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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
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Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Shared Trauma
Sorcery
Join Forces — Starting with you, each player may pay any amount of mana. Each player puts the top X cards of their library into their graveyard, where X is the total amount of mana paid this way.
wallisface on
1 year ago
Some thoughts:
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Mill decks don’t really want to be playing any creatures at all, except for Ruin Crab and Hedron Crab. The reason for this is that there is no point in attacking your opponents life total - it just means you’re doing 2 things at once badly, and will fail to accomplish either. Focus on milling and ditch all those non-crab creatures.
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Shared Trauma feels really bad because for 3 mana you’re only milling 2 cards. This is possibly the weakest mill card there is.
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I’d suggest ditching all of your enchants. Chronic Flooding is slow and too easy to play-around. Curse of the Bloody Tome is super slow. Fraying Sanity sounds good in-text, but in practice is almost always not worth it.
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Archive Trap is great and you should prolly be running the playset - but you should get Field of Ruin to play alongside it to force the search (as well as help the crabs).
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You currently have no interaction, which is a really bad place to be as Mill can’t reliably race faster decks. I’d suggest finding room for Fatal Push, Drown in the Loch, Surgical Extraction.
To help with your brewing, an example of my competitive mill deck is here
king-saproling on The OPM of Hightower
3 years ago
Cool deck. You might like these: Ill-Gotten Gains , Mesmeric Orb , Shared Trauma , Dread Summons , Eye Collector , Mindwrack Harpy , Vicious Rumors , Syphon Mind , Geth's Grimoire , Memory Jar , Fleshbag Marauder , Demon's Disciple , Merciless Executioner , Mire in Misery , Awaken the Erstwhile , Cabal Conditioning
wereotter on What is the best card …
3 years ago
There are multiple spells to mill/draw out your opponents once you have infinite mana.
Minds Aglow (which someone also mentioned above)
Coward_Token on
3 years ago
My suggestion is to run discard effects as an easy way of limiting spending options, letting Yurlok of Scorch Thrash trigger. (Shared Trauma? Probably too gimicky.)
king-saproling on Haunt of Hightower Mono Black Discard
4 years ago
You might like these: Myojin of Night's Reach , Cabal Conditioning , Capital Punishment , Arterial Flow , Tasigur's Cruelty , Vicious Rumors , Shared Trauma , Champion's Helm , Cauldron of Souls , Syr Konrad, the Grim , Worn Powerstone (gets your general out 2 turns early), Coalition Relic , Extractor Demon
K1ngMars on New to EDH and would …
4 years ago
Hey, nice to hear somebody likes mill in EDH! Not to blatantly advertise my deck, but it's one of my four decks which I constantly update every time a new set comes out and whatever, so take a look at it if you want for some advice: "Library.exe has stopped working".
Start from this viewpoint: in EDH, to win, you'd have to mill from 100 (if you are 1 vs 1) to 300 (4 player match) cards to win. It's a huge lot, so your milling has to be reusable, versatile and impacting.
From my experience, since you don't run graveyard recursion for instants/sorceries and you don't run a spellslinger deck anyways, I'd suggest to cut cards like Archive Trap , Mind Funeral , Shared Trauma : these are one use, so either they're super good (take out an opponent kind of good) or they're inefficient.
Hedron Crab is useless in EDH, for real, don't spend that money, it's not worth it (even though it is in modern). Same goes for Jace's Phantasm / Lord of the Void / Oona, Queen of the Fae , which for different reasons don't provide enough for their mana investment. Yeah, 1 mana 5/5 flyer, and now? Mill 5?
Not to mention, you will never ever successfully cast Enter the Infinite : if you really just want to combo out, even a Diabolic Tutor would be a better choice. 12 mana is hardly achievable without mana ramp.
I've noticed a general lack of card draw and this is really dangerous. Consider tweaking this.
From what it seems, I'd say you trusted edhrec.com too much, and again I'd invite you to take a look at my deck above. I play in 4 players multiplayer matches and trust me, there are many other useful cards you didn't consider and many others which are not worth including. Take your time, and once you're ready, tell me and I'll come back to check your changes!
Tyrillius on Muldrotha
5 years ago
Removed Lonely Sandbar and Shared Trauma . Added Command Beacon and Secrets of the Dead .
Izu_Korasu on Card creation challenge
5 years ago
um .... absorb is already a keyword and prevents damage (ex.slivers gain absorb 1 ) the cards are worded similar to the Join Forces mechanic/cycle ex.Shared Trauma etc.
but ill add to it, the cycle should loop the colors a second time
Treaty in the Grove
sorcery
Join forces (absorb)— Starting with you, each player may pay any amount of mana.
search your library for any number of creature cards with total converted mana cost X or less and put them into your hand, then each opponent searches his or her library for x basic lands and puts them into their hands, where X is the total amount of mana paid this way.
made some small changes to the formatting of the card to be more inline with the join forces and the offering cycles already in existance ... but the absorb (needs a different name) mechanic based one would look like this
Treaty in the Grove
Sorcery
Unity (When this spell is put onto the stack, any player may spend any amount of mana to increase X by that much.)
search your library for any number of creature cards with total converted mana cost X or less and put them into your hand.
Each opponent searches his or her library for x basic lands and puts them into their hands.
now add to the cycle, needs blue and red