Traumatize

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer Legal
Premodern Legal
Vintage Legal

Traumatize

Sorcery

Target player puts the top half of his or her library, rounded down, into his or her graveyard.

teafresch on Tormod

1 month ago

Id suggest switching out Relic of Progenitus with either Unlicensed Hearse or Scrabbling Claws. Poxwalkers, Prized Amalgam, and Master of Death are also cards that have proven to be super good in my Tormod deck although I also have Intuition, Entomb, Traumatize, Unmarked Grave, Altar of Dementia, Oriq Loremage and Vile Entomber in mine. Some dredge cards might help filling your grave. If you ever add fetchlands then I would also add Hostile Desert and Crucible of Worlds. Phyrexian Tower, High Market and Unholy Grotto/Volrath's Stronghold are some other good lands. Tortured Existence is also a must. 1 black mana per 2/2 zombie as much as you want is hard to beat.

wallisface on I have created a deck …

2 months ago

Mill is already a really well-known archetype. The current MtgGoldfish Meta deck is here. My own competitive build is here.

I see Caerwyn has already left you some really good advise on deck suggestions, but I'll list below some general good mill-ethos:

  • It's good to treat mill cards as if they are burn cards. In the same way that Shock is unplayable in Burn decks, and card that mills ~7 or less cards is pretty unplayable in mill (I'm looking at Tome Scour specifically as being too weak). The problem is that if your mill cards aren't efficient enough, then you just end up empty-handed, and with your opponent still having a deck (in the same way that if Burn decks only play Shock, they run out of cards before they can kill the opponent).

  • It's good to try and assume the game will be over within 5 turns. In that way, cards like Traumatize are pointless - either the game is already over before you get to cast it, or your opponent has soo few cards left in their deck that you're effectively paying 5 mana to mill ~6ish cards. As a rule of thumb, these cards that mill variable quantities of cards for excessive quantities of mana, aren't worth it. I would put Fraying Sanity in the same boat of "just not being useful" - by the time you could cast it you could just be casting a mill spell instead and getting equal-or-better results.

  • Mill decks just aren't good at winning races. They generally need some way to disrupt the opponents plans (with stuff like Drown in the Loch, Fatal Push, Surgical Extraction). Just letting your opponent do what they want will almost always end in failure, so ensure your deck has a good-quantity of disruption, to make sure you can secure the win. Cards like Surgical Extraction and/or Extirpate are particularly good, because you can turn-off many decks completely, giving you a LOT more time to enact your plan. And those decks that aren't shut down so easily, will usually suffer to cards like Crypt Incursion, Ensnaring Bridge, or Profane Memento. The general gameplan approach for mill is to let the opponent taste it, then disrupt their tempo so they can't do much-of-anything useful, and then finish them off.

Caerwyn on Fun opponent mill deck

2 months ago

Mill is a fairly established archetype, with a long history in Modern. It struggles in a number of regards due to effectively being a slower version of burn (it plays a lot like burn, albeit they have 60 "health" instead of 20).

The bread and butter of Mill is fairly expensive--you run 4x Ruin Crab, 4x Hedron Crab, then toss some fetch lands (like Polluted Delta) to double up on your crab triggers. Given how fast Modern is, it can be really hard for Mill to excel if you do not fully commit to the 8-Crab strategy.

Even if you are not running Fetch lands, you should still run the full 8 crabs.

You'll also likely want to change to Black and Blue instead of Mono-Black, which gives you access to the excellent Drown in the Loch and removal in the form of Fatal Push. Your deck as it stands is really light on removal, which is not going to get you far in Modern.

For some smaller changes:

  • Replace Serum Visions with the vastly better for this deck Visions of Beyond.
  • Traumatize is too much mana for what it does. Instead run Archive Trap and Field of Ruin to force opponents to search their library (they'll probably be doing it with fetch lands anyway, but will be wary once they see you are running mill, so the forced search is a great way to get some big, free mill spells fired off).
  • Glimpse the Unthinkable is a very efficient if you switch over to to Black/Blue--and those extra three cards make a huge difference over the inferior Mind Sculpt.

You'll also need to think about a sideboard if you want to be competitive in Modern, with answers tailored to your particular meta (or at least the most common decks you are most likely to see at any given meta).

xXFareEvaderXx on Budget Lantern Control

4 months ago

What are your thoughts on Xanathar, Guild Kingpin as an alternate wincon to Traumatize? You can use Xanathar similarly to the way you use Lantern of Insight and Codex Shredder except you get to steal whatever you would make them mill and then use that to win or just beatdown with Xanathar.

carpecanum on The Miming Plasm

6 months ago

Rite of Replication maybe? Quicksilver Gargantuan

You have a bunch of Legendary creatures so maybe Spark Double, Helm of the Host or wasn't there an old artifact that let you ignore the Legendary rule?

Cloning the Master Biomancer makes a stupid amount of counters. Good call.

Possibly Traumatize, Fleet Swallower or Nemesis of Reason

ClockworkSwordfish on Traumatize

7 months ago

Traumatize -> Dread Return -> Scholar of the Lost Trove -> Twilight's Call is such a cool combo. Very glad to be of some inspiration!

Hi_diddly_ho_neighbor on Commander Legends: Battle for Baldur's …

8 months ago

Ancient Gold Dragon is pretty sweet. It's nice to see white get one of the strongest iterations in the cycle. I think the black one is still the best though.

Ancient Bronze Dragon is a bit underwhelming, but green having the weakest of the cycle is good for once.

Wild Magic Surge will be Chaos Warp v2.0. This is an instant staple in all mono-red decks, as well as probably Rakdos and Izzet decks. Not sure G or W aligned red decks will want it since they can already deal with most permanent types. The card definitely has a higher worst-case-scenario probability than Chaos Warp does, but I think it's flexibility will outweigh the negatives.

I really like Vexing Puzzlebox. It's a nice payoff for dice rolling decks that isn't too powerful.

Windshaper Planetar is interesting. On one hand, it's a better Portal Mage/Illusionist's Gambit, on the other hand, it costs 5 mana. Not sure how to rate this one yet.

Barroom Brawl is freaking hilarious and I love the card. Probably not terribly strong, but I think it creates a fairly entertaining play pattern.

I think Earthquake Dragon is going to be really strong in certain decks. This will reliably be a 3-5 cmc 10/10 with Flample in dragon tribal decks.

Eldritch Pact seems cool. My Balthor the Defiled deck may want this for mass card draw late game. It's also a decent finisher for mill decks after a Traumatize is fired off.

A few more decent reprints like Nature's Lore and Traverse the Outlands are trickling in, but I really hope they spoil a few more tomorrow.

I am pretty sure I know the answer to this already, but I'd like some quick clarification on Acolyte of Bahamut. Your commander has to be on the battlefield for the ability to take effect correct? So if it were paired with Ganax, Astral Hunter, it couldn't actually be used to reduce the cost of Ganax correct?

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