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.)
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Ruin Crab Discussion
2 days ago
Modern is a very fast format, and on-top of that Mill decks need to be fast to have any hope of winning the game. High mana cards like Consuming Aberration and Haunting Echoes are just too clumsy and slow to be able to perform well, you need to aim for lower cmc cards. Mill should be aiming to have won the game by turn 5.
in a similar bucket, Duskmantle Guildmage is just too slow for Mill, in that it isn't actually helpful at all outside of one particular janky combo with Mindcrank (and that's an entirely different deck). Similarly, Shadowmage Infiltrator just doesn't cut it in that the soonest it'll be giving you a card is turn 4, and drawing a single card for 3 mana at the end of the game normally isn't worth it. The only good Mill-creatures worth playing are Ruin Crab and Hedron Crab.
The 2x Crypt Incursion should be mainboard, and you should be looking to run around 22 lands.
You have a lot of other very slow spells for Mill, all of Isochron Scepter, Trepanation Blade, Ashiok, Nightmare Weaver just don't do enough work, and won't win you the game fast enough. Similarly, Mind Funeral and Fraying Sanity are generally considered "bad" Mill spells - Mind Funeral generally doesn't get enough cards for its mana cost, and Fraying Sanity usually won't mill more than a single Mill spell anyway (and drawing the second copy usually means we lose).
I'm not sure what your budget it, but here is an example of a top-end, well-tuned Mill deck, for comparison.
1 week ago
Your counterspells and removal aren't that good. I'd replace didn't say please and Psychic Strike with 4x Counterspell, and 4x Drown in the Loch which serves as both counters and removal. Having some mill for 3 mana is not worth it.
To supplement drown for removal I'd add Fatal Push. Even without overpriced fetchlands its a very strong card.
Ruin Crab is cheap, definitely an auto 4 of. I'd take out Wall of Lost Thoughts for it.
Against aggro or midrange decks, 1 or 2 Crypt Incursion is really good. I've lost to this card so many times.
Visions of Beyond is a bit expensive, but if you're willing to shell out 30 bucks for a playset the card is really strong.
Basically, if you want to keep the deck as budget as possible I'd focus on getting 4x Fractured Sanity, 4x Ruin Crab, 4x Counterspell, 4x Drown in the Loch, 3-4x Fatal Push, 1x Crypt Incursion; these should add up to 20-30 bucks total but are big upgrades to the deck. Then you can get the rest if you're willing to spend more.
3 weeks ago
Ok so it sounds like you want to build a mill deck. This is an archtype I know really well (competitive deck here)
For what you’re starting with (i’m not sure what your budget is so i’m guessing) I would suggest:
Modern is a fast format. It’s uncommon for a deck without ramp to run more than 4ish cards costing 4 mana, and usually nothing higher than this cost gets played. Lowering your mana curve will also let you run less lands (around 22-23)
if you’re planning to win by milling out the opponent, then ignore running any cards that don’t help you with your cause. Namely, this means probably just running Hedron Crab and Ruin Crab as creatures. The other creatures are quite slow and don’t particularly help you complete your plan.
as the cheaper option to Surgical Extraction, I would recommend running a playset of Extirpate in the mainboard. A big strength of Mill is being able to remove an opponents key-card they need to be able to perform optimally. Removing something important can often mean giving yourself an extra 2-3 turns, or just winning the game on the spot.
Get a playset of Field of Ruin into your landbase. It’s cheap, but it’s great for helping fix your colours, as well as triggering the crabs an additional time, and messing with your opponent.
I would recommend 3 playsets of “heavy milling” spells. You’ve already got Maddening Cacophony which is great, and i’d suggest getting the playset of that. After that, the most accessible cards are Fractured Sanity, Tasha's Hideous Laughter, and Glimpse the Unthinkable - so i’d suggest picking two of those spells to get playsets of also (or, in any case, just aim for 12 “heavy milling” spells total).
To keep you alive long enough to mill out the opponent, you’ll need some good board control. I see you have Murder, but this is very slow at 3cmc. I can recommend Crypt Incursion for giving you crazy amounts of life, and Drown in the Loch is great also. Outside of this, consider Fatal Push and/or Infernal Grasp as the best killspell options.
I you’re looking for cards to help you reach the 60, Thought Scour is great.
I hope this helps- not sure if this is the direction you want to take the deck, or if i’ve just veered off into some insane rambling :)
3 weeks ago
Your list looks really disconnected. Hedron Crab, Ruin Crab and Maddening Cacophony are all focused around milling the opponent out of cards, but all your other cards are trying to do something completely different. I think you need to try and bring some focus to your gameplan.
To add to the last point, it looks like you're trying to make a "Crab-tribal" deck, but none of your creatures actually benefit from being crabs (i.e., you have no cards that specifically make crabs better). I think it is a mistake to confine yourself to a specific tribe for no reason.
Some cards have strange abilities that don't help your deck. For example, you're running Salvage Scuttler, but you have no artifacts you'd want to bounce back to hand, so this card will hurt you more than help you. Aid the Fallen is also quite a strange choice, as there are no obvious creatures that need to be in play for the deck to function.
If you want some help improving this deck, let me know what kind of direction you're trying to go with it, and I can suggest some cards.
3 weeks ago
Ruin Crab would be the best lantern control crab commander :)
3 weeks ago
Ruin Crab seems like an awesome commander--I've even built an entire EDH deck around it in the 99 (mono-blue, because how else).
Weatherlight is a dream build of mine, since I love colorless commander decks but don't care much for the current options of leaders. This being playable makes for an awesome deck. Now that I think about it... I should have a quick Rule 0 convo with my playgroup about that one ;)
1 month ago
right! i didn't notice that it said standard! in that case, Roiling Regrowth is the standard version of Harrow and i feel like Ruin Crab prob couldn't mill anyone out in a game especially if you only have 2. you'd need like 15+ land drops. counterspells are always good and your Lotus Cobra is absolutely fucked up how powerful it is