: Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card and put it onto the battlefield. Then shuffle your library.
|Have (3)||, Calanor , CompleteWaste|
|Want (6)||cybermewtwo , evallard13 , zudna , Grimmjow , Mach_Chunk , bigred2728|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Polluted Delta Discussion
1 month ago
I should mention, I've been giving you advice under the assumption you're working with a limited budget. I bring this up because fetch lands like Marsh Flats, Verdant Catacombs, Bloodstained Mire, Polluted Delta and Prismatic Vista are all extremely useful in vampires even if you're monocolor because they let you reuse Bloodghast up to twice per turn, they can force a shuffle to hopefully get Nocturnus active, and they thin your deck making it slightly more likely you'll draw what you need.
2 months ago
The Book of Vile Darkness is terrible for this deck. One creature each turn I lost at least 2 life is too slow, and considering it's legendary I would need to have more than one to make finding it more consistent, even though it doesn't synergizes with the strategy at all. Which brings me to the other point, it's not enough to be an alternate wincondition. The deck already has so much discord and I'm considering adding even more. Decks with a ton of removal won't be a problem (also Sword of Light and Shadow is recursion).
Hand of Vecna is a worse Lashwrithe. The only situation where the Hand is good, in this deck, is the early game. However,one thing this deck wants is to empty its hand so as to not have to discard to Liliana of the Veil's effect or Smallpox, which I'm thinking about adding. If the hand is too full, then Collective Brutality has more fuel, which in turn also weakens the Hand. By the late game, it's probably just gonna give +1/+1. Also, important to mention it's not a pump spell since it only pumps at the start of combat, giving opportunities for the creature to be removed. The card I'm considering putting in place of Runechanter's Pike is Bonesplitter as it allows to me empty my hand fastet.
Now, Eye of Vecna I actually thought about. Sadly, it runs into the worst problem of this deck, life loss. Thoughtseize, Castle Locthwain and the new additions Polluted Delta, Godless Shrine and Silent Clearing make me lose so much life. In the end, it's not very different from Sign in Blood or Night's Whisper, the difference being it provides long term card advantage instead of the two draws or the free scry of Mazemind Tome. Had Strixhaven given more useful lessons for black, I could see myself using Poet's Quill for its lifelink and maybe, in this case, I'd run the eye (which also suffers from being legendary).
3 months ago
Manabase upgrades from collection
- Evolving Wilds
- Terramorphic Expanse
- Dimir Aqueduct
- Orzhov Basilica
- Azorius Chancery
- Thriving Heath
- Thriving Isle
- Thriving Moor
3 months ago
Let's say my opponents taps thier fetch land (ex. Polluted Delta , Flooded Strand , Misty Rainforest , etc.), and in response I cast Stifle or Tale's End . What happens to the fetch land? I assume it goes to the graveyard?
on Dimir Mill
4 months ago
If not taking budget into account, you would want a number of fetch lands (4x Polluted Delta , then some other lands that can hit either Blue or Black; preferably blue to fetch islands, since you run more Blue mana spells and the blue can hit your Watery Grave anyway). Competitive mill wants to run heavy on Fetches, since each Fetch land basically reads "Pay 1 life: get the land you need and your opponent mills 6*X, where X is the number of crabs you control). Unfortunately, given Wizards' frankly untenable aversion to reprinting Fetches, despite the fact that they are a staple in every single format in which they are legal, running a full contingent of Fetches is quite pricey, and will tear through your budget rather quickly.
That said... I honestly think the Fetches may be a necessity to a competitive mill deck--a lot of your milling power comes from those crabs, and Fetches double the milling you get from any land drop. Fetches also allow you to bank milling--you can play a Fetch on one turn, then not crack it until you need the land it would provide--that means you can save up your Fetches lands until you have more crabs in play and will get more milling from the land you fetch .
A singular copy of Oboro, Palace in the Clouds is another great addition--you do not want to draw too many of them, but it gives you a repeatable "mill 3 * X" if you do not have any other lands in-hand. However, Oboro is well overdue for a reprint and is quite expensive right now--it helps the deck, but is not necessary.
I am not a fan of either Sunken Ruins or Sunken Hollow for mill. Mill is a lot like burn--you want to hit them hard and fast, and burn them down every single turn. On your first turn, you really want to be able to drop a Crab, so you can get the additional burn with your land drop each turn. Both the cards you named are not viable on turn 1 in mill--neither can be used for a turn 1 crab, and you do not want your mana base to be too heavy on lands that are worthless to you on turn one (especially since you already need to have 3 lands in your deck--those Field of Ruin s--which you do not want turn 1).
If you are not going to go heavy on shocks, a full set of Watery Grave will be helpful--two life isn't that big to ask. Underground River is an okay budget land, though it is going to be disproportionately bad in mill since a large number of your spells have no generic mana requirements.
4 months ago
Competitive all the way
Botanical Sanctum > Wooded Foothills
Darkslick Shores > Scalding Tarn
Darkwater Catacombs > Verdant Catacombs
Grand Coliseum > Misty Rainforest
Path of Ancestry > Dark Confidant
Counterspell > Mana Drain
4 months ago
Here’s my hot-take:
you should be running a playset of Hedron Crab as well as the Ruin Crab . You’ll also want to get Polluted Delta (if your budget affords them) so you have more fetches for them to benefit from. These crabs are the best way to get some early game stuff in the grave to surgical extract, so running 8 feels super strong. At a minimum, field at least 6.
It feels unintuitive, but Maddening Cacophony is stronger than Glimpse the Unthinkable because it gets around Leyline of Sanctity . If you’re running 6 of these cards total, have the playset be Maddening Cacophony instead of the other way around. I’ve yet to lose a game where 2 extra cards would’ve mattered.
Mind Funeral and Tome Scour are really bad cards, and I don’t think you should run these. Tome Scour is the equivalent of Burn decks running Shock - it doesn’t do enough to get the job done. Similarly, Mind Funeral is unlikely to reward you enough for the mana investment.
Despite how nice it reads on paper, Fraying Sanity is not a good card. Drawing a second one often means you’ve list yourself the game, so if you do insist on running it limit yourself to running it as a 1-of. Even then, it will often underperform in the deck - generally making you end the game at the same time had-of if been a Glimpse, or even worse, a turn slower.
I would suggest ditching the enchant and those 2 beforementioned bad sorceries for the Hedron Crab and then a smattering of Drown in the Loch , Fatal Push , Murderous Cut , and Inquisition of Kozilek . After that the next best thing to do would be to play tons of games at your local to build up a sideboard (read: Mill can’t win rounds without a strong sideboard), and save up for those Polluted Delta .
4 months ago
I went with Mega Sableye rather than regular Sableye for a couple reasons. 1) the big gem covers more of the mtg art and 2) I wanted to have at least one mega in the deck. I think it makes for a fun talking point as the existence of mega forms (and similar Pokemon variants) is a contentious topic in the pokemon community. I think Sableye was the right choice for this since Mega Sableye looks pretty much identical to regular Sableye (except for the really big gem), so the pokemon is recognizable even if one isn't familiar with mega forms.