Thought Collapse

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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
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Thought Collapse

Instant

Counter target spell. Its controller mills three cards. (They put the top three cards of their library into their graveyard.)

DemonDragonJ on Diabolical Machinations

2 months ago

I have replaced Thought Collapse and Undermine with Archmage's Charm and Disallow, since I feel that the newer cards are generally superior to the previous two.

DemonDragonJ on Which Card Should Replace Plasm …

2 months ago

I have a copy of Plasm Capture in this EDH deck, here, but I plan to replace it, with another card, since its mana cost is too strict, and I am considering one of the following cards: Cryptic Command *list*, Countermand, Dismal Failure, or Dismiss; among those cards, Cryptic Command *list* is the most versatile, but it also has the strictest casting cost; Dismiss is simply a poor substitute for Cryptic Command *list*; Countermand is redundant with Psychic Strike and Thought Collapse; and Dismal Failure is quite nice, but it is also rather expensive for its effect. Also, I could forsake a counterspell and instead put Eureka Moment in this deck, although Gretchen Titchwillow has an ability that is essentially a repeatable version of that spell.

Therefore, I would like to ask everyone here for advice about this matter: which card should replace Plasm Capture in this deck?

TheoryCrafter on Mill

9 months ago

From the looks of this deck you've done a good job with mana efficiency.

Also, its important to remember the color identity rule. I'm a little spotty on multi-colored lands, but Nihil Spellbomb and Simic Locket could be seen as a violation of the rule.

With Bruvac as your commander, redundancy in instant win plays is important. Which is why I recommend adding Cut Your Losses and Fleet Swallower.

You've done good putting in cards that mill each opponent. This will help get around spells and abilities that give your opponents hexproof. With all the draw spells, may I recommend adding Psychic Corrosion? This will mill each opponent as you draw. In fact, if you add Jace's Archivist it will not only feed into Psychic Corrosion, but Fraying Sanity as well. In which case you may also want to consider adding Mystic Redaction to your deck.

Also, with your desire for Counter spells, you may want to look for spots for Countermand, Didn't Say Please, and Thought Collapse. While you cannot counter a card like Carnage Tyrant, you can still target the spell and force the spell's controller to mill.

At this stage keep Into the Roil in your deck for as long as you can. Outside of counter spells, this will be your best defense against Wheel of Sun and Moon. May I also suggest Nevinyrral's Disk? Not only is it another way to deal with Wheel of Sun and Moon, but also serves as a board wipe.

Also, I'd highly recommend Drowned Secrets since you're running a mono blue deck.

If at some point you choose to shift some of your deck towards more creatures, may I recommend Persistent Petitioners? With Bruvac also being an advisor, you can give him something to do other than sit around and be a target. And at 3 toughness, each copy can buy you some time against a battlefield of 4/4 tramplers. It would also give you the added bonus of giving your commander some protection from spells that would cause it to goad.

I hope this helps. Thank you for reading me out. Happy Hunting!

TheoryCrafter on Maddening Mill Weaver

1 year ago

May I suggest Leyline of the Void and Planar Void? These cards will prevent decks with graveyard interaction from benefitting from your mill spells. Counter spells that will also allow this are Grip of Amnesia and Perplex.

In fact, I'd strongly recommend Didn't Say Please, Psychic Strike and Thought Collapse since they don't specifically target a player and can do some damage to your opponent's library even if the targeted spell can't be countered.

Another spell to consider is Mind Grind.

With all the mana rocks you have, you may want to consider redoing your mana base by replacing most of your multicolor lands for Islands, another Swamp(if you can) and lands you can search them for with including, but not limited to, Esper Panorama, Grixis Panorama, Maestros Theater, Obscura Storefront, and Terramorphic Expanse. Speaking of lands, Mystic Sanctuary is a must.

I hope this helps. Thank you for reading me out. Happy Hunting!

TawfulEvil on Venture Deeper

2 years ago

Thanks for commenting on my deck! This is my first time posting one.

The spells may be a little inefficient, but I chose them mostly for how they work together. I use the Oculus, Unsummon, and Thought Collapse to hold back whatever I can, while I use the Kraken's Eye to try to keep my life total high enough that I don't promptly die if something has trample. (My little brother favors green creatures)

The Sage's Row Denizen and the Murmuring Mystic both have abilities to help the Merfolk Secretkeeper, netting me chump tokens and a bit more mill when it enters.

Fractured Sanity is an excellent idea! I don't believe I've seen that card. Maybe I'd replace it for the Startled Awake  Flip cards?

The creatures conundrum is interesting to me though. I don't play super competetively, but I use the creatures for the mill, both when they enter and when they die. I actually do have Ruin Crab, but the Merfolk Secretkeeper is critical to the deck in my opinion, with it's adventures and re-entering the field.

Profane Memento... I Love It!!! Why have I never seen this beautiful evil creation!!! I may need 20 of them. Well not twenty, but definitely replacing the Kraken's Eye.

It does not have much removal, which I have encountered as a problem before. I would like to keep it mono-blue though if possible. I've mostly just handled threats through Unsummon-ing massive attacking threats, and through Thought Collapse-ing any main combo starters I see. I would love suggestions though, especially blue ones.

You're probably correct with the mana curve though... I'm just unlucky about having lands when I need them, so in frustration, I probably put in to many... Cutting back some lands is a wise suggestion, thanks.

The three costs I actually haven't had a problem with. (Probably because of the extra lands) I could maybe pack a couple of Mind Sculpts if I had to, but for my two cost department I simply wait for a Murmuring Mystic before I cast Winged Words. Unless I feel I have to of course!

LethalKitten on GU Turbo Fog

2 years ago

Edit: Added a lot of the suggested cards, and now have a deck size of 60. Thanks! I was also thinking maybe Thought Collapse would be a decent card.

wallisface on A Modern Mono Mill of Maddening Magnitude

2 years ago

Some thoughts, keeping in mind your budget:

  • You claim your “fastest win” was turn 7… that’s waaay too slow, and i’m very surprised you weren’t killed before that turn- even the slowest of decks should be able to close-out a game before then. As a mill deck, you should be aiming to win by turn 5 at the very latest.

  • it’s good to compare mill cards to their burn-equvalents, as this can be a good gauge of whether they’re worth running. For example Tome Scour almost directly matches Shock, and we all know Shock is an unplayable card in Burn due to just providing too little for a card. Similarly, Tome Scour isn’t worth it, as it expends a card from your hand for very, very low value - it’s simply not going to get the job done, and it’ll leave you with too few resources.

  • on the same vein as above, boh of Overwhelmed Apprentice and Wall of Lost Thoughts aren’t worth running either (equating to around 0.8 and 1.6 “damage”, they make Shock look fantastic by comparison). The only creatures ever worth running in a mill deck are Ruin Crab and Hedron Crab… if Hedron is out of your budget, then just stick with Ruin, but don’t add in this other junk.

  • Following on from this, Didn't Say Please and Thought Collapse don’t mill enough to warrant paying 3 mana for. If you want countermagic, run Mana Leak and/or Counterspell you don’t need the extra 3-card-mill, but you will need the option to counter stuff starting turn-2.

  • All 4 of the enchantment choices here are super weak, and more likely to lose you the game to help you. Most of them require you play them asap, and then work very hard towards making them profitable - meaning they become effectively dead-draws mid-late game, and not-exactly-great early game. I could see a single copy of Fraying Sanity working, but 2 copies is too risky (the card isn’t great, and drawing the second copy will be effectively the same as not drawing at all, costing you the game).

  • Traumatize is never worth it. The game should be ending turn 5. This card just doesn’t get you there. Often its just a 5-mana “mill 5-10” cards, depending on the opponents remaining deck so late into the game.

  • You should be running playsets of both Fractured Sanity and Maddening Cacophony. They’re both cheap cards, and tbh your deck isn’t going to work without them.

  • I would suggest going up to 22 lands, your current count feels quite low.

  • I’d suggest running Field of Ruin, as a way to trigger Ruin Crab more often.

  • it feels like you really want to be playing 2-colors. Adding black gives you access to both Fatal Push and Crypt Incursion, which both buy you time. It also lets you play Extirpate, to strip the most important cards from your opponents deck

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