Mind Funeral

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Legality

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

Mind Funeral

Sorcery

Target opponent reveals cards from the top of his or her library until four land cards are revealed. That player puts all cards revealed this way into his or her graveyard.

sgtmayham on Phenax, God of Deception

18 hours ago

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

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.

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

4 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

Hastapasta on HELL MILL

6 months ago

Hi,

I had spring break and I pretty much can't use the computer. :(

Mind Funeral is pretty random. But what else can I use? Maybe Dauthi Voidwalker in the sideboard for control? I don't know.

I always feel that Breaking / Entering is not convincing enough. Please let me know.

Thanks!

wallisface on

6 months ago

Some thoughts:

  • Merfolk Secretkeeper and Wall of Lost Thoughts aren't worth running. If you compare mill to a burn deck, they're the equivalent of running a worse Shock (doing the equivalent of around 1.6 damage). That's a pretty awful return as far as milling, regardless of mana cost.

  • Similarly to the above Balustrade Spy is awful, it's only going to get somewhere between 1-3 cards on average, for 4 mana. In all honesty, there's a good reason why mill decks don't run any creatures outside of Hedron Crab and Ruin Crab - it's because everything else just isn't worth it.

  • I get you want fetches for the crabs, and that's probably outside of your budget - but Evolving Wilds is not an alternative. Having lands enter tapped is disastrous, as it will slow down your tempo faaaar too much, and give your opponent too much of a chance to win. If you want ways to trigger crabs multiple times, i'd suggest Field of Ruin.

  • You have enough lands, you have absolutely no reason to run Dimir Signet

  • Mind Funeral gives terrible returns for its mana value, and will often cause the deck to lose to itself by not getting enough cards milled. Focus on running full playsets of the better mill cards (Fractured Sanity and Maddening Cacophony) instead

  • Both Crypt Incursion and Archive Trap should be mainboard, not sideboard.

  • Jace Beleren has no place in this deck. 3 mana is slow, and he doesn't do anything for you. You can't reasonably expect him to ever be able to ultimate, so often he's just going to draw a single card then die.

  • I would also ditch Drowned Secrets, because its return is just soo low - you have to play 4 blue spells after this card just to mill 8 cards. Many mill-specific cards (i.e. Maddening Cacophony) can just do that on their own. Drowned Secrets is unlikely to give you enough benefit during a game even if its played early, but becomes a terrible late-game draw.

  • Your deck currently has no interaction at all, which is going to put you in a really rough spot as most decks will be able to out-race you. Mill needs to throw the opponents plans off-track to get enough time to secure the win. I would have expected to see playsets of both Drown in the Loch and Fatal Push here, as well as a 3-4 copies of Extirpate to remove your opponents best cards from their deck.

  • While being at 65 cards might not seem much above 60, its going to lead to you having overall worse hands and draws, in both strength and consistency. You should always be aiming to cut a deck back to 60 cards.

This link here is a good example of a competitive mill deck - I think you should be aiming towards something like this, just accommodating for your particular budget

9-lives on HELL MILL

6 months ago

Looking at your deck now, I see the only cards that are searching for the use with Archive Trap are 4x Surgical Extraction and 4x Field of Ruin; I think it's safe to say that you'll probably get the chance to pull this synergy off. Glimpse the Unthinkable is great. Mind Funeral is good, but it will do more or less at random; the shuffling is what causes the lands to be interspersed in the deck in a certain order of presence. I see you're going hardcore straight up dimir milling with a bit of hand control.

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