Creature — Illusion
Jace's Phantasm gets +4/+4 as long as an opponent has ten or more cards in his or her graveyard.
|Want (2)||Aglaras , cpcnq22|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Jace's Phantasm Discussion
1 month ago
oops! @Gattison came back to mention I found another Psychic Venom effect and realized I totally missed your bigger message on the 9th. The place holders make sense and the Ninja of the Deep Hours Balustrade Spy combo honestly sounds legit! also makes sense to run preordains or some other cantrip action to filter for important pieces. Ninja also combos with Jace's Phantasm's for some early draw to find key pieces so I like that addition even more!
The card I was going to mention was Erosion. seeing the color break down for the deck makes me less hopeful for it, as is a tough casting cost in multicolored pauper decks : /
I'm not sure how well it would play either, but a critical mass of "ouch my lands hurt" cards and land destruction seems to be one way to build this deck and that card works for both! My excitement to make suggestions aside it is more mana, more color requirement, and less damage if they don't sac it.... so.... and we can't stack it on lands with other damage effects without making them more likely to sac it.... which might be bad? Either way I saw the card and thought of you XD <3
1 month ago
The version of the deck you're talking about (well, MY version of the version of the deck you're talking about) can be found below. I think it's pretty strong right now, though any specific recommendations would be welcome - there are a number of other options I'm considering for those Maddening Cacophony slots, including Thought Scour, Mind Funeral, Tasha's Hideous Laughter and Tome Scour. I was also trying to decide whether the Thoughtseize / Inquisition of Kozilek suite might provide better value than Mana Leak / Counterspell.
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I'm in agreement with you about Fraying Sanity, the trap of 'win more' is one I'm always on the lookout for. On the other hand, I've found value in the past of building a deck with more than one way to win, and backdooring a legitimate option through damage isn't something I want to discount right off the bat. Judicious use of the sideboard can allow you to shift the deck towards one option or the other in the 2nd & 3rd game, depending on what you're seeing across the board. Jace's Phantasm and Dauthi Voidwalker are excellent options in that regard and you can get some crazy value out of those mills for the latter.
1 month ago
Do you happen to have a deck list? I would be curious to see what you are using for your basis.
Right now, I think the best Modern mill deck you can run is 8-Crab. 4x Hedron Crab, 4x Ruin Crab, a bunch of fetch lands to enable your crabs, and then Drown, Visions, and some “burn” spells and some removal to finish off the deck.
I also know some folks who have been having decent success splashing into Green for a few copies ofAssassin's Trophy - since the deck should run a lot of fetches for your crabs, one can splash into green with one or two copies of Overgrown Tomb and no other green lands relatively easily.
I will also note there are a few cards which are traps - they look like they might be good for mill, but are not. Jace's Phantasm is one of those cards - you are not trying to hit their life total, so you don’t need an attacker. If you feel you need a blocker due to your meta, you’re better off with Ensnaring Bridge than a single 5/5 with flying.
Fraying Sanity is another card that gets tossed around a lot as a suggestion. Realistically, I don’t think Sanity does much for Mill - you want to focus on burning your opponent as quickly as possible, and Sanity comes down at the critical turn 3 point. It does no burn for turn (other than doubling what your crabs might have done), and usually is more of a “win more” card than a “this wins you games” card. By that I mean any game it helps you win, you likely could have won with something else in those card slots, but it doesn’t do much to let you win games you would otherwise lose.
1 month ago
Morning, all :)
I've been playing around with Dimir mill in the Modern format, buoyed in part by the excellent Drown in the Loch. At the moment I'm looking at two approaches; the first is a sort of 'suicide mill' where the focus is less on interaction and more on running them out at all costs. At the moment I just can't seem to get it fast enough, so it's the weaker option.
The second, and the one I'm asking for help with, is a more meta-mill sort of deck, leaning on tempo and control while gradually milling. This deck will have a lot more interaction, including a number of creatures and would be as likely to win through damage as forcing the last draw.
For this deck concept I can't get it out of my head that Dauthi Voidwalker doesn't present a load of interesting opportunities, with cards like Glimpse the Unthinkable and Maddening Cacophony dumping tons of cards into what would be the graveyard. The Voidwalker is actually massively problematic in its synergy (or lack thereof) with many traditional mill cards as it keeps those cards from going into the graveyard and therefor often leaving options like Jace's Phantasm and Visions of Beyond depowered. Still, I can't help but think it has some potential, and there are plenty of match-ups where exiling cards is preferred to sending them into the graveyard.
Has anyone tried to used the Voidwalker in this way? Is it a fool's errand to even try in a competitive deck? Are there any good examples of a more controller-y Dimir mill deck that anyone would like to offer? I'd really like to try to make this competitive and most of my past experience with milling is mono-red land destruction that denies land draws via Grindclock or Codex Shredder + Lantern of Insight.
I did play an earlier version of this deck once in a local tournament and have one of my favorite 'Magic moments' ever - watching my opponent sac a fetch land on the opening play and in response popping an Archive Trap and then a Surgical Extraction, absolutely wrecking his combo deck and watching him scoop before I had even gotten a chance to play my turn. Ever since then I've wanted to make a serious go at this.
Thanks in advance.
1 month ago
I'm also considering at least a couple Jace's Phantasms to close things out.
wallisface on JMS
4 months ago
I’m concerned your deck isn’t focused enough to achieve what you’re wanting. My concerns are:
your mill cards aren’t strong or plentiful enough to ever realistically mill an opponent out of cards. They appear to exist only to buff Jace's Phantasm , which feels really unoptimal because it means half your deck is focused on making one easily-killable card stronger.
without being able to realistically mill an opponent, you’re left with having to win through ulting Jace, or creature damage… the deck looks like it’s going to have a really hard time achieving either of these goals also.
the mana curve here feels rough. Modern is a fast format and i’m not sure you’re running enough stuff to slow it down to accomodate these high cmc cards. Jace's Projection feels particularly rough in that it’s both high-cmc and not really very strong.
It feels like your deck is trying to do too many things at once - it’s trying to mill, its trying to provide creature-threats, and it’s (very loosely) trying to control the game. I think your deck needs to choose one of those 3 directions to focus on, and stop running stuff that support those other 2 options.
I notice in your description you mention you want to add many various control cards. If you do want to head down the control route, your best bet is ditching every card in your deck other than JTMS, and then adding in these cards you mention in the description, amongst others.
5 months ago
TriusMalarky - I did in fact retire the mill deck prior to ruin crab, so "8 Crab" was not flown. After I failed with Drown in the Loch , I retired the deck.
A lot has changed in Modern but a lot has not. Mill feels like a Burn deck, but rather than deal 20 damage, I now have to "burn" 52 cards. The opponent instantly knows what the plan, and they react accordingly. TBH, the most impactful spell was Archive Trap but even then, it was only 13 cards down.
You have several challenges: answering your opponent's threats, and no combat to speak of, milling their cards, keeping the graveyard empty.
I tried building the deck in many ways:
I learned that the deck loses to Tribal decks such as Goblins, Elves and Spirits.
It loses to Collected Company and Infect decks. At the time, Affinity was a rough matchup, but so was Death's Shadow and Jund threats.
Some decks such as Dredg just got better when they were being milled, so anything which used the grave as a resource was rough.
In conclusion, it was fun to be "the mill player" and you always got a lot of attention as the villain. It was also fun to watch people get killed. But I never won anything more than a few pity packs.
5 months ago
Couldn't have put it better myself. Normally I would advocate a combination of two, but there really isn't any way to do this here. If you attempt to do combo and have mill as a backup plan, Duskmantle Guildmage is basically a dead card without Mindcrank .
Also, why do you have Tormod's Crypt mainboard and 3 Leyline of the Void s in the sb when they screw up your Jace's Phantasm ? I'd keep the grave hate in the sb and side out the phantasms then. Also you might want some discard/hand control like Inquisition of Kozilek and Thoughtseize if you go in a more control direction.