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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 |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Psychic Corrosion
Enchantment
Whenever you draw a card, each opponent puts the top two cards of their library into their graveyard.
NV_1980 on
Sneaky Ninjas
1 month ago
The idea of combining ninjas and removal makes sense. However, I fail to see the connection between the ninjas and the deck's milling cards (which seems to be your main source of removal). If you're dedicated to combining ninjas and mill, I'd recommend adding cards that allow you to draw cards based on ninja's damaging players (examples include Bident of Thassa, Coastal Piracy and Reconnaissance Mission) and then using other cards to force mills based on your draws (Jace's Erasure, Psychic Corrosion and Sphinx's Tutelage).
If you're interested, I've built more of a toolbox ninja deck with the same commander: (Stealthy Interchangeables)
CopperheadCA on
Therapy failed because I kept putting up Walls
5 months ago
Kyyoo, I'd suggest removing any sorceries/enchantments that that focus on milling a player, such as Mind Funeral and Psychic Corrosion and Mind Grind. While your goal is a mill victory, these cards are acting separately from your commander. I'd go hard into being able to tap your creatures to mill, as they are a reusable action as well as.. well defenders. At the very least, the balance should always be tipped towards getting your commander out and tapping creatures, and these effects should be secondary (less of them in your deck).
Duskmantle Guildmage is a bit expensive to mill two cards for 4.
legendofa on New hubs to be added
7 months ago
Mortlocke Toxic should be added as a checkbox item. yeaGO or whoever directs the checkbox list, could you please add Toxic, if it's not in progress already? (Also Saga belongs there, too, in my opinion.)
Dakenboy "Second Draw" would be a tighter fit than simply "Draw." I know there are cards that take advantage of pure drawing, like Psychic Corrosion or Thundering Djinn, but I need to research how much those cards are used, and how much variation there is. Could you please link a couple of deck lists that you think would use this hub?
Necrosis24 on Infinite combo too slow
7 months ago
If you do want to just end the game the moment you go infinite without having to go to combat you could always just use Jace, Wielder of Mysteries or Thassa's Oracle.
Or since you want to mill a bit you can use Psychic Corrosion with 50 cards in deck you win basically.
I actually built a test deck for Alaundo when he dropped to see how quickly he could actually churn out creatures. Thus, I didn't put too much thought into the deck but I did find Intruder Alarm to be a fantastic card. The general idea was use a bunch of low cmc mana dorks which would let you play out a good chunk of creatures in one turn.
Then close out with Champion of Lambholt + Overwhelming Stampede this works because Alaundo the Seer gives haste so with Intruder Alarm in play you can swingout with all the creatures you got out that turn.
Mana Severance and Trench Gorger were also nice for getting rid of my lands once the engine started going so I would always hit a spell.
Michigone on
Trigger Warning
7 months ago
I've been wanting a little more protection in this deck, as it is highly vulnerable to removal. As noted in a previous post, I was thinking about either Heroic Intervention or Tamiyo's Safekeeping. I've decided on Heroic Intervention as it can save my big threats from a board wipe, and I only have a few, so protecting all of them is very necessary. As for the cut, in talking with iceberg_slim, I realized that Psychic Corrosion is really just salt in the pods wound, and doesn't really promote my game plan, it just severely disrupts the other playersr and breaks their wills, which might be a good enough reason to include it I suppose, but I'm not really that vindictive (Or am I? I mean, I am playing a heavy and expensive permission suite...). So with that in mind, I'm cutting Psychic Corrosion and putting in Heroic Intervention.
Vicarian on
8 Crab Mill
10 months ago
Teferi's Tutelage might be strictly better than Psychic Corrosion because you get a loot effect right away. Depends on how you feel about looting. Bruvac the Grandiloquent might give the crabs someone to play with.
Chasmolinker on
8 Crab Mill
10 months ago
+1 I don't know about Founding the Third Path. It doesn't hit anything good except glimpse ETB. Mill 4 is meh. Ch. 3 is OK but I think you just want 4 copies of Tasha's Hideous Laughter. Check out Ashiok, Dream Render for SB. Maybe a copy of Psychic Corrosion could make the MB.
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