Glimpse the Unthinkable

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Legality

Format Legality
1v1 Commander 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
Tiny Leaders Legal
Vintage Legal

Glimpse the Unthinkable

Sorcery

Target player mill ten cards. (They put the top ten cards of their library into their graveyard.)

sgtmayham on Phenax, God of Deception

15 hours ago

I'd also add Glimpse the Unthinkable, Mind Funeral, and Mind Grind. For cheap quick mills.

okheee on UB Mill creatureless

1 week ago

@ ThaFate I feel like the deck has enough mill spells already and by the time you have the mana to kick Maddening Cacophony you should have milled at least 30 cards of the opponents library, so for 6 mana you would mill about the same amount of cards as with Glimpse the Unthinkable or Fractured Sanity.

wallisface on Mill,mill and mill....

1 week ago

It feels like this list should be far more optimised than it is, considering the $$$ investment. Some thoughts:

I have my own competitive mill deck here which may help inspire you.

chivalruse on Voltron Serra

1 month ago

I like the idea, but the deck is very vulnerable to Farewell / Planar Cleansing type effects. And you're not buildling around Serra's self-protecting effect, which means you're depending on mainly equipment to protect her, which is unreliable. Brain Freeze, Glimpse the Unthinkable, Emry, Lurker of the Loch - that's not much self-mill, which means you're not getting hardly any value out of Silas Renn, Seeker Adept, at least not consistently.

I'm just wondering how you plan to overcome so many problems.

wallisface on Blue/Black Mill

2 months ago

Some thoughts:

  • Cut Your Losses, Mind Funeral and Fraying Sanity are all really bad mill cards, and I'd suggest using better ones. Cut Your Losses just costs too much mana, and by the time you're on turn 6 the game should already be over, and this spell doesn't help actually end the game. Mind Funeral is just too unreliable for its mana cost and generally doesn't get a good-enough return for its cost. Fraying Sanity is a trap card in that the first copy is semi-playable, but drawing the second copy often leads to you losing the game... it plays a LOT weaker than it reads. I'd suggest considering better mill cards like Fractured Sanity, Glimpse the Unthinkable, and Tasha's Hideous Laughter.

  • I'd suggest considering Extirpate or the more expensive Surgical Extraction. These cards are pretty important for mill by being able to strip key-pieces from your opponents deck, taking away their ability to effectively combat you, as well as dealing with problem cards that might shuffle back into the opponents library.

  • While Fog Bank is a decent defender, it doesn't really help you win the game, as it often only buys you one extra turn, and playing it will usually cost you a turn. I'd suggest instead running mills premier creatures in Ruin Crab and/or Hedron Crab

wallisface on Modern Mill-Castic

3 months 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.

lil_stiny on Mill Esper

5 months ago

Is Glimpse the Unthinkable not enough cards for 2 mana?

wallisface on Mill and Spill

5 months ago

Some thoughts:

  • you should always aim to get a deck down to 60 cards, anything above this leads to worse hands & draws. Playing with 75 cards is going to make your deck very inconsistent.

  • modern decks generally struggle to justify running more than 3-4 cards costing 4-mana, and generally run nothing above that. You’ve got 17 cards costing 4-or-more, which is waaaay too much, and will lead you to having very slow/clunky hands. In particular, you have no reasonable chance of casting those 6-8 mana spells.

  • Mill decks don’t want to run any creatures other than Hedron Crab and Ruin Crab - everything else just slows them down. The creatures you’re running here don’t appear to be helping your mill strategy at all.

  • a lot of your current mill spells are super underwhelming, and are going to lead to you being unable to successfully mill out the opponent. I would suggest considering the likes of Maddening Cacophony, Fractured Sanity, and Glimpse the Unthinkable.

  • you currently are severely lacking any real way to disrupt your opponents gameplan. Some killspells, as well as Extirpate, would go a long way towards fixing that.

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