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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.
wallisface on
Blue/black mill
1 month 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
4 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
TypicalTimmy on What's The Name of This …
4 months 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.
wallisface on
8 Crab Mill
4 months ago
I would suggest ditching Mind Funeral, it’s a pretty garbage return for 3 mana. I would also drop that Fraying Sanity, as any mill spell will almost always be better for finishing the game quickly.
I have a competitive mill deck here if it helps inspire any changes in your own version.
wallisface on I have created a deck …
4 months ago
Mill is already a really well-known archetype. The current MtgGoldfish Meta deck is here. My own competitive build is here.
I see Caerwyn has already left you some really good advise on deck suggestions, but I'll list below some general good mill-ethos:
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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).
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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.
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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.
lcarl3035 on
[Mid] Umbris: Shotgun Surgery
5 months ago
Fraying Sanity if you're going for a mill strategy.
wallisface on
Grave Eater
5 months ago
Some thoughts:
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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.
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Shared Trauma feels really bad because for 3 mana you’re only milling 2 cards. This is possibly the weakest mill card there is.
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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.
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Archive Trap is great and you should prolly be running the playset - but you should get Field of Ruin to play alongside it to force the search (as well as help the crabs).
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You currently have no interaction, which is a really bad place to be as Mill can’t reliably race faster decks. I’d suggest finding room for Fatal Push, Drown in the Loch, Surgical Extraction.
To help with your brewing, an example of my competitive mill deck is here
Squee_Spirit_Guide on
UG Crabs
7 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).
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!
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