Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Enchantment — Aura Curse
At the beginning of each end step, enchanted player puts X cards from the top of his or her library into their graveyard, where X is the number of cards that went to their graveyard from anywhere this turn.
2 weeks ago
Love the name. Can't tell if it's a Castlevania reference or a TBDM reference, but either way good on ya! I like this decklist. I've been looking for more ways to abuse sac and recursion of the enchantments and I can't seem to find anything. I hadn't thought to add the goad theme to Lynde which is a great side strategy. I have a Marchesa deck that focuses on goad so I guess I overlooked it.
I also see you have Lithoform Engine in your maybeboard. My Lynde build runs it and I've gotten some great value out of it. Xantcha, Sleeper Agent is awesome too. I run it in a different deck, but it's a great way to draw cards and annoy the crap out of your opponent. Curse of Unbinding is a fun one and I've had luck with Fraying Sanity and trigger copies on top of it. This is a great build and I hope you annoy your friends as much as I do with Lynde. ;D
2 weeks ago
Since this is posted in a Commander forum, I'd like to draw your attention to the Fraying Sanity + Fleet Swallower, if you were not already aware of this lethal combo. Looks like WOTC printed another tool for this now.
3 weeks ago
I have a competitive mill deck here if it helps inspire any changes in your own version.
1 month ago
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.
1 month ago
Fraying Sanity if you're going for a mill strategy.
1 month ago
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.
To help with your brewing, an example of my competitive mill deck is here
3 months 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).
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!
3 months ago
Also Fraying Sanity has really good synergy in mill decks