Combos Browse all Suggest
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 |
Vanguard | Legal |
Vintage | Legal |
Jace, Memory Adept
Planeswalker — Jace
+1: Draw a card. Target player puts the top card of his or her library into his or her graveyard.
0: Target player puts the top ten cards of his or her library into his or her graveyard.
-7: Any number of target players each draw twenty cards.
NV_1980 on Tappy Mill 2.1 (Phenax EDH)
6 months ago
Hi, looks good! Lots of similarities between our Phenax decks. Here are some cards I would recommend:
- Dauthi Voidwalker: has two major benefits; exiles stuff instead of just putting it in graveyards AND it allows you to steal something valuable (which can be devastatingly effective at times, especially early game).
- Fleet Swallower: milling someone's library on attack is nothing to sneeze at. What's especially awesome is that Swallower can target another player than the one its attacking. So you attack a player with a weak creature defense (which allows it to survive the attack) while you mill a player with a more significant board-presence.
- Jace, Memory Adept: an excellent mill-walker and supplies you with more draw if needed.
- Pemmin's Aura/Freed from the Real: imagine enchanting something like Charix, the Raging Isle or Tree of Perdition with these babies and then milling someone with them as many times as you have islands (or other sources of blue mana ... brutal!
- Bloodchief Ascension: with three counters on it, this goes infinite when combined with Mindcrank.
- Realmbreaker, the Invasion Tree: this allows you to ramp by milling; picture your opponents' faces while doing that.
Have fun with the deck!
hootsnag on Hurkyl, Tempo Master Wizard
1 year ago
Jace, Mirror Mage, Mordenkainen, and Jace, Memory Adept are good possibilities.
sgtmayham on
1 year ago
Jace Beleren Jace, Memory Adept Mesmeric OrbMindcrank Duskmantle Guildmage Are a few suggestions I would Give. Good Milling in case something happens to Phenax. and Mindcrank and Duskmantle Guildmage is an infinite combo.
wallisface on Mill,mill and mill....
1 year ago
It feels like this list should be far more optimised than it is, considering the $$$ investment. Some thoughts:
-
5 mana is incredibly slow in modern, particularly for Mill, which really doesn’t want a game to go that long. Jace, Memory Adept and Nemesis of Reason are just too slow/clumsy to ever be useful.
-
Tome Scour and Dream Twist are the equivalent of a burn deck running Shock… that is, it’s just too low value and is a waste of your own resources. I would put Mind Funeral in the same bucket - there’s no point to running any of these cards while Fractured Sanity, Tasha's Hideous Laughter, or Maddening Cacophony exist.
-
In a similar vein, you should be running the full playsets of Archive Trap and Glimpse the Unthinkable mainboard, instead of weaker cards like Mind Sculpt.
-
You want to be attacking the opponents library, not their life total, so stuff like Jace's Phantasm is pointless. The only creatures ever worth running in mill are Hedron Crab and Ruin Crab.
-
Ghost Quarter doesn’t force a search, so isn’t great for forcing Archive Trap. You need Field of Ruin.
-
Mill can’t just race and expect to win, you need some interaction to throw your opponents off-kilter and give you the edge. Drown in the Loch, Fatal Push, and Surgical Extraction are all great in the mainboard.
-
Your sideboard needs major rework. It currently just feels like cards you couldn’t fit into the mainboard, instead of being able to help shore-up weak matchups.
I have my own competitive mill deck here which may help inspire you.
trobaldo on phenax God of the mill
1 year ago
deck disassembled for following cards: Jace, Memory Adept Counterspell Cyclonic Rift Bloodchief Ascension Memory Erosion Mind Grind Rise of the Dark Realms Traumatize
wallisface on Mill you up
1 year ago
Some thoughts:
-
Your deck only has 59 cards, you need to add a 60th for it to be legal.
-
20 lands feels a bit low, i'd suggest going up to 22.
-
Jace's Phantasm is a really bad choice for mill, as it doesn't help mill your opponent down, and is super-unlikely to provide any real value in backup gameplans. I'd suggest just running Ruin Crab instead.
-
It's good to evaluate mill cards to burn cards, in trying to calculate their worth. In this comparison, Tome Scour ends up being roughly equal to Shock - which is a terrible card and is a good indicator that you shouldn't run Tome Scour. The problem with Tome Scour is that it just doesn't mill enough cards for the resource investment (being a card). Cards like this end up with you being empty-handed and your opponent still having cards in their deck.
-
I would also suggest ditching the planeswalkers, and Killing Wave. No mill player wants a game to go on long enough to be able to cast Jace, Memory Adept, and there are just much better mill options than running this. Also, Liliana of the Dark Realms just really doesn't do a lot, and probably just gives your opponent a free turn to try and beat you down. Killing Wave is bad in that you just aren't really doing anything to attack the opponents life total (and also, you shouldn't be), so they can just pay some amount of non-consequential life, and then continue on with the game as if nothing ever happened.
-
Your sideboard is really puzzling, in that Bump in the Night just feels really pointless. Your plan should always be to mill out the opponent, attacking their life total doesn't achieve anything.
-
Cards I would suggest adding into the deck include: Fractured Sanity, Maddening Cacophony, Tasha's Hideous Laughter.
For reference, I have my own competitive mill deck here, which has won a good share of tourneys
Veryon on wallisface
1 year ago
First let me begin by asking you to read Grand Architect third skill. Tapping is also not "targetting" so it does not trigger the illusion sack. Out of the 24 available creatures (excluding artifacts) not one is above a 3 cast (mostly 1s and 2s) so it is not uncommon to field a creature every turn if not two, making mana req fairly low, so by turn 4-5 that's a possible 8+ mana (no less than 6+ in most cases) to field an artifact. On a bad draw you are generally sitting behind a wall of hex proof guys (thank you Lord of the Unreal + Phantasmal Image) waiting for GA, on a good one you field two 6-7 cost artifacts by turn 5 with the potential to copy them the same turn essentially making them hex proof on summon. Last I checked any of the artifacts except maybe Contagion Engine is pretty rude turn 4 lol, especially if your holding counter spells for field wide return to hand cards like Devastation Tide that do not "target" which gets you around hex proof. Jace, Memory Adept however IS a very high-cost card for this deck but you didn't mention him.....
GigaChadReal on Hard miller
1 year ago
That's true, yet Fraying Sanity I would like to keep all 4 because it can double milled cards and more of them make them mill more. The only reason I have Psychic Corrosion is because of Jace, Memory Adept and if I use it's -7 ability on myself and my opponent with psychic corrosion out then if they have 60 cards left in their deck before the ability is used then I win the game but he's also a lot of mana and there is only 1 of him so I would scrap him and Psychic Corrosion. I will keep both crabs and remove Fleet Swallower because of mana. And Overwhelmed Apprentice because it's not that good. And scrap the Jace's Phantasm idea.
Have (3) | ajmcnulty , metalmagic , gildan_bladeborn |
Want (2) | GravyTheBoi , aladinnsane |