Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Sleep
Sorcery
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
SaberTech on How good are Gideon's Lawkeeper …
1 month ago
Tapping effects are normally a resource loss since they cost mana without giving you any permanent gain in return. Using them specifically for politicking is an interesting idea though. If not a Hylda deck then I guess it could be a Derevi, Empyrial Tactician deck? That would seem to fit the deck's theme. Having access to green means that Seedborn Muse could be one of your game changer cards as a way to offset the resource loss of running tappers. Wilderness Reclamation and Drumbellower could also help a bit too.
Domineering Will seems like a good fit for this sort of political deck. It's very versatile and can completely mess up an opponent's combat plans.
Sleep is a pretty low-key older card but if you are playing politics is has some notable applications over a board wipe, especially if you aren't inclined to blow up your own board of Gideon's Lawkeeper type cards. In the mid to late game it can be a pretty scary punishment to have your defenses tapped down for a couple rounds while everyone else has access to all of their stuff. You might even be able to swing a deal with the person whose creatures you just tapped down, offering to also tap down the biggest monsters that could attack them in exchange for a favor or two.
As a bit of a meta tactic, if you do end up running sorcery speed tapping effects like Sleep in your deck then make a point of sitting to the left of the person that you think you will be the most likely to use your spells on. That way you and each of your other two opponents will be free to consecutively attack the person you used Sleep on before it gets back around to that player.
legendofa on
$1 Control EDH. One US Dollar.
6 months ago
rwn1971 I like the suggestion, I always had fun with Sleep, but it's right at the top of the budget curve. Let's see if I can fit it in somewhere.
seshiro_of_the_orochi on
the flood
1 year ago
That looks a lot better now. I can see the amount of thought you've put into the changes. Good job! Just a reminder regarding Yorion: If you don't go to 80 cards, he won't work here, but that's fine.
As you seem to want to go the energy route, some more sources of energy might still be needed. Glimmer of Genius and Tune the Narrative might be good choices. For cards to cut, how about this:
In:
Out:
4x Bone to Ash
With these changes, you'll get to 60 cards, while still adding seven more ways to get energy. You'll keep your draw power, and having eight counter spells and eight bouncers seems like a good place to be. Finally, you'll still have Sleep to stall out a little longer. Thoughts?
wallisface on
Jace, the Fox Cutie Mill
2 years ago
Some thoughts:
-
the only creatures ever worth running in a mill deck are Hedron Crab and Ruin Crab. The current selection of creatures you’re running are all extremely slow, durdly, and low-impact - i’d suggest ditching them.
-
a bunch of your mill spells are extremely weak and/or resource inefficient. Specifically Mind Grind, Tome Scour and Traumatize shouldn’t really be played. I’d suggest more powerful options such as Fractured Sanity, Tasha's Hideous Laughter, and Archive Trap.
-
Similarly, a lot of your other cards are just really suboptimal. I’ll list these and potential replacements below.
-
Brainsurge is just worse than Visions of Beyond or Preordain. 3 mana for this kind of effect is just too slow/weak.
-
Psychic Strike is just a worse Counterspell
or Drown in the Loch. Milling a lowly 2 cards will never be worth spending an extra mana. -
Sleep is just a worse Ensnaring Bridge or Crypt Incursion. Its effect being only one turn makes it too limiting to be useful.
-
I know you built the deck around Jace, the Mind Sculptor, but he doesn’t do anything useful for mill. You’d be much-better off running Jace, the Perfected Mind
-
Hurkyl's Recall is a sideboard card at-best.
-
Part the Waterveil is just too mana expensive to ever actually get cast. There’s zero reason to run this.
-
I have no idea why you have Talent of the Telepath, in the deck.
-
Mill is supposed to be fast and efficient, so there is no room for Chromatic Lantern, or Manalith in the deck. You need to lower your mana curve drastically, instead of trying to accomodate all these high-mana cards.
If you’re looking for an example competitive mill deck, this one here is a good baseline to build from.
HelltotheHeavens on
Hylda, Witch of Ice and Snow
3 years ago
Thank you for the comment! Currently going for an ice theme, and keeping things tapped down.
Ojutai is on his way out, along with Icefall Regent. Thinking of adding Sleep and Anointed Procession in their place.
legendofa on
AI Chaos
3 years ago
I suppose I shouldn't just make fun of ChatGPT. If I designed an Izzet lifegain deck (sticking with Modern-legal to match this), it would be more artifact-centric. Kraken's Eye, Dragon's Claw, and something like Pristine Talisman provide the bulk of the lifegain. Aetherflux Reservoir is still a good finisher. Sleep and Anger of the Gods control creatures. Add in some cheap, recursive spells like Flame Jab and Otherworldly Gaze, and I, in my very un-humble opinion, would call that the core of a more pure Izzet lifegain deck. (This is very much a rough outline, at the brainstorming stage.)
keizerbuns on
Sea of Attrition [Physical] [Beta]
3 years ago
This is a very cool concept, however it seems a little scattered. With lifegain, mill, tokens, tap/bounce control, stat manipulation, and creature stealing, it seems like your deck is being pulled in too many different directions without enough focus on any one thing in particular to give it a clear identity. Mill especially is kind of an all or nothing strategy that requires the entire deck to be built around it in order to work. Unless you have a really good mill/graveyard payoff to justify splashing in some mill spells, milling your opponent for just a few cards here and there won’t do anything except take up slots in your deck.
The best advice I think I could give you, and probably the same advice most other people will give you too, is to find your favourite element or two of the deck, and make that the focus. However, if you don’t want to do that, and you do want to keep the deck as a little bit of everything, I do have some suggestions that I think you might like.
My first suggestion would be to replace Dreadwaters with a lower CMC mill spell, because spending 4 mana to make one opponent mill for what I assume averages to be around 4-6 cards isn't a great rate. For just 2 mana you could use Maddening Cacophony and make each opponent mill 8 cards, and for an extra 4 you could make them mill half of their decks. You could also replace a couple of Islands with a couple copies of Ipnu Rivulet for some added milling consistency, although activating its mill ability would cause you to lose a land.
Talrand's Invocation also suffers from the same issue as Dreadwaters of just being too mana intensive for such a small effect. Paying 4 mana just to get 2 2/2 flyers is a little slow. I think Murmuring Mystic would suit you better as a long term token generator.
Ichthyomorphosis and Time of Ice both kind of get in the way of your plan to steal your opponent's creatures. Ichthyomorphosis turns your opponent's creatures into something not worth stealing and Time of Ice could potentially cause a creature you just stole from your opponent to be sent back to their hand. Instead of using Time of Ice to tap your opponents creatures, you could use an instant or a sorcery such as Downpour, Impede Momentum, Choking Tethers, or Sleep to achieve the same result. And instead of Ichthyomorphosis to permanently turn your opponents creatures into something small, you could use Turn to Frog which you can use to catch your opponents by surprise during the combat stage. Swapping both Ichthyomorphosis and Time of Ice for instants and sorceries would also synergize great with Murmuring Mystic to spam tokens.
You could replace Staff of the Mind Magus with Diamond Mare, which is admittedly a weaker life gain spell since it can't gain life off of your lands entering the battlefield, plus it's more susceptible to removal. However it is a cheaper CMC card and another creature to beat your opponents down with.
I think Niblis of Frost is better than Dragon Turtle at keeping your opponent's creatures tapped if you go with the previously mentioned replacements for Ichthyomorphosis and Time of Ice, plus with the Prowess ability, it can get pretty big with all of the instants and sorceries. And Sower of Temptation is a lower CMC version of Mind Flayer.
I also realized as I was looking back through my suggestions, that if you do end up going with all of them, then that would mean your deck would meet the deck requirements to add Gyruda, Doom of Depths as a companion, which would serve as a pretty good payoff for your mill cards!
Hopefully this was helpful!







