Ruin Crab

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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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ruin Crab

Creature — Crab

Landfall — Whenever a land enters under your control, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)

SaberTech on mimeo

1 month ago

I saw your post asking for help with cuts to the deck. Mimeoplasm decks are fun and there's all sorts of interactions to play around with so I get how it's tough to trim the list down.

I don't know what exactly you personally consider fun to play and what cards you are more inclined to keep in, so I think that it might be easier to just highlight what looks to be the core of the deck and try to build outwards from there.

Win-Cons:

  • Necrotic Ooze + Phyrexian Devourer: I'm not sure when the change happened, but on Oracle the errata's text for the Devourer's activated exile ability now reads "Remove the top card of your library from the game: Put X +1/+1 counters on Phyrexian Devourer, where X is the removed card's converted mana cost. If Phyrexian Devourer's power is 7 or greater, sacrifice it." Before, you never had to worry about the sacrifice part because it was a triggered ability so the Ooze didn't copy it. Now that the self-sacrifice effect is built into the activated ability it means that the Ooze will kill itself if it activates the ability and ends up going to 7+ power. I don't think this combo is feasible anymore and that you can cut it.

  • Blightsteel Colossus: You don't have a way to reanimate or copy this at instant speed in response to its shuffle trigger when it is put in your graveyard, so your only way for it to stick on the board is if you hard-cast it. I don't think that it's worth the effort. And I think that most games will end before you risk decking yourself and needing the Colossus to keep shuffling itself into your library. I'd cut it from the deck.

  • Blighted Agent/Skithiryx, the Blight Dragon + big creatures under Mimeoplasm: This is what I would consider your main means of knocking players out. Death's Shadow, Impervious Greatwurm, Lord of Extinction, Titanoth Rex, and Yargle and Multani are your main targets to remove for counters on Mimeoplasm, so these are 7 cards that should definitely be staying.

  • Jin-Gitaxias, Core Augur: Reanimating this early in the game and getting it to stick is a backup win condition. Buried Alive, Entomb, Fauna Shaman, and Frantic Search are your best ways to try to get Jin into the graveyard. Animate Dead, Necromancy, Reanimate are your best ways to reanimate Jin early. So that's 8 cards you should definitely keep. Victimize helps too but it is a little unreliable early due to needing 2 targets in your graveyard. Still worth running in my opinion.

So that's 16 card + your commander that you know that you want to run to help you win. From there you can mark out the slots for land, ramp, draw, and interaction. What slots are left goes to what best supports you reaching your win conditions. You'll need to really consider which cards help you reach your win conditions and which are there more for fun.

Looking at your list, some things that I can note are:

  • You shouldn't count thinks like Conduit of Worlds as ramp since they don't help you get ahead in mana. They just help make your land drop each turn. Matzalantli, the Great Door  Flip and Aftermath Analyst also don't help ramp you in the early game. So on the whole your deck is actually suffering from a pretty notable lack of cheap ramp.

  • Cards that mill opponents but not you like Mindcrank, Psychic Corrosion, and Ruin Crab do technically help you by getting cards into your opponent's graveyards that you can reanimate or exile with Mimeoplasm. However, they are less useful to you overall than cards that can also mill you because you know that milling yourself helps you reach your deck's build-in win conditions while milling opponents is a gamble.

  • Memory Plunder can be fun but you might be better off running a card you are pretty certain that you can use than gamble on useful opponents' cards ending up in the graveyard in a timely manner.

  • Archon of Crueltyfoil isn't as impactful in multiplayer games as it is in 1v1. It's still an ok reanimation target if you don't currently have anything better.

Busy_Bee on Blue-Green Deck

1 month ago

Thank you so much :) I really appreciate it :) ill probably replace Exploration with Ruin Crab because apparently Exploration not legal but I didn't see it on the banned list for modern :/ maybe it used to be legal but idk :P

Balaam__ on Blue-Green Deck

1 month ago

Sure thing. The good news is that a typical landfall deck is on the cheap side if you ever wanted to gather the cards for real, and it’s pretty straightforward to play. For something basic, you’ll want to look at cards like Ruin Crab and Hedron Crab. They’ll be your Turn 1 plays. Lotus Cobra is good for mana fixing, and Courser of Kruphix helps keep you afloat. Something big like Rampaging Baloths is good to close out the game with.

Supporting spells look something like Groundswell and Ior Ruin Expedition, stuff that pumps your creatures or fills your hand etc. Countermagic is always viable too, to help shut down whatever your opponent’s strategy is.

Take these as examples of how to build toward a goal rather than someone telling you what cards to add. In the end, you’ll want to make something yourself that suits you. Figure out what works best in your playgroup and what doesn’t. If Landfall isn’t cutting it, try a different direction. There are tons of good sites and apps and such that allow you to search by keyword to help find cards you may not even know exist, cards that might be just what you’re looking for.

indieinside on Rogue Mill Commander

2 months ago

Hedron Crab

Ruin Crab

I would definitely move Terisian Mindbreaker out of the maybe board.

An infinite mill combo would be Painter's Servant + Grindstone

indieinside on Hazardous Healing

3 months ago

Grindstone + Painter's Servant is a win combo for mill. Cut Your Losses and Bruvac the Grandiloquent is an instant kill. Traumatize does the same thing. I don’t know what your budget is, but I would look into adding some tutors for consistency.

Fabricatefoil

Solve the Equation

Mystical Tutor

Hedron Crab

Ruin Crab

Snapcaster Mage

Spellseeker

Tribute Mage

Trinket Mage

The only reason I am only suggesting Mono Blue cards is due to the fact that I already have a Mill deck. Bruvac the Grandiloquent is my commander. You can Click Here to check it out for ideas if you want.

Barnie22 on bloodchief

3 months ago

I really like the low mana cost of this deck, should mean that if the shuffle is in your favour you'd hit hard and fast. I think having some of one of the crabs (Ruin Crab or Hedron Crab) could be useful if you have The Water Crystal in there too but that card would be a much higher mana cost than the rest of your deck. I think you've done a great job with this, have you had the chance to see how it plays yet?

Snap157 on Azorius Mill

4 months ago

This looks nutty and fun to play

that being said I think Words of Worship, Honor the Fallen, Y'shtola Rhul, Ruin Crab, Swiftfoot Boots could be cut in favor of some more raw lifegain. You already have a ton of protection and counters so I'm not worries about losing boots. I would consider cards like Drogskol Reaver, Rhox Faithmender, Suture Priest, The Wind Crystal, and a few more lands. Maze of Ith doesnt count so you are really only running 33 which is way too lean

overall super cool deck tho

wallisface on U/B Mill

10 months ago

Mill decks only ever want to be running Hedron Crab and Ruin Crab as creatures. Any other options are just not helpful or conductive towards winning. Specifically:

  • both Consuming Aberration and Mirko Vosk, Mind Drinker cost such a high amount of mana that the game should already be over (mill decks should be aiming to win by turn 4). and both barely does any amount of actual milling for their egregious costs.

  • Duskmantle Guildmage is only useful as a combo card with Mindcrank. On its own it's basically useless. If you are doing the Mindcrank combo then there's no real reason to run any other mill cards.

  • Fog Bank does nothing and gives your opponent more time to overwhelm you or assemble their combo.

Other cards that i'd suggest are bad choices:

I would suggest looking at cards like Fractured Sanity, Maddening Cacophony, and Tasha's Hideous Laughter *list*. Archive Trap is also a mill-must-have, but may be less-useful if your playgroup isn't using fetchlands. Jace, the Perfected Mind is also serviceable as a planeswalker.

Your deck also really needs some interaction - mill decks are typically too slow to out-race aggro and combo, so you need options to make sure you slow those decks down enough to win the race. Options normally include Drown in the Loch, Fatal Push, and Surgical Extraction

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