Fraying Sanity

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 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
Casual Legal
Custom Legal
Quest Magic Legal

Fraying Sanity

Enchantment — Aura Curse

Enchant Player

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.

wallisface on Hard miller

1 week ago

Fraying Sanity is a terrible card to draw a second copy of. By the time you drop the first copy an opponent shouldn’t have many cards left in their deck anyway (or you’re doing something really wrong), so a single mill-spell should kill them. Adding a second Fraying Sanity then doesn’t help at all.

Your biggest issue is still your lack of interactive spells, imo

GigaChadReal on Hard miller

1 week ago

That's true, yet Fraying Sanity I would like to keep all 4 because it can double milled cards and more of them make them mill more. The only reason I have Psychic Corrosion is because of Jace, Memory Adept and if I use it's -7 ability on myself and my opponent with psychic corrosion out then if they have 60 cards left in their deck before the ability is used then I win the game but he's also a lot of mana and there is only 1 of him so I would scrap him and Psychic Corrosion. I will keep both crabs and remove Fleet Swallower because of mana. And Overwhelmed Apprentice because it's not that good. And scrap the Jace's Phantasm idea.

wallisface on Hard miller

1 week ago

Some thoughts:

  • don’t remove the Hedron Crab. Competitively speaking, Hedron Crab and Ruin Crab are the only 2 creatures ever worth playing in a mill deck! Jace's Phantasm is not a helpful card as it doesn’t do any milling, and is just diluting the primary goal of milling your opponent.

  • a game should never go so long that Fleet Swallower can be cast… i would suggest ditching it

  • A good way to evaluate mill spells is to compare them to burn spells. In burn, 3 damage (aka Lightning Bolt) is the bare minimum damage a spell needs to do. Spells like Shock, doing 2 damage, aren’t helpful, as you run out of resources in-hand well-before the game is close to being won. Mill cards, in a similar vein, need to generally mill at least 8 cards to be worthwhile. So stuff like Overwhelmed Apprentice, and Tome Scour just aren’t worth it (Mind Sculpt is borderline).

  • Psychic Corrosion is also not great for similar reasons as above. By the time its cast you’re unlikely to be drawing enough cards in the remainder of the game to make it worthwhile.

  • Fraying Sanity is a trap card, and i wouldn’t suggest playing more than a single copy, if any. By the time its down your opponent should already be heavily milled, so oftentimes the card only equates to milling as much as a single millspell anyway. Drawing a second copy of this card is prettymuch a dead draw and can often cost you the game.

  • both the planewalkers are just too slow, imo.

  • i think you need more interaction. Mill can’t rely on winning races, so you need ways to throw the opponent off-kilter

wallisface on Modern Mill-Castic

2 weeks 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.

wallisface on Modern Mill-Castic

2 weeks ago

firefist87 nope I meant Fraying Sanity. The reason its a trap card is that its ability is really only likely to trigger once - because you should already have a decent chunk of deck milled. In this way, oftentimes its just the same as running a mill spell, with the caveat that the mill spell does nothing until you cast a subsequent one. Drawing a second Fraying Sanity is a disastrous draw because it does nothing for us (its effect is redundant/“win more”), and because mills resources are so tight, drawing a second copy instead of something useful, can often cost us the game. Personally I would never run any copies of this card, as its too much of a liability - but running one copy should be fine (just never run more than 1 copy).

firefist87 on Modern Mill-Castic

2 weeks ago

Wow, some great recommendations, thank you! Also I believe you mean Dark Confidant, but do you think Fraying Sanity should stay in the deck?

wallisface on Modern Mill-Castic

3 weeks ago

Some thoughts:

  • the bare minimum you want a mill-card to mill is 8 cards. Any lower and it starts becoming not-worth the resource (card) loss. I’d suggest ditching all of Mind Funeral, Mind Sculpt, and Tome Scour. There are much better options in Maddening Cacophony, Fractured Sanity, and either Archive Trap, Mesmeric Orb or Tasha's Hideous Laughter.

  • Mill decks typically only want to run Ruin Crab and Hedron Crab as their creatures. Other creatures often slow them down more than help them. I would also suggest investing in some fetchlands to double the crab-triggers.

  • your land count feels really low and i personally think 22 might be a better number.

  • Fraying Sanity is a bit of a trap card, in that the first copy is usually only as-good as drawing a single mill spell, and drawing a second copy is usually disastrous - because they do nothing on their own. I could see justifying running a single copy of this card, but never more than that (and really, i’d suggest ditching it).

  • if you end up using Archive Trap, then you’ll want to run Mission Briefing instead of Snapcaster. I’d also suggest running Field of Ruin to both force a search, and help your crabs.

  • I think you need some more interaction, namely Fatal Push and/or Drown in the Loch to help keep the board safe. A few copies of Crypt Incursion would do wonders also

wallisface on

1 month ago

Some thoughts:

  • your land count is waaay too low, especially as you have some high mana cards, but also need to enable the crabs. For a mill deck i’d suggest 22-23 minimum (leaning towards more lands if you don’t have fetches).

  • Compelling Argument, Dream Twist and Tome Scour don’t even get close to milling enough to be worth it. Mill decks need to be very efficient, as even top-tier builds are likely to run out of hand resources before delivering the final blow, if they’re not careful. A mill card needs to mill at least 8 cards, bare minimum, to be worth it. Anything lower, and its hurting you more than helping you (you just end up empty handed while your opponents deck is still full)

  • I’d also ditch Traumatize. By the time you have 5 lands, your opponent should have <15 cards in their deck, if the game isn’t already over by then. 5 mana for at-best 7 cards isn’t worth it.

  • Fraying Sanity is a bit if a trap card. Drawing one is usually ok, but drawing two of these in a game, will often cost you the game. The card does nothing by itself, and it’s often better just to be running a solid mill-spell in its place. I would say to not run more than a single copy of this in your deck.

  • you need more interaction. Mill decks generally want some way to slow an opponents tempo. Just trying to win-the-race is often a bad idea. Both Fatal Push and Extirpate would work wonders here. Stuff like Crypt Incursion can also buy you massive amounts of time.

  • other cheap mill cards I can suggest are Fractured Sanity, Maddening Cacophony, and Ruin Crab

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