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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Target player puts the top half of his or her library, rounded down, into his or her graveyard.
1 week ago
3 weeks 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.
2 months ago
Cloning the Master Biomancer makes a stupid amount of counters. Good call.
3 months ago
4 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.
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.
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?
4 months ago
your land count is waaay too low, especially as you have some high mana cards, but also need to enable the crabs. For a mill deck i’d suggest 22-23 minimum (leaning towards more lands if you don’t have fetches).
Compelling Argument, Dream Twist and Tome Scour don’t even get close to milling enough to be worth it. Mill decks need to be very efficient, as even top-tier builds are likely to run out of hand resources before delivering the final blow, if they’re not careful. A mill card needs to mill at least 8 cards, bare minimum, to be worth it. Anything lower, and its hurting you more than helping you (you just end up empty handed while your opponents deck is still full)
I’d also ditch Traumatize. By the time you have 5 lands, your opponent should have <15 cards in their deck, if the game isn’t already over by then. 5 mana for at-best 7 cards isn’t worth it.
Fraying Sanity is a bit if a trap card. Drawing one is usually ok, but drawing two of these in a game, will often cost you the game. The card does nothing by itself, and it’s often better just to be running a solid mill-spell in its place. I would say to not run more than a single copy of this in your deck.
you need more interaction. Mill decks generally want some way to slow an opponents tempo. Just trying to win-the-race is often a bad idea. Both Fatal Push and Extirpate would work wonders here. Stuff like Crypt Incursion can also buy you massive amounts of time.
5 months ago
I'll weigh in in a bit with more suggestions on how to help you focus, but for now I am surprised to not see Traumatize on a mill list.
5 months ago
Lathril, Blade of the Elves would be fun with a bigger base power
It might be fun to throw in a few creatures with Mutate to further evolve Mimeoplasm.