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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.
2 days 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?
wallisface on Mill?
6 days 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.
3 weeks 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.
1 month 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.
1 month ago
2 months ago
wallisface thanks for your input! I do not main blue at all and this was the first mill deck I've ever made, so I appreciate you bringing all these cards to my attention. There's a lot to cover here, so I guess I'll start at the beginning.
First, I will say that I guess I play far more casually than you do, since I've never heard of shocks necessarily being called "worthless" (though they are certainly weak) and I've never heard of people equating burn cards to mill cards either, but can understand the connection (how much bang your getting for your card compared to how close it gets you to your goal). Lastly, I don't think I've ever, regardless of deck, won a game in 5 turns or less so I think we're playing on completely different levels
2 months 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.
I would suggest going up to 22 lands, your current count feels quite low.
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
3 months ago
It might be a good idea to add Mesmeric Orb. It's all about speed. Also, something on turn 2 would be nice, right? Fraying Sanity might not be the best idea because it is kind of too slow. It's all about SPEED!
I realized that most modern decks have self-search. So should I take out Scheming Symmetry?
I looked through the Sword of Body and Mind combos. Looks too slow. I have to wait until turn 3, and that's not good enough.
In order to deal with damage, I think it's better to knock them out before they can do damage. Specialization, not generalization (jack of all trades, master of none!).
I already have removal with Assassin's Trophy. That's enough, I think. Is that right (do I need more removal)?
I decided to create a version without Fraying Sanity. Here: tappedout.net/mtg-decks/hell-mill-copy (SLUG is not working)