Ruin Crab

Ruin Crab

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.)

Latest Decks as Commander

Ruin Crab Discussion

wallisface on Mill, suggestions are welcome :)

2 weeks ago

ConversationR6 multiple copies of fraying sanity do stack, but realistically drawing a second one is pointless. By the time you reach turn 4, your opponent shouldn’t have more than ~20 cards left, so any one mill card will kill them anyway. In that same vein, Fraying Sanity hasn’t done anything better than represent a single mill-spell, so it’s almost always worse than just running a mill-spell in its place. Drawing a second Fraying Sanity is almost always a dead-draw, as its not actually helping you mill anything.

If you’re goal is to mill, then you shouldn’t be running any creatures other than Ruin Crab/Hedron Crab. Having “strong” creatures doesn’t help you at all to achieve your goal of milling out your opponent, and will effectively be cards in your hand that fail to help you achieve your goal. Consuming Aberration in particular is super-unideal, as no game with a mill deck should be going long enough for you to have 5 lands in play to cast it.

For reference on how a competitive mill deck looks, I have an example list here

notjinzo on Mill fun

3 weeks ago

Since you have a Mindcrank you could throw in a Duskmantle Guildmage for the infinite mill/damage combo, Terramorphic Expanse or Evolving Wilds wouldn't hurt with the Ruin Crab/Hedron Crab landfall. Fraying Sanity/Drowned Secrets are also good editions to keep milling consistently.

wallisface on Can you mill it

3 weeks ago

I think you’ve munged two very different archetypes together here:

  • Rogue decks want to win through combat damage, and only really need a few cards milled to get full-value from their abilities (importantly, the rogues do this themselves, you don’t need/want milling spells/crabs). You don’t ever plan to “mill an opponent out” with a rogue deck, you’re trying to attack aggressively for lethal.

  • Mill decks don’t want to run creatures outside of Ruin Crab/Hedron Crab, because nothing else is effective at milling sufficiently, and life totals don’t matter. The deck takes on a cross between a burn and control deck, aggressively removing the opponents library through spells, and removing key components via Surgical Extraction.

By making a deck that’s a blend of the above two archtypes smooshed-together, you’re going to create something that’s weaker than both - it’s going to be really hard for it to win through either the damage or mill strategies.

I think you need to choose which path you want your deck to go down, and then follow that win condition more-closely. Rogue-decks don’t want mill-spells. Mill-decks don’t want non-crab creatures.

wallisface on Mill and Spill

1 month ago

Some thoughts:

  • you should always aim to get a deck down to 60 cards, anything above this leads to worse hands & draws. Playing with 75 cards is going to make your deck very inconsistent.

  • modern decks generally struggle to justify running more than 3-4 cards costing 4-mana, and generally run nothing above that. You’ve got 17 cards costing 4-or-more, which is waaaay too much, and will lead you to having very slow/clunky hands. In particular, you have no reasonable chance of casting those 6-8 mana spells.

  • Mill decks don’t want to run any creatures other than Hedron Crab and Ruin Crab - everything else just slows them down. The creatures you’re running here don’t appear to be helping your mill strategy at all.

  • a lot of your current mill spells are super underwhelming, and are going to lead to you being unable to successfully mill out the opponent. I would suggest considering the likes of Maddening Cacophony, Fractured Sanity, and Glimpse the Unthinkable.

  • you currently are severely lacking any real way to disrupt your opponents gameplan. Some killspells, as well as Extirpate, would go a long way towards fixing that.

Kazierts on Trigger Blue

1 month ago

I'm not very well versed in Pioneer and haven't played mill in a while, so take what I say with a grain of salt.

First things first, going over 60 cards is almost never a good thing.

About the cards themselves, here's a few things:

  • I would suggest Fabled Passage but I'm not entirely sure that would be within you budget. The more fetchlands the better. Ruin Crab is a house.

  • I really, really don't like Riddleform. It's very conditional and you kinda don't want to even consider winning with combat damage when playing mill. However, as I did in your other deck, I'll try to suggest things that work with your playstyle, even if I disagree. In this case, I have to say Riptide Chimera is better in every aspect. It's always a creature, has a bigger body and synergizes better with the constellation theme, since you can bounce things to redraw and remill every turn.

  • I'm not a huge fan of the cards you added for card draw. I see them as a bit too slow and innefective. From a quick search on Scryfall I have a few cards I believe you should consider. Wizard Class does basically the same as Font of Fortunes, but has better late game potential, especially considering you like having an alternative wincondition. Another thing I'd consider is Hard Cover. I know this seems very suspect, but hear me out. You want cheap enchantments to trigger constelation, which this is. You want card draw to see more cards in your deck, which this does. Additionaly, it increases the toughness of your creatures, enabling better blocks against more aggressive decks. Maybe The Modern Age  Flip would be good, as it draws you cards and blinks itself, triggering constellation again. There are also enchantments that mill your opponents as you draw cards, such as Psychic Corrosion, Sphinx's Tutelage and Teferi's Tutelage, though I don't think that's the route you want to take with this deck. I know this paragraph is huge enough already, but I just have one more suggestion that's not already in the deck, which is Inventive Iteration  Flip. It's interactions against the opponent and, when it flips, can prevent your opponent from casting certain spells.

  • I honestly think you should just max out on Mirrormade given you can use it to copy Drowned Secrets and Fraying Sanity.

  • Lastly, because I'm aware I write things almost the size of an article, Into the Story could be something to have in your mind, but not necessarily run.

To reiterate, I don't have a lot of knowledge when it comes to Pioneer, so a lot of the things I've said can be wrong. This is just my opinion based on a little bit of mill I've played on some quick searches on Scryfall. Hope this proves useful to you.

Kazierts on Pushing Poison

1 month ago

After reading your comment taking another look at your deck, I realized it has 70 cards. While, as I said, I don't intend to change your deckbuilding style, you should basically never go above 60 cards, unless your deck runs Yorion, Sky Nomad or Battle of Wits.

Your deckbuilding guidelines are quite interesting. Here's a few things I'd like to mention regarding them:

  • First, a compliment so it doesn't like I'm just criticizing everything. What you mentioned about legendary creatures is basically the correct way to play with them, in most cases. Too many can brick you and too few makes them hard to draw.

  • While, in some cases, it's good a backup windocondition, that does not apply to every archetype, Infect included. Because of the Infect keyword, the literally doesn't care about the opponent's life total. So, when you suddenly try to change to hit their life total with one or two creatures that don't have Infect, you're basically starting everything from scratch in the middle of a game. This goes into my next point which is your fear of hate cards.

  • I completely understand some cards that can shut your deck down are scary, but I feel like you're letting your fear get in the way of your deck. I'll use my deck as example. My manabase is almost completely made of nonbasic lands, yet Blood Moon doesn't scare me. Why? I have Thoughtseize and Inquisition of Kozilek. If that's not enough, then I also have Ratchet Bomb in my sideboard. Melira, Sylvok Outcast? Fatal Push, Damn, Collective Brutality and Liliana of the Veil all deal with it. My point is there multiple ways to deal with threats that don't force you into an extremely narrow path. Also, if you're playing Modern, no one will use Back to Basics because it's not legal. This also goes into my next point, which is the mana effiency.

  • Despite you saying you like to be mana effienct, a lot of cards here aren't. As I mentioned, some of them basically do nothing. Some actually do, but are overcoste, even in you examples. Sage's Row Denizen is very inefficient because mill decks like to turbo mill (which is something I personally don't like). This means the best mill creatures are Ruin Crab and Hedron Crab. When we come fo poisoning opponents, that's why Hand of the Praetors sees basically zero play outside of commander. Usually people just cast a Glistener Elf turn 1 and a Scale Up turn 2. Also, you're looking at the ratio, but not the usefulness of the creature. Sure, Cystbearer costs the same, manawise, as a Rot Wolf, but is incredibly worse.

If you want to follow this path of winning bast cast infect creatures with the hand on the field, then:

I understand if the above mentioned are a bit above your budget. A lot of these Infect cards haven't had a reprint yet.

I love when people go for nonstandard builds of decks. I hope you cam improve this without sacrificing too much of your own style.

Icbrgr on Trouble at the Old Mill!

1 month ago

This is kinda a stretch but what about that counterspell that returns a land to the hand to trigger landfall from the mill crabs? Hedron Crab/Ruin Crab with Deprive? Maybe Oboro, Palace in the Clouds?

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