Tasha's Hideous Laughter

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Tasha's Hideous Laughter

Sorcery

Each opponent exiles cards from the top of their library until that player has exiled cards that have a combined total converted mana cost/mana value 20 or more.

Ammonzy on 8 Crab Mill

3 days ago

Check out my decklist. Its pretty much what most tournament-winning mill decks run. The only exception is I believe in the power of Mesmeric Orb more than others, but I think the constant value outweighs moving those 3 slots into other cards. The ultimate tip a mill player can embrace is to always focus on milling and not get distracted by too many other game elements.

Im experimenting with Founding the Third Path however it works well with Mesmeric Orb's self-milling, hitting copies of Tasha's Hideous Laughter or Fractured Sanity that hit your graveyard. At worst, you hit a Fatal Push, Drown in the Loch or Visions of Beyond

Bruvac the Grandiloquent is not modern legal. The closest effect we have to that in modern is Fraying Sanity.

https://tappedout.net/mtg-decks/05-09-20-ub-mill/

Chasmolinker on 8 Crab Mill

1 week ago

+1 I don't know about Founding the Third Path. It doesn't hit anything good except glimpse ETB. Mill 4 is meh. Ch. 3 is OK but I think you just want 4 copies of Tasha's Hideous Laughter. Check out Ashiok, Dream Render for SB. Maybe a copy of Psychic Corrosion could make the MB.

legendofa on

1 month ago

Without any other infect or proliferate effects, Blighted Agent needs to be actively attacking for several turns, depending on how many pump effects you have out. By itself, it needs to stay active for ten turns, which is an eternity at even semi-competitive tables. It just doesn't have the support to be viable here, and being used as removal bait means that virtually any other creature could take its spot. This also leaves out mass removal, fog effects, attack taxes like Ghostly Prison, and anything else that would prevent it from doing its job.

I think the mill subtheme can be cut. Soaring Thought-Thief is fine, but Bruvac the Grandiloquent and Tasha's Hideous Laughter don't help that much. Also, mill is especially difficult against three other decks, and there's a reasonable chance one of them will be a graveyard deck that welcomes the help.

Elves in general have more support as a tribe, but I wouldn't suggest switching unless you genuinely think you would enjoy Elves more. If you do, I suggest Golgari.

Caerwyn on Competitive Rouges

1 month ago

Bold choice, spending the majority of your post complaining about those best situated to help you with your question. You might want to consider editing out the rambling and focus on your actual issues - your complaints are irrelevant to the deck building process and do little other than discourage folks from helping you. More useful information would be what problems you are facing, both at your groups and in play testing this deck. Your being salty about others is far less helpful than information like “my tribal decks struggle because folks are running wraths/pillowforts/etc.”

Now, for your deck itself, just doing a cursory look while on my phone, I would cut Tasha's Hideous Laughter—it does nothing significant for you. You probably also want to consider Necropotence - its ability to “draw” a bunch of cards can be invaluable in tribal decks where you want to constantly be fielding creatures. Rhystic Study and Mystic Remora certainly would be helpful as well, for the same reason.

wallisface on Mill,mill and mill....

1 month ago

It feels like this list should be far more optimised than it is, considering the $$$ investment. Some thoughts:

I have my own competitive mill deck here which may help inspire you.

wallisface on Mill you up

2 months ago

Some thoughts:

  • Your deck only has 59 cards, you need to add a 60th for it to be legal.

  • 20 lands feels a bit low, i'd suggest going up to 22.

  • Jace's Phantasm is a really bad choice for mill, as it doesn't help mill your opponent down, and is super-unlikely to provide any real value in backup gameplans. I'd suggest just running Ruin Crab instead.

  • It's good to evaluate mill cards to burn cards, in trying to calculate their worth. In this comparison, Tome Scour ends up being roughly equal to Shock - which is a terrible card and is a good indicator that you shouldn't run Tome Scour. The problem with Tome Scour is that it just doesn't mill enough cards for the resource investment (being a card). Cards like this end up with you being empty-handed and your opponent still having cards in their deck.

  • I would also suggest ditching the planeswalkers, and Killing Wave. No mill player wants a game to go on long enough to be able to cast Jace, Memory Adept, and there are just much better mill options than running this. Also, Liliana of the Dark Realms just really doesn't do a lot, and probably just gives your opponent a free turn to try and beat you down. Killing Wave is bad in that you just aren't really doing anything to attack the opponents life total (and also, you shouldn't be), so they can just pay some amount of non-consequential life, and then continue on with the game as if nothing ever happened.

  • Your sideboard is really puzzling, in that Bump in the Night just feels really pointless. Your plan should always be to mill out the opponent, attacking their life total doesn't achieve anything.

  • Cards I would suggest adding into the deck include: Fractured Sanity, Maddening Cacophony, Tasha's Hideous Laughter.

For reference, I have my own competitive mill deck here, which has won a good share of tourneys

Mousemke on First Deck

3 months ago

All the forests and islands. My biggest piece of advice for modern is to invest in shock and fetch lands (in this case Breeding Pool and Misty Rainforest). They are going to be on the expensive side. But also long after you tune and re-tune this deck, maybe even tear it apart and build an entirely new deck. All the other cards may be different but you WILL need this same fetch and shock lands. They are the best investment you can make early on and you will feel the deck's consistency grow to reflect the improved mana base.

Next, as wallisface said, push towards 4 of each card. It's not a hard rule but it will improve your deck immensely to focus an a plan instead of many things that may be good together.

Examples:

Bioessence Hydra, but you only have 2 planeswalkers in the deck. You should cut the hydra or focus on planeswalkers and bump to 4 hydras

Blossom Prancer but you only have 5 enchantments

Rootcoil Creeper but only 1 card with flashback

Tasha's Hideous Laughter is the only mill card you have

The deck is a good start but you need to focus it and bring it down to 60 cards

MrGuizee666 on Viability - mono blue wincons

3 months ago

Evening modern community!

I'm trying to put together a monoblue deck to play in modern league in MTGO and currently I don't think there's any win conditions for mono blue besides Murktide Regent. I can't afford buying 4 copies of that card, it's just too expensive. Other cards I can't afford are Archmage's Charm, Tasha's Hideous Laughter, Subtlety and Force of Negation. My deck consists of Baral, Chief of Compliance, Snapcaster Mage and Torrential Gearhulk to make spells like Cryptic Command and Time Stop cheaper or free. So far I've been thinking about the viability of these cards below as my win conditions, but I'm not sure if I should include them: Jace, the Mind Sculptor and Thassa's Oracle. I'm also including Narset, Parter of Veils and Ashiok, Dream Render for some utility. What do you guys think?

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