Tasha's Hideous Laughter
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.
|Have (5)||gmars , CatLord9001 , Mythbuster_42 , Tarzanovic , open3bet|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Tasha's Hideous Laughter Discussion
2 days ago
zapyourtumor yeah all the current mill decks are running Tasha's Hideous Laughter, and it’s defo an anomaly that i’m going with Maddening Cacophony. I’m by no means thinking my approach is better, though my reasoning for my choice is thus:
I personally value the ability to run Ensnaring Bridge over Lurrus, and Bridge requires i can ditch my hand quickly, so being able to play Caco turn 2 feels relevant.
Generally speaking, most of the games i’ve lost, milling an extra ~8 cards from having played Tashas instead of Caco, wouldn’t have mattered (this obv isn’t always the case, but it feels rare).
2 days ago
Modern is a very fast format, and on-top of that Mill decks need to be fast to have any hope of winning the game. High mana cards like Consuming Aberration and Haunting Echoes are just too clumsy and slow to be able to perform well, you need to aim for lower cmc cards. Mill should be aiming to have won the game by turn 5.
in a similar bucket, Duskmantle Guildmage is just too slow for Mill, in that it isn't actually helpful at all outside of one particular janky combo with Mindcrank (and that's an entirely different deck). Similarly, Shadowmage Infiltrator just doesn't cut it in that the soonest it'll be giving you a card is turn 4, and drawing a single card for 3 mana at the end of the game normally isn't worth it. The only good Mill-creatures worth playing are Ruin Crab and Hedron Crab.
The 2x Crypt Incursion should be mainboard, and you should be looking to run around 22 lands.
You have a lot of other very slow spells for Mill, all of Isochron Scepter, Trepanation Blade, Ashiok, Nightmare Weaver just don't do enough work, and won't win you the game fast enough. Similarly, Mind Funeral and Fraying Sanity are generally considered "bad" Mill spells - Mind Funeral generally doesn't get enough cards for its mana cost, and Fraying Sanity usually won't mill more than a single Mill spell anyway (and drawing the second copy usually means we lose).
I'm not sure what your budget it, but here is an example of a top-end, well-tuned Mill deck, for comparison.
1 week ago
Your counterspells and removal aren't that good. I'd replace didn't say please and Psychic Strike with 4x Counterspell, and 4x Drown in the Loch which serves as both counters and removal. Having some mill for 3 mana is not worth it.
To supplement drown for removal I'd add Fatal Push. Even without overpriced fetchlands its a very strong card.
Ruin Crab is cheap, definitely an auto 4 of. I'd take out Wall of Lost Thoughts for it.
Against aggro or midrange decks, 1 or 2 Crypt Incursion is really good. I've lost to this card so many times.
Visions of Beyond is a bit expensive, but if you're willing to shell out 30 bucks for a playset the card is really strong.
Basically, if you want to keep the deck as budget as possible I'd focus on getting 4x Fractured Sanity, 4x Ruin Crab, 4x Counterspell, 4x Drown in the Loch, 3-4x Fatal Push, 1x Crypt Incursion; these should add up to 20-30 bucks total but are big upgrades to the deck. Then you can get the rest if you're willing to spend more.
2 weeks ago
the correct spelling is “Lobotomy”
Your current build is very unlikely to be able to close out a game. You’re only realistic wincon is to mill the opponent, but you just don’t have gas to make that a reality - with your only good millspell being Tasha's Hideous Laughter, i’m expecting most games you’ll maybe get through half the opponents deck before losing.
There’s a bunch of non-synergy here. For example, you’re very unlikely to get much value from the gravestorm ability on Bitter Ordeal.
Expedition Map appears to only exist to grab Cabal Coffers… but that’s a super slow/messy way to get one particular land that’s only helpful in a very small handful of situations. The map is more likely to clog-up your hand than help you.
You have almost nothing to stop your opponent enacting their plans. Remand only buys you a turn (at most), and the Hermit can be easily played around. Mill decks need time to get things done (especially if you’re milling slowly). Without interaction, your opponent will just win the game before you get close.
I second Jabberjaw46 above, in that changing this deck into more of a Lanturn-Control build should give you the vibe you’re after, while being competitive (and not being overly expensive). I think if you want a chance of this deck winning at-all through the conventional mill route, you need to do some major changes to make it practical
3 weeks ago
Ok so it sounds like you want to build a mill deck. This is an archtype I know really well (competitive deck here)
For what you’re starting with (i’m not sure what your budget is so i’m guessing) I would suggest:
Modern is a fast format. It’s uncommon for a deck without ramp to run more than 4ish cards costing 4 mana, and usually nothing higher than this cost gets played. Lowering your mana curve will also let you run less lands (around 22-23)
if you’re planning to win by milling out the opponent, then ignore running any cards that don’t help you with your cause. Namely, this means probably just running Hedron Crab and Ruin Crab as creatures. The other creatures are quite slow and don’t particularly help you complete your plan.
as the cheaper option to Surgical Extraction, I would recommend running a playset of Extirpate in the mainboard. A big strength of Mill is being able to remove an opponents key-card they need to be able to perform optimally. Removing something important can often mean giving yourself an extra 2-3 turns, or just winning the game on the spot.
Get a playset of Field of Ruin into your landbase. It’s cheap, but it’s great for helping fix your colours, as well as triggering the crabs an additional time, and messing with your opponent.
I would recommend 3 playsets of “heavy milling” spells. You’ve already got Maddening Cacophony which is great, and i’d suggest getting the playset of that. After that, the most accessible cards are Fractured Sanity, Tasha's Hideous Laughter, and Glimpse the Unthinkable - so i’d suggest picking two of those spells to get playsets of also (or, in any case, just aim for 12 “heavy milling” spells total).
To keep you alive long enough to mill out the opponent, you’ll need some good board control. I see you have Murder, but this is very slow at 3cmc. I can recommend Crypt Incursion for giving you crazy amounts of life, and Drown in the Loch is great also. Outside of this, consider Fatal Push and/or Infernal Grasp as the best killspell options.
I you’re looking for cards to help you reach the 60, Thought Scour is great.
I hope this helps- not sure if this is the direction you want to take the deck, or if i’ve just veered off into some insane rambling :)
1 month ago
Cards I'd consider adding (in addition to your list above): Spiteful Visions, Liliana's Caress, Dark Deal, Peer into the Abyss, Incendiary Command, Winds of Change, Kederekt Parasite, Kess, Dissident Mage, Whirlpool Warrior, Runehorn Hellkite, Snapcaster Mage, Baleful Mastery, Vision Skeins, Deflecting Swat, AEtherize, Rakdos Charm, Cerebral Vortex, Prosperity, Echo of Eons, Wheel of Misfortune, Demonic Tutor, Commit / Memory, Day's Undoing, Solve the Equation, Collective Defiance, Fascination, Game Plan, Scheming Symmetry, Mizzix's Mastery, Tasha's Hideous Laughter, Folio of Fancies, Memory Jar, Crawlspace, Primal Amulet Flip, Forced Fruition, Underworld Breach, No Mercy, Sphinx's Tutelage
1 month ago
you have too many counter spells and not enough mill spells. mill isn't a control deck, it's meant to be fast like aggro. you don't want to waste turn 3 tapping out for Fraying Sanity or Sphinx's Tutelage. you're missing things like Glimpse the Unthinkable, Hedron Crab, fetch lands for the crabs (so you can get 2 triggers per turn) and the most important piece by far is Tasha's Hideous Laughter.
1 month ago
4x Drown in the Loch looks like a must here, if you cut the Dauthi.
I don't understand the 1x Into the Story with only 2x Visions of Beyond when the latter is just so much better. I'd cut it and replace it with a third Visions (honestly a fourth Visions is probably worth it, Ancestral Recall is broken even if its conditional.
The Dauthis are a total nonbo with a lot of your cards. Honestly, I don't think its worth keeping them since they prevent you from running Drown, shut down Crypt Incursion, Extirpate/Surgical, Into the Story, Visions of Beyond, etc. It feels more like a sideboard card for grave hate.
Tasha's Hideous Laughter is the main reason mill is even remotely viable nowadays. Not running a single copy seems very dubious.
Oboro, Palace in the Clouds is a nice one of land to help you reliably trigger the crabs.
Field of Ruin is nice to force opponents to search, and with tron making a comeback 3 copies might be worth it over the more common 2 copies. But with all the restrictive manacosts like Counterspell, Archmage's Charm, Fractured Sanity etc. running a playset feels like too much.