Combos Browse all Suggest
- Dauthi Marauder + Trepanation Blade
- Angelic Exaltation + Blighted Agent + Trepanation Blade
- Azorius Knight-Arbiter + Corrupted Conscience + Trepanation Blade
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Artifact — Equipment
Whenever equipped creature attacks, defending player reveals cards from the top of his library until he or she reveals a land card. The creature gets +1/+0 until end of turn for each card revealed this way. That player puts the revealed cards into his or her graveyard.
1 month ago
I have to admit, I'm a little skeptical of Trepanation Blade. I know scryfall calls it a sword, but it's much more practical as an auger. I'm not sure it has any sort of cutting edge, and the tip doesn't look structurally sound for a forceful thrusting impact.
But that's just me being pedantic and nitpicky again. Great idea, and nice work putting it together!
2 months ago
2nd edit; added a few mana rocks and dual lands. More usefull mill spells, removed a few mill 2s for things like Duskmantle Guildmage, Ruin Crab, Telemin Performance, and Teferi's Tutelage.Also added more wombo-combos to add to Mirko like Fireshrieker and Trepanation Blade. Sprinkled a little more mill in with Mindcrank to start hurting them when they mill.
5 months ago
Trepanation Blade gives any creature Grind for one when it attacks, while also dealing more combat damage potentially.
7 months ago
Some cards to consider, some don't exactly fit the wizard theme, but definitely fit the draw theme
8 months ago
lespaul977 I don’t mind offering advice, but I’m not exactly a tier 1 player myself. So I’d definitely recommend shopping the idea for this deck around and collecting as much perspective as you can on it before you invest any time or money in finalizing it.
This may sound excessive but I’d cut
Djinni Windseer (doesn’t contribute)
Eternal of Harsh Truths (doesn’t contribute)
Homarid Explorer (cmc too high, not enough value)
Laboratory Maniac (useless, you’re milling the opponent and not yourself)
Minister of Inquiries (it’s ok, but with no way to get more energy counters his value fades fast. Blinking him to get more energy counters is not efficient)
Screaming Swarm (cmc way too high, won’t see play often and mill decks rarely have more than a handful of creatures, none of which are used for attacking)
Soulknife Spy (doesn’t contribute)
Essence Flux (Blink is ineffective here)
Trepanation Blade (seems good but rarely is, not to mention you won’t be attacking)
Curiosity (doesn’t contribute, your other draw spells are much better)
Wizard Class (doesn’t contribute)
So that’s what I’d cut. Dream Twist and Visions of Beyond are great and synergize well, Unsummon is good but Vapor Snag is better; I’d replace that with it if possible. I’d fill the remainder of the slots with Crabs if it’s an option (see below), countermagic (Counterspell, Mana Leak, Spell Pierce etc) and if you are adding (again, see below) there are oodles of instants/sorceries to choose from. If not, try to accommodate as many mono direct mill spells as possible.
I guess we have to address some of the elephants in the room. If you’re intent on keeping this mono , then you’ll miss out on what the complimentary color brings to the Mill archetype: cards like Breaking / Entering and Glimpse the Unthinkable.
Which brings us to the next obstacle, budget. If you’re looking to keep the price down and/or only build from your current collection, that also complicates things. Cards like Archive Trap and Tasha's Hideous Laughter are Mill staples, but are also costly. There are alternatives, like Fractured Sanity and Maddening Cacophony which are both cheap and mono , so that can help fill the gaps.
Third, you’ll want to run the crabs. Hedron Crab is pricey, but Ruin Crab is doable. Ideally you’d run both, but one is ok. You’ll be capitalizing on every possible opportunity to mill like this; every land played mills, nearly all your spells should mill, etc.
Hope this helps, and again—I’m no expert. But I’ve built one mill deck (check my page if interested, I think it’s called Trouble at the old mill or something like that) and have another in the works so I’m somewhat familiar with how they play. Ask around, collect info and don’t be afraid to inspect the ones the pros play for some ideas.
9 months ago
Hey Breastiny, good to see other people brewing with Isshin!
I'd see about maybe running Kentaro, the Smiling Cat as a cheap mana-fixer, to ensure you never have the wrong colors. Fumiko the Lowblood is an excellent card here; your opponents are forced to swing, even with creature they don't want want to attack with. They will either attack other opponents (helping you win) or attack into a pumped-up Fumiko, which will lose them their creatures. In a true Samurai tribal deck, Nagao, Bound by Honor, Takeno, Samurai General, Konda, Lord of Eiganjo and Godo, Bandit Warlord can't be omitted.
As niche picks, consider Iizuka the Ruthless and Opal-Eye, Konda's Yojimbo. The former will put your foes on the back foot, as they never know when the double strike might come through. The latter provides defensive utility, especially late-game when you have access to more mana.
On the non-Samurai end of things, some Equipment that synergizes with Isshin seems like a good call. Sword of the Animist gets even better by fetching you 2 basics instead of 1, while Sigil of Valor and Reaper's Talisman double up on your other 'attacks alone' effects. Other Equipment improved by Isshin includes Argentum Armor, Delver's Torch, Moonsilver Spear Sword of Hours and Trepanation Blade. If you find yourself in need of additional (non-Samurai) cannon fodder, Captain's Claws and Sigiled Sword of Valeron will do in a pinch.
Hope this helps! Good luck :)
1 year ago
Modern is a very fast format, and on-top of that Mill decks need to be fast to have any hope of winning the game. High mana cards like Consuming Aberration and Haunting Echoes are just too clumsy and slow to be able to perform well, you need to aim for lower cmc cards. Mill should be aiming to have won the game by turn 5.
in a similar bucket, Duskmantle Guildmage is just too slow for Mill, in that it isn't actually helpful at all outside of one particular janky combo with Mindcrank (and that's an entirely different deck). Similarly, Shadowmage Infiltrator just doesn't cut it in that the soonest it'll be giving you a card is turn 4, and drawing a single card for 3 mana at the end of the game normally isn't worth it. The only good Mill-creatures worth playing are Ruin Crab and Hedron Crab.
The 2x Crypt Incursion should be mainboard, and you should be looking to run around 22 lands.
You have a lot of other very slow spells for Mill, all of Isochron Scepter, Trepanation Blade, Ashiok, Nightmare Weaver just don't do enough work, and won't win you the game fast enough. Similarly, Mind Funeral and Fraying Sanity are generally considered "bad" Mill spells - Mind Funeral generally doesn't get enough cards for its mana cost, and Fraying Sanity usually won't mill more than a single Mill spell anyway (and drawing the second copy usually means we lose).
I'm not sure what your budget it, but here is an example of a top-end, well-tuned Mill deck, for comparison.
1 year ago
Made some further changes. The Pleateau is a proxy.