawing a second copy will almost always lose you the game as you’ll never get time to play it, and mill games can easily be lost by one useless draw.

  • Running 4x Jace, the Perfected Mind seems excessive. 2-3 feels like the most a deck can justify before its high mana cost impedes deck functionality.

  • I get what you’re aiming for with Scheming Symmetry, but it’s far more gimmick-than-useful. The fact this card puts you down 1 card in-hand means its almost always hurting you more than helping you - it might help with one strong turn, but the card disadvantage will ruin your ability to close-out games. Imo just run the full playset of Field of Ruin and aim for more ”individually strong” cards.

  • imo your mainboard feels lacking in quantity of both interaction (Fatal Push, Surgical Extraction) and mill-spells (Tasha's Hideous Laughter). I think Fraying Sanity, Scheming Symmetry, and Trapmaker's Snare are all taking up a lot of space in your deck, and taking away your ability to compete.

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