Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Target player mills two cards. (They put the top two cards of their library into their graveyard.)
Draw a card.
3 weeks ago
Cool, for a pure mill $50 list I'd be doing something like this (all prices from Card Kingdom):
- 4x Fractured Sanity ($0.79ea, $3.16 for 4)
- 4x Ruin Crab ($0.99ea, $3.96 for 4)
- 4x Glimpse the Unthinkable ($1.79ea, $7.16 for 4)
- 4x Mind Sculpt ($0.35ea, $1.05 for 4)
- 3x Jace, the Perfected Mind ($3.99ea, $11.97 for 3)
- 4x Drown in the Loch ($0.99ea, $3.96 for 4)
- 4x Thought Scour ($0.39ea, $1.56 for 4)
- 3x Extirpate ($0.69ea, $2.07 for 3)
- 3x Fatal Push ($2.79ea, $8.37 for 3)
- 3x Crypt Incursion ($0.35ea, $1.05 for 3)
- 1x Murderous Cut ($0.35)
- 4x Field of Ruin ($0.35ea, $1.05 for 4)
- 4x River of Tears ($0.49ea, $1.96 for 4)
- 3x Choked Estuary ($0.59ea, $1.77 for 3)
- 3x Sunken Hollow ($0.69ea, $2.07 for 3)
- 7x Island
- 2x Swamp
Comes to $49.95 total.
2 months ago
You’re running waaay too many cards as 1-ofs or 2-ofs. This is going to make your deck super inconsistent and messy. You should be aiming for the vast majority of your cards to be playsets (4-ofs). A good tip for new players building decks is to pick 9 cards and run playsets of each of those (making 36 cards) alongside 24 lands (for a 60 card deck).
Your mana curve goes very high, and will lead to some really clumsy plays. Modern decks typically can’t justify running more than 4 cards (1 playset) costing 4 mana, and run nothing above this cost. You’ve got 10 cards costing 4-or-more, and a very-low land-count of only 20. Going from the previous example of picking 9 cards, the mana curve of those cards should look something like 1,1,1,2,2,2,3,3,4.
As far as a mill strategy goes, you need to be fully invested into it, or not at all. You get no prizes or benefit from only ”partially milling your opponent”.
So, if you’re going with a plan to mill out the opponent, the only creatures ever worth running are Hedron Crab and Ruin Crab - anything else will hurt you more than help you. Every other card you play should either be milling at-least 7 cards, or be disrupting your opponents boardstate.
if you’re not doing a mill plan, but hoping to strengthen your creatures by milling (like Jace's Phantasm for example), then you need to make sure none of your cards only-mill - everything you play needs to be doing something impactful on the board, and milling should be an incidental bonus. For example Thought Scour or Inquisition of Kozilek are both useful as they do something useful, and incidentally fill your opponents graveyard.
3 months ago
So, this list is off to a great start in my opinion. I've put together a few lists for Saruman of Many Colors of my own, and the only ones that work at a high level are the ones with literally like 15+ Mana Rocks because of the Commander's MV, so great job there lol.
I do think you need a LOT more low-cost Instants to consistently Trigger Saruman of Many Colors' Ability, though. Mainly 1-drop & 2-drop Counterspells, Cantrips & Removal Spells are what I mean, as they'll allow you to seamlessly meet your proc requirement, draw cards, interact & fill your opponent's Graveyards with things you wanna steal without having to necessarily pivot your focus to do so. I'd consider Mystical Tutor, Swan Song, An Offer You Can't Refuse, Flusterstorm, Dispel, Miscast, Brainstorm, Thought Scour, Winds of Rebuke, Swords to Plowshares, Path to Exile, Silence, Orim's Chant & Disenchant for example. Free spells like Misdirection & Snapback can also carry a lot of weight here, never underestimate the power of a free cast at Instant speed in this deck. Borne Upon a Wind, Quicken & Emergence Zone could enable some craziness as well.
Intentionally filling your opponents yards with things like Mind Grind & Traumatize is also good strategy, but personally I'd be very discerning as to which of those pieces actually make the cut compared to cards like the aforementioned Instants.
Also, I know its expensive but I'd have to recommend Vampiric Tutor here. It was around $90 a little bit ago, and now it's around $40 I think. Better to get it while the getting is good, so to speak.
_Kane_ on Damia mill
4 months ago
This list looks nasty and I hope to never play against it! Plus One on the Upvote. :)
An Offer You Can't Refuse for those counter battles? Downside may not be worth it unless you're stopping or ending the game.
Drown in the Loch for a cheap and versatile counter/removal spell.
Syr Konrad, the Grim would be great for ping down your opponents with each milling of a creature. Random mill ability tacked on as well.
Potential Replacements? (IDK this list seems perfect):
Vedalken Orrery this Josh Lee Kwai favorite maybe worth a cut? I see what you're going for with holding up your counter-spells and then flashing in something of value if nothing worth a card is cast.
Yeva, Nature's Herald only 9 targets counting the commander.
Leyline of Anticipation I guess what I am suggesting is to try the deck with the counter-spells but without the 3 flash enablers.
Thought Scour hard to find anything to replace so I choose this smoother.
You do have ~53 piece of land/ramp; Maybe a one card wiggle room with the nice curve you have going.
Anyways decklist is already 10/10.
4 months ago
even if you’re just playing mono-blue, you’re still going to want to be running at least 8 fetchlands to make the most of the crabs.
imo Merfolk Secretkeeper isn’t worth it. Milling 4 cards is the same as a burn deck having a spell that deals ~1.6 damage. It’s just not helpful enough to be worthwhile.
I would also say that Fraying Sanity isn’t worth it - and you should restrict the number of copies you run to 1x at the most. The problem is that it often does nothing on the turn you play it, and drawing additional copies are always useless. By the time you can cast it your opponent should be down to a fairly small library anyway, so it almost never does more work than a single mill spell would have anyway. Imo it’s more of a liability than anything.
i’m super skeptical of Founding the Third Path here.
Its worth noting that by not playing black you’re missing out on any kind of survivability. That’s an issue because there are dexks faster than mill which you won’t be able to race. Cards like Fatal Push, Drown in the Loch, and Crypt Incursion buy you a LOT of needed time.
6 months ago
Looks like a fun deck! My only thoughts are that you're going to often be in an awkward position where you're unable to hold up mana for your countermagic, because soo much of your stuff is sorcery speed (and you're land count is too low to be leaving-up excess mana). I'd suggest either ditching Counterspell and Spell Pierce, or play waay more of your cards as instant-speed versions (for example, Consider instead of Serum Visions, and Thought Scour or Fleeting Distraction instead of Slip Through Space).
I'm also very skeptical about Thing in the Ice Flip - it's a nonbo with all your own creatures (especially the creature-tokens that you'll lose completely), and doesn't feel massively helpful in general. It might be better-off as just being more draw cards.
6 months ago
Not running 4 Expressive Iteration is almost definitely suboptimal.
A deck like this is able to achieve delirium fairly easily, so running cantrips that help full the yard like Consider and Thought Scour aren't really needed (which is why the MH2 era shadow decks never ran scour, while the old ones with Gurmag Angler did). You should be able to get Land + Creature + Instant very easily, and there are 13 Sorceries + Artifacts + Enchantments for the fourth type. Instead of running cantrips, it is probably better to just increase the general card quality by running better cards. 4th Drown, 4th heat, Inquisition of Kozilek, or the aforementioned copies 2-4 of Iteration.
I assume you have some sort of reason for not running Ragavan, Nimble Pilferer? It is probably one of the best cards you can cascade into.
8 months ago
Personally I think Mission Briefing is probably too slow for this type of deck.
Lack of Fatal Push is a little weird.
Persist is so, so much worse than both Claim and Unearth since all your creatures are 2 or less cmc. I really don't think you need 9 reanimation spells either, so I'd definitely cut this one at the very least.
I highly recommend 4 Dragon's Rage Channeler for another playset of aggressive 3 power one-drop flyers.
Since Delver is more of a tempo deck, Stitcher's Supplier kind of stands out as a card that doesn't do too much. I'd probably cut it.
I see you already have Ledger Shredder in the maybeboard, I'd definitely slot at least 2 in the mainboard that card is crazy strong in this type of deck.
Expressive Iteration is a really powerful card advantage spell, also pretty cheap.
1-2 Spell Pierce is pretty strong in the current meta as well.
Drown in the Loch is a good counterspell/removal spell.