Maddening Cacophony

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Maddening Cacophony

Sorcery

Kicker (You may pay an additional as you cast this spell.)

Each opponent mills eight cards. If this spell was kicked, instead each opponent mills half their library, rounded up.

okheee on UB Mill creatureless

5 days 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.

Asgeren on Mirko Vosk, Mind The Mill

1 week ago

Yeah needs more ramp def. Whispering Madness, Dark Deal, Jace's Archivist are very good. and some good mill cards are def. Psychic Corrosion, Maddening Cacophony, Mesmeric Orb, Fractured Sanity and of course Bruvac the Grandiloquent but hes a little expensive...

bushido_man96 on Zombie help

1 month ago

Tainted Adversary seems a bit mana intensive to really get good results from. How many tokens do you usually get when you cast it? And is the effect worth that much mana investment? I don't like Stitchwing Skaab, either, especially when you talk about running out of gas. It will only contribute to that problem if you don't have cards to discard, and you don't want to discard better cards to play that one.

I'd consider cutting Spell Swindle for a cheaper CMC counterspell, or a straight removal spell. I think you want to be pretty aggressive with how you spend your mana in this deck, and holding up 5 mana to counter a spell is counterintuitive to that strategy.

I'd drop the mill theme: Dread Summons, Drown in Dreams, Maddening Cacophony, Peer into the Abyss, Psychic Corrosion maybe even Telemin Performance. I would add card draw spells in those spots. Night's Whisper, Ambition's Cost, and Sign in Blood will always draw you cards, regardless of board state. Altar's Reap, Village Rites, and Vampiric Rites are good draw sources when you have a board state. I'd recommend pushing your ramp to 10 spells, and then you should be off an running.

Good luck going forward with this deck.

wallisface on Mill you up

1 month 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

wallisface on Modern Mill-Castic

3 months 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

wallisface on

4 months ago

Some thoughts:

  • your land count is waaay too low, especially as you have some high mana cards, but also need to enable the crabs. For a mill deck i’d suggest 22-23 minimum (leaning towards more lands if you don’t have fetches).

  • Compelling Argument, Dream Twist and Tome Scour don’t even get close to milling enough to be worth it. Mill decks need to be very efficient, as even top-tier builds are likely to run out of hand resources before delivering the final blow, if they’re not careful. A mill card needs to mill at least 8 cards, bare minimum, to be worth it. Anything lower, and its hurting you more than helping you (you just end up empty handed while your opponents deck is still full)

  • I’d also ditch Traumatize. By the time you have 5 lands, your opponent should have <15 cards in their deck, if the game isn’t already over by then. 5 mana for at-best 7 cards isn’t worth it.

  • Fraying Sanity is a bit if a trap card. Drawing one is usually ok, but drawing two of these in a game, will often cost you the game. The card does nothing by itself, and it’s often better just to be running a solid mill-spell in its place. I would say to not run more than a single copy of this in your deck.

  • you need more interaction. Mill decks generally want some way to slow an opponents tempo. Just trying to win-the-race is often a bad idea. Both Fatal Push and Extirpate would work wonders here. Stuff like Crypt Incursion can also buy you massive amounts of time.

  • other cheap mill cards I can suggest are Fractured Sanity, Maddening Cacophony, and Ruin Crab

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