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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Crab
Landfall — Whenever a land enters the battlefield under your control, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)
4 weeks ago
Hi Syndras, thanks for the comment and sorry for the (very late) reply.
Regarding Bloodchief Ascension, I agree with you with both observations: in fact, I tend to never play that card on turn one as all my opponents will just start attacking me. However it happens sometimes that I am able to get some form of large blocker early on against aggro decks, at which point they are forced to attack else where and "gift" me one or two counters. I can rarely get the enchantment to three counters, as that generally means I immediately win/kill someone, but that speaks to its undoubted power. Moreover, it is a good lightning rod for removal, for just one . Do not forget, that due to how life exchange works, Tree of Perdition's effect meets the condition of "life loss" required by Bloodchief Ascension, so long as the opponent we are targeting has at least 15 life.
As for Ruin Crab, albeit being powerful in 60 card formats, it is generally too little too late for commander, at least in my opinion, unless you start looping large amounts of lands, something probably more suited for a Muldrotha, the Gravetide deck.
Regarding Bitter Ordeal, actually the main issue is that Gravestorm counts each permanent put into a graveyard this turn, but milled cards, despite featuring permanent card types are not permanents since they do not go to the graveyard from the battlefield, and as such do not count towards Gravestorm. Moreover, as you already said, due to my playgroup's additional rules, this card is not playable as it would count as a "reverse tutor".
Captain N'ghathrod is certainly interesting, as it could provide incidental advantage to the 5 Horrors in the deck. However, the most important effect would be its last ability, which albeit powerful, would probably suffer from the same fate as Wrexial, the Risen Deep. I will keep an eye on it, I could try it out and see how it performs, thanks for the suggestion.
1 month ago
Hi, have you considered Awaken the Woods for the deck? you have 3 (maybe 4 if you change Mulldrifter for Avenger of Zendikar in elemental slot) landfall creatures and with this card you could make Ruin Crab and Lotus Cobra really strong if they are on the battlefield.
2 months ago
Mill is a fairly established archetype, with a long history in Modern. It struggles in a number of regards due to effectively being a slower version of burn (it plays a lot like burn, albeit they have 60 "health" instead of 20).
The bread and butter of Mill is fairly expensive--you run 4x Ruin Crab, 4x Hedron Crab, then toss some fetch lands (like Polluted Delta) to double up on your crab triggers. Given how fast Modern is, it can be really hard for Mill to excel if you do not fully commit to the 8-Crab strategy.
Even if you are not running Fetch lands, you should still run the full 8 crabs.
You'll also likely want to change to Black and Blue instead of Mono-Black, which gives you access to the excellent Drown in the Loch and removal in the form of Fatal Push. Your deck as it stands is really light on removal, which is not going to get you far in Modern.
For some smaller changes:
- Replace Serum Visions with the vastly better for this deck Visions of Beyond.
- Traumatize is too much mana for what it does. Instead run Archive Trap and Field of Ruin to force opponents to search their library (they'll probably be doing it with fetch lands anyway, but will be wary once they see you are running mill, so the forced search is a great way to get some big, free mill spells fired off).
- Glimpse the Unthinkable is a very efficient if you switch over to to Black/Blue--and those extra three cards make a huge difference over the inferior Mind Sculpt.
You'll also need to think about a sideboard if you want to be competitive in Modern, with answers tailored to your particular meta (or at least the most common decks you are most likely to see at any given meta).
3 months ago
I've got a Phenax deck since 3 years now (mostly thanks to this primer) and I've got one recommandation and question : How do you manage to resolve the Bloodchief Ascension as we are usually not attacking, ok there is Syr Konrad, the Grim or Duskmantle Guildmage to trigger it but I feel like it's heavily reliant on your opponents. It probably works in your playgroup but whenever I play it, I become the archenemy (even if it's turn 1) because they know that when it's going to be online, it will be really difficult for them to kill me and prevent me from killing them. An alternative/recommandation at the same cost may be Ruin Crab. P.S. I love the legacy combo <3
3 months ago
Dead_Blue_ very old mill decks used to run it, before stuff like Ruin Crab got printed. Now there’s just far better options. As well as not being as fast as the newer mill options, it also suffers heavily from the existence of Prismatic Ending, March of Otherworldly Light, Boseiju, Who Endures etc. The card just isn’t as good as it once was.
3 months ago
Blue has pretty much no good options for removal unfortunately, so you’d probably need to splash into black or white.
I suspect you “haven't had a problem with three costs” only because your playgroup are also playing mostly slow/clumsy spells… anything 3-mana or above is generally slow to play regardless of the decks land count (because playing such a card usually means that’s your only spell for the turn).
If i were making a mill deck on an ultra-budget, as you are, it’ll probably look something like this:
3 months ago
Thanks for commenting on my deck! This is my first time posting one.
The spells may be a little inefficient, but I chose them mostly for how they work together. I use the Oculus, Unsummon, and Thought Collapse to hold back whatever I can, while I use the Kraken's Eye to try to keep my life total high enough that I don't promptly die if something has trample. (My little brother favors green creatures)
The creatures conundrum is interesting to me though. I don't play super competetively, but I use the creatures for the mill, both when they enter and when they die. I actually do have Ruin Crab, but the Merfolk Secretkeeper is critical to the deck in my opinion, with it's adventures and re-entering the field.
It does not have much removal, which I have encountered as a problem before. I would like to keep it mono-blue though if possible. I've mostly just handled threats through Unsummon-ing massive attacking threats, and through Thought Collapse-ing any main combo starters I see. I would love suggestions though, especially blue ones.
You're probably correct with the mana curve though... I'm just unlucky about having lands when I need them, so in frustration, I probably put in to many... Cutting back some lands is a wise suggestion, thanks.
The three costs I actually haven't had a problem with. (Probably because of the extra lands) I could maybe pack a couple of Mind Sculpts if I had to, but for my two cost department I simply wait for a Murmuring Mystic before I cast Winged Words. Unless I feel I have to of course!
3 months ago
Some suggestions below. I’ve kept your budget in-mind, so nothing i’ve suggested here costs over $1.
The best way to think of mill is like a burn deck that attacks a library instead of a life-total. In the same way that Shock is useless in a burn deck because it doesn’t deal enough damage to be worth the spent-card, “mill” cards also need to reach a threshold of being able to mill at least 7-8 cards to be worth it. It feels like you have a LOT of these really inefficient spells which will make it really hard to win a game.
I would suggest finding room for Fractured Sanity.
Mill generally doesn’t want creatures in its deck, as it’ll just slow down your ability to mill, and often doesn’t buy any kind of tangible time. The only creature i’d suggest you run is Ruin Crab.
you need some form of interaction (killspell). Mill generally isn’t great at just-racing for a win. Adding a second colour to be able to kill important threats feels pretty important.
i think you need to lower your mana curve. 26 lands is painfully high (23 would be more ideal) and your number of 3-mana cards feels super-steep (more 1-2 mana stuff would be better).
try to cut your deck back to 60 cards. 63 might not seem like much over, but it’s still going to weaken your hands.