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Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.)
Tap: Add (Blue) to your mana pool.
(Blue), Tap: You may play the removed card without paying its mana cost if a library has twenty or fewer cards in it.
Shelldock Isle Discussion
1 week ago
:shrug: just play tested for about a week with it. Much higher win rate. (5% higher vs. the current meta/top 8 decks in modern). Did make a couple other small changes (but perhaps they are "big changes" since they all play nicely with Mission Briefing :
added: 1x Surgical Extraction , 3x Mission Briefing , switched one island to Steam Vents (to allow the flexibility of casting the other side of Breaking ), took out 3x Breaking , one Shelldock Isle (since Mission Briefing smooths out mana as well). In almost every game where Mission Briefing came up, it was a rock star, possibly the MVP of the deck. Added another Crypt Incursion to sideboard (red deck wins is very heavy in the meta right now).
Believe it or not, the main deck Surgical Extraction was also very important. It helps win game 1 against Whirza (the other major component of the meta right now). It isn't even close. Take away Thopter Foundry and you've bought yourself many more turns. Take away Urza and they have nothing left.
In the middle of testing removing some number of Mind Funeral and/or Fraying Sanity for Trapmaker's Snare , possibly another Surgical Extraction or Murderous Cut (every deck in the current top 8 of the meta runs at least 6 creatures). Reducing the mana curve is also a big bonus.
I think the major thing you're missing in your analysis is that 2/3 games are post-sideboard. Having 7x (or more) copies of your "silver bullet/s" is huge, along with better selection for those silver bullets as well (either putting them directly in the bin if you have a Mesmeric Orb out, or bubbling them up if you don't). Having the ability to double Surgical Extraction is one of the most common plays post-sideboard and it just straight up wins against a pretty large percentage of the meta currently.
3 weeks ago
AtraxaIsBae That would be nice if it hadn't some unfortunate implications. Let's analyse such build, switching Darkness for Surgical Extraction in order to understand if at least our best case scenario build works out.
If we play
, we cannot play
. That's a fact. We cannot spend a whole card just to cast an otherwise useless card: at least
Field of Ruin
gives mana. So acting as
enablers we have:
, which however acts as such only from turn 3, because if start with
we usually open up the game with
, so that we'll get only on turn 2 and
as an enabler only as early as turn 3. Then we get our 2 mana millers, yet they can be coupled with
only from turn 3 on. Finally from turn 4 we get
Field of Ruin
, but that's too late. If we adopt surgical extraction, we can probably enable
Scheming Symmetry as early as turn 2 - but it would be as we mulliganed to 5 cards, since we spend 2 whole cards that don't advance our game plan only to put on top a usually replaceable cards. And fogging for 2 mana is not worth it because it's too expensive.
1 month ago
zga sure! I'm currently on the following guidelines. However, be aware of your opponent game biases (aggressive, controlling..). This is more relevant to sideborading than you might think.
Burn: -4 Fraying Sanity -4 Darkness +3 Crypt Incursion +4 Fatal Push +1 Set Adrift . But really, side as you want. You can't win even sideboarding 15 dedicated cards. I tested the matchup extensively with any possible combination of cards.
Hatebears, Humans, Spirits: -4 Fraying Sanity -4 Darkness +3 Crypt Incursion +4 Fatal Push +1 Set Adrift . Thalia, Guardian of Thraben and Unsettled Mariner are Public Enemies Number One. We can usually play around the rest, nonetheless those matchups are really really hard.
Jund: -4 Darkness -1 Field of Ruin +4 Fatal Push +1 Crypt Incursion . The matchup is hard, there is no question their cards are better than ours. After thoroughly testing it, I can surmise their only ways of winning quite always involve an early unanswered Tarmogoyf , a rain of discard spells followed by a Tarmogoyf , or that same stream of discard spells followed by us flooding out. Crypt Incursion seems strong at a first glance, but we are usually forced to cast it too early because of the pressure imposed by Liliana of the Veil or Scavenging Ooze . What's left of their deck is often quite irrelevant (feel free to swear at me, Jund players of the world: it's the truth, against Mill your other cards are too much situational).
Death's Shadow: no changes. The matchup surely is difficult, but not one that we cannot emerge victorious from.
Hardened Scales: -3 Fraying Sanity -4 Visions of Beyond +3 Crypt Incursion +4 Fatal Push . Just time your Darkness correctly and win on top of it as the plan wisely prescribes. The matchup is probably played on equal terms as for winning odds.
Dredge: -4 Breaking -3 Fraying Sanity +3 Crypt Incursion +4 Surgical Extraction . We cannot win game 1 because of Creeping Chill . If you manage to insulate yourself from it, game 2-3 become fairly easy. Just wait for them to mill themselves or lose time while you set youself up.
Storm: -4 Fraying Sanity +4 Surgical Extraction . You cannot win game 1, but game 2-3 if you manage to extract Past in Flames with the aim of fogging Empty the Warrens the game becomes pretty straightforward.
Urza: -4 Fraying Sanity -4 Darkness +4 Surgical Extraction +4 Set Adrift . Game 1 revolves around them playing Urza, Lord High Artificer in time, game 2-3 are pretty easy for us. Set Adrift is not really needed, but so are so many card advantage sources: we play it just in case we can sneak it in to delay them mostly out of sadicity.
Control: -4 Darkness +4 Surgical Extraction . Just get rid of their counterspell or Snapcaster Mage 's targets. If they are going nuts with too many copies of Teferi, Time Raveler , Narset, Parter of Veils or Gideon of the Trials , add some copies of Set Adrift for Mind Funeral s in quantity depending on their mix of those spells. Narset, Parter of Veils nerfs down Visions of Beyond , Teferi, Time Raveler completely neuters Shelldock Isle and Gideon of the Trials wins by itself making ourselves uncapable of winning. Just ignore anything else. The matchup goes to unlosable to unwinnable depending on their list.
Amulet: -4 Darkness +4 Set Adrift . They usually cannot assemble the whole combo (haste+double attack) because we're milling them, so we just need to get rid of Leyline of Sanctity in game 2-3 and win before they do.
3 months ago
Blast Zone could also be fun? With Yarok out, it starts with two counters instead of one.
Also consider Mortuary Mire for some more recursion.
Flooremoji on Dimill
3 months ago
My sugestions are to:
Cut the Non-Ashiok Pwks. They are two slow.
Cut All of your creatures.
Cut your Enchantments.
Cut Your Instants.
Cut 1 land.
This gives you 27 free slots.
To fill them up:
4x Hedron Crab ,
4x Visions of Beyond ,
4x Archive Trap ,
2x Crypt Incursion ,
2x Surgical Extraction ,
2x Mission Briefing ,
3x Fatal Push ,
3x Ensnaring Bridge ,
2x Mesmeric Orb .
The lands can be upgraded as follows:
You can add 1x Bloodstained Mire ,
2x Darkslick Shores ,
3x Field of Ruin ,
2x Flooded Strand ,
4x Polluted Delta ,
2x Shelldock Isle ,
and 2x Watery Grave .
If you want cheaper upgrades, ask me for some budget replacements :)
Another good thing to do to upgrade you decks is to look at similar decks without buget restrictions so you can see what sort of cards the decks play.
3 months ago
How competitive do you want the deck and how much money do you want to spend? The best mill decks don't actually play very many mill spells, instead relying on stalling out the game to buy time, and thus have more cards.
The best mill effects are Archive Trap , Hedron Crab , Manic Scribe , Glimpse the Unthinkable , and Mesmeric Orb . Discard spells are very good. Visions of Beyond and Shelldock Isle are great card advantage sources. Field of Ruin is amazing in its own right, but also turns on Archive Trap . Trapmaker's Snare is extra copies of archive trap.
Don't get too cute with what you try to do. The big creatures are generally pretty bad.
Ensnaring Bridge is one of the best cards you can play in mill, but also the most expensive.
Majikthise on 8 Crab
4 months ago
Thanks for the feedback Daedalus19876!
I think you're right on all counts. And I'm finding Tutelage too slow to take a turn off for without extra draw effects.
I've also cut Shelldock Isle for more snow lands. There's now an even count between snow lands and lands that search them up.
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