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.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Fraying Sanity Discussion
4 days ago
I'm not talking about milling creatures. I'm saying if you have your opponent nearly dead from damage and then draw Fraying Sanity , it does literally nothing to help you win (and vice versa).
4 days ago
The entire point of having damage and mill win conditions is so that I have a few ways of winning. I have 3 win conditions so far: one with damage, and 3 with milling: milling myself Traumatize and Fraying Sanity targeting myself with Jace, milling the opponent with those two cards, and using Phenax, God of Deception if I have a lot of creatures on the field . I want to keep my deck varied, as when I can't win with damage, I can win with mill. Also, legendary doesn't matter; I have multiple copies of the same legendary card because it gives me the draw advantage and if they die i'll be able to replace them. Legendary doesn't mean you can't have more than one of each legendary creature; just not more than one of the same legendary creature. This deck works perfectly as a damage deck already. The milling is just another addendum which also functions off of high toughness as an advantage. If I had Bant colors, I wouldn't be able to use Diabolic Tutor , Phenax, God of Deception , and Thought Erasure . Phenax is what i'm using to mill as a win condition. I would like to use more mana so that I can balance my mana usage, but it's fine for now.
2 weeks ago
you should defo get rid of both Mind Funeral and Fraying Sanity from your deck. Funeral is just too unreliable, and generally doesn’t do much at all for it’s mana cost. Fraying Sanity is bad, because oftentimes it’s doing the same amount of work as one mill spell. Also, drawing a second Fraying Sanity often means losing the game.
Assuming you ditch the above-mentioned cards, there are a lot of strong replacements. I’m surprised you’re not running Visions of Beyond , as that is normally a very strong card for mill. There’s also Fractured Sanity , if you’re just wanting more mill.
24 lands feels a bit steep here. I think you can get away with 22.
outside of this, i’m surprised by your lack of interaction. Stuff like Drown in the Loch is really good for us to throw the opponent off-kilter. Also, running 1-2 copies of Crypt Incursion usually means winning the game on the spot (and will make you less dependant on Bridge & Darkness). I think in general, you’re running too many cards that mill and not enough disruption effects. Mill isn’t a deck that wins races well.
Have a gander at my build here. I’m not suggesting going down the same route, but it might help inspire some changes.
1 month ago
Here’s my hot-take:
you should be running a playset of Hedron Crab as well as the Ruin Crab . You’ll also want to get Polluted Delta (if your budget affords them) so you have more fetches for them to benefit from. These crabs are the best way to get some early game stuff in the grave to surgical extract, so running 8 feels super strong. At a minimum, field at least 6.
It feels unintuitive, but Maddening Cacophony is stronger than Glimpse the Unthinkable because it gets around Leyline of Sanctity . If you’re running 6 of these cards total, have the playset be Maddening Cacophony instead of the other way around. I’ve yet to lose a game where 2 extra cards would’ve mattered.
Mind Funeral and Tome Scour are really bad cards, and I don’t think you should run these. Tome Scour is the equivalent of Burn decks running Shock - it doesn’t do enough to get the job done. Similarly, Mind Funeral is unlikely to reward you enough for the mana investment.
Despite how nice it reads on paper, Fraying Sanity is not a good card. Drawing a second one often means you’ve list yourself the game, so if you do insist on running it limit yourself to running it as a 1-of. Even then, it will often underperform in the deck - generally making you end the game at the same time had-of if been a Glimpse, or even worse, a turn slower.
I would suggest ditching the enchant and those 2 beforementioned bad sorceries for the Hedron Crab and then a smattering of Drown in the Loch , Fatal Push , Murderous Cut , and Inquisition of Kozilek . After that the next best thing to do would be to play tons of games at your local to build up a sideboard (read: Mill can’t win rounds without a strong sideboard), and save up for those Polluted Delta .
1 month ago
I agree with that Fraying Sanity is a bad card. You can possibly get away with running a single copy (drawing a second one loses you the game), but even then there are just better things to be doing.
The way I think mill plays best is as a sudo-control build. Aim to give your opponent a taste at the start of the game, so you can Surgical Extraction away their key cards. Then ensure your opponent can’t do anything of value before finally wiping their deck away. This list here is what i’m currently running for Mill, and it regularly wins events at my local game store.
The other thing to note it Mill deck builds heavily rely on tuning themselves to what they’re playing. Their sideboard choices are more important than a lot of other decks, and its not uncommon to see them moving 9+ cards around during sideboarding.
Some general other tips I can offer:
don’t run any creatures other than the crabs. No other creatures are worth it
i’ve found running Ensnaring Bridge is far better than havinv Lurrus as a companion
limit the amount of spells you run that specifically target an opponent. It’ll stop misery happening if your opponent runs Leyline of Sanctity in the sideboard
Looking at your list it seems pretty close to good-mill. Just drop those bad mill cards and get some control elements in there instead, imo (as well as the other crab!).
2 months ago
Most mill decks are trying to generate value with Hedron Crab + Ruin Crab + fetches, with Fatal Push / Drown in the Loch as support. Its a pretty well established archetype, with a set of cards that all work pretty well, but it looks set for a shakeup.
Fractured sanity (new cycling mill spell)+ Counterspell looks like the kind of thing that will breathe some life into the mono blue lists with Sanity Grinding . Small stuff like Sea Gate Restoration Flip having 3 blue on a land, and Archmage's Charm being printed as potential support means that the whole thing is worth keeping an eye on.
2 months ago
Alright, here we go. Best cards: Maddening Cacophony , Glimpse the Unthinkable , Bruvac the Grandiloquent , Fractured Sanity (this is from modern horizons 2 so there is no image), Archive Trap , Fraying Sanity , and Traumatize . Hope that helps.
2 months ago
For multiplayer, it seems you'd want as many mill cards that hit "each opponent" rather than just "target opponent" as possible. So while I would normally recommend something like Fraying Sanity , I think a wider option like Memory Erosion could be more appropriate. Luckily, (aside from Anowon), the rogues follow that advice quite well. I do think I'd prefer another cheap rogue to Baleful Strix though. Maybe Merfolk Windrobber or Zulaport Duelist for the mill or maybe Oona's Blackguard for the power and hand disruption.