Hedron Crab

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Hedron Crab

Creature — Crab

Landfall — Whenever a land enters the battlefield under your control, target player puts the top three cards of his or her library into his or her graveyard.

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

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

LeonSpires on How to Lose Friends and Alienate People

4 weeks ago

The best way to make cuts is to look over the deck list and consider what serves a purpose (ramp / card draw / interaction) and what works with the theme of the deck and what doesn't. Create a list of cards that don't server a purpose or fit the theme of the deck and figure out what to cut / add.

If more cuts are needed look through the list starting at the highest converted mana cost and working towards the lowest. For each card ask yourself “does this card make a big enough impact for the amount of mana spent to cast it.”

Play the deck for awhile and periodically reevaluate what cards work in the deck and what cards don't.

Personally I would suggest cutting Avatar of Woe, Oona, Queen of the Fae, Extract from Darkness, Illicit Shipment, Notion Thief, Jaxis, the Troublemaker, Jace, Wielder of Mysteries, Whispersilk Cloak, Maestros Ascendancy, and Spark Harvest.

Having taken a closer look at your deck I would suggest adding Terramorphic Expanse and Evolving Wilds for color fixing and extra triggers on Hedron Crab and Ruin Crab. Also Infernal Grasp, Profane Tutor, and Scheming Symmetry (mill what the opponent tutors).

Mill enables graveyard based decks. Having a few answers like Ashiok, Dream Render and Bojuka Bog is useful.

wallisface on Mill, suggestions are welcome :)

1 month ago

ConversationR6 multiple copies of fraying sanity do stack, but realistically drawing a second one is pointless. By the time you reach turn 4, your opponent shouldn’t have more than ~20 cards left, so any one mill card will kill them anyway. In that same vein, Fraying Sanity hasn’t done anything better than represent a single mill-spell, so it’s almost always worse than just running a mill-spell in its place. Drawing a second Fraying Sanity is almost always a dead-draw, as its not actually helping you mill anything.

If you’re goal is to mill, then you shouldn’t be running any creatures other than Ruin Crab/Hedron Crab. Having “strong” creatures doesn’t help you at all to achieve your goal of milling out your opponent, and will effectively be cards in your hand that fail to help you achieve your goal. Consuming Aberration in particular is super-unideal, as no game with a mill deck should be going long enough for you to have 5 lands in play to cast it.

For reference on how a competitive mill deck looks, I have an example list here

notjinzo on Mill fun

2 months ago

Since you have a Mindcrank you could throw in a Duskmantle Guildmage for the infinite mill/damage combo, Terramorphic Expanse or Evolving Wilds wouldn't hurt with the Ruin Crab/Hedron Crab landfall. Fraying Sanity/Drowned Secrets are also good editions to keep milling consistently.

wallisface on Can you mill it

2 months ago

I think you’ve munged two very different archetypes together here:

  • Rogue decks want to win through combat damage, and only really need a few cards milled to get full-value from their abilities (importantly, the rogues do this themselves, you don’t need/want milling spells/crabs). You don’t ever plan to “mill an opponent out” with a rogue deck, you’re trying to attack aggressively for lethal.

  • Mill decks don’t want to run creatures outside of Ruin Crab/Hedron Crab, because nothing else is effective at milling sufficiently, and life totals don’t matter. The deck takes on a cross between a burn and control deck, aggressively removing the opponents library through spells, and removing key components via Surgical Extraction.

By making a deck that’s a blend of the above two archtypes smooshed-together, you’re going to create something that’s weaker than both - it’s going to be really hard for it to win through either the damage or mill strategies.

I think you need to choose which path you want your deck to go down, and then follow that win condition more-closely. Rogue-decks don’t want mill-spells. Mill-decks don’t want non-crab creatures.

wallisface on Mill and Spill

2 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.

Kazierts on Pushing Poison

2 months ago

After reading your comment taking another look at your deck, I realized it has 70 cards. While, as I said, I don't intend to change your deckbuilding style, you should basically never go above 60 cards, unless your deck runs Yorion, Sky Nomad or Battle of Wits.

Your deckbuilding guidelines are quite interesting. Here's a few things I'd like to mention regarding them:

  • First, a compliment so it doesn't like I'm just criticizing everything. What you mentioned about legendary creatures is basically the correct way to play with them, in most cases. Too many can brick you and too few makes them hard to draw.

  • While, in some cases, it's good a backup windocondition, that does not apply to every archetype, Infect included. Because of the Infect keyword, the literally doesn't care about the opponent's life total. So, when you suddenly try to change to hit their life total with one or two creatures that don't have Infect, you're basically starting everything from scratch in the middle of a game. This goes into my next point which is your fear of hate cards.

  • I completely understand some cards that can shut your deck down are scary, but I feel like you're letting your fear get in the way of your deck. I'll use my deck as example. My manabase is almost completely made of nonbasic lands, yet Blood Moon doesn't scare me. Why? I have Thoughtseize and Inquisition of Kozilek. If that's not enough, then I also have Ratchet Bomb in my sideboard. Melira, Sylvok Outcast? Fatal Push, Damn, Collective Brutality and Liliana of the Veil all deal with it. My point is there multiple ways to deal with threats that don't force you into an extremely narrow path. Also, if you're playing Modern, no one will use Back to Basics because it's not legal. This also goes into my next point, which is the mana effiency.

  • Despite you saying you like to be mana effienct, a lot of cards here aren't. As I mentioned, some of them basically do nothing. Some actually do, but are overcoste, even in you examples. Sage's Row Denizen is very inefficient because mill decks like to turbo mill (which is something I personally don't like). This means the best mill creatures are Ruin Crab and Hedron Crab. When we come fo poisoning opponents, that's why Hand of the Praetors sees basically zero play outside of commander. Usually people just cast a Glistener Elf turn 1 and a Scale Up turn 2. Also, you're looking at the ratio, but not the usefulness of the creature. Sure, Cystbearer costs the same, manawise, as a Rot Wolf, but is incredibly worse.

If you want to follow this path of winning bast cast infect creatures with the hand on the field, then:

I understand if the above mentioned are a bit above your budget. A lot of these Infect cards haven't had a reprint yet.

I love when people go for nonstandard builds of decks. I hope you cam improve this without sacrificing too much of your own style.

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