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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 |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
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.
jags on
Mono Blue Merfolk-Based Mill
3 months ago
Actually I just remembered this card exists Fraying Sanity you can find it for right under 5 dollars will probably work best with the creature mill and just replace drowned secrets
IHATENAMES on
Ruin Ghost + Retreat to Coralheim landfall combo
3 months 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
Mono Blue Modern MILL
4 months ago
Some thoughts:
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even if you’re just playing mono-blue, you’re still going to want to be running at least 8 fetchlands to make the most of the crabs.
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in addition to the fetchlands, the main reason to play Field of Ruin is to play Archive Trap, and i’d heavily suggest playing playsets of both.
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imo Merfolk Secretkeeper isn’t worth it. Milling 4 cards is the same as a burn deck having a spell that deals ~1.6 damage. It’s just not helpful enough to be worthwhile.
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I would also say that Fraying Sanity isn’t worth it - and you should restrict the number of copies you run to 1x at the most. The problem is that it often does nothing on the turn you play it, and drawing additional copies are always useless. By the time you can cast it your opponent should be down to a fairly small library anyway, so it almost never does more work than a single mill spell would have anyway. Imo it’s more of a liability than anything.
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i’m super skeptical of Founding the Third Path here.
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Its worth noting that by not playing black you’re missing out on any kind of survivability. That’s an issue because there are dexks faster than mill which you won’t be able to race. Cards like Fatal Push, Drown in the Loch, and Crypt Incursion buy you a LOT of needed time.
Squee_Spirit_Guide on
Shifty Crabs!
5 months ago
Hey 9-lives! That's a solid suggestion! I haven't looked to add many non-crab mill cards, but Fraying Sanity should be milling 9+ per end step once it hits and I like the sound of that. I've also been thinking of Tasha's Hideous Laughter as well. I think I'll drop both in the maybeboard and see what they can do!
wallisface on
Blue/black mill
7 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
Life_autonomous on
What a Horrible Night
10 months 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
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