Phenax EDH Mill

Commander / EDH Mojimbo

SCORE: 56 | 68 COMMENTS | 130641 VIEWS | IN 68 FOLDERS


A Quick Message —Oct. 15, 2014

This deck has changed significantly since I first built it, and nearly all of those changes have come about as a result of community input. I would be remiss not to thank you all that have helped me to build this deck. I am truly appreciative of all the help I've received, and hopefully you will continue to help fine tune this deck to make it the best that it can be. Thanks again for reading/helping and have a great day!

frobolo says... #1

Ive been playing with a Phenax EDH deck since he was available and have found a few things you may find helpful to your deck that you havent quite got to yet. One of my biggest concerns with your deck is the lack of creatures. Considering your general revolves around have creatures in play to be most effective.. you should go for creature options of everything that you can and replace some of the spells/enchantments/artifacts that arent going to have as much function with your general. You also give yourself more survivability having bodies out there on top of feeding things like bonehoard and such that count creatures in all graveyards. That being said I have found Phenax to work amazingly well using creatures that will be useful on there own but become broken with him. You of course already have many of the obvious ones but missing a lot of strong options.

Havengul Lich was mentioned by someone else as well. Having access to this guy essentially turns every creature in opponents graveyards like extra cards in your hand. This card can single handedly win you the game if left undealt with.

Solemn Simulacrum /Burnished Hart Creature based mana acceleration in blue/black that doesnt require tapping to use

Draining Whelk /Glen Elendra Archmage Creature based Countermagic. There are more options for this but most are too cute. I also like to throw inDesertion / Counterflux here since 75% of the time youll be using it to counter a spell and drop a fatty at insta speed.

Coffin Queen /Dimir-doppleganger/Nezumi Graverobber /Cemetery Reaper May seam somewhat underwhelming but they can also each deal with Eldrazi type creatures extremely effectively and at instant speed

Duplicant /Surgespanner /Avatar of Woe Removal package type stuff, nothing more really to say

Diluvian Primordial /Sepulchral Primordial /Dread Cacodemon /Rune-Scarred Demon Along with other various hefty hitting ETB triggers. Want to avoid the creatures that need to tap for there effects for general purposes.

Oona, Queen of the Fae /Grimoire Thief /Rootwater Thief The ability to outright exile cards off the top of the deck can be quite beneficial in many situations. Essentially these are just more creatures playing the roles of spells. Oona.... is lovely goodness once she gets rolling.

Pili-Pala /Grand Architect An infinite combo with the general and or anything requiring mana but also very useful individually. Pili with any of the equipment can effectively untap for 1 mana each time and becomes a machine even without the architect. With so many of your creatures being blue the architects ability can be very relevant.

Mortivore /Sewer Nemesis /Nighthowler Get real big real quick. When you have creatures that grow like this the spells become irrelevant in comparison.

So not only are you not spending your mana on spells that are one shots that dont defend you but youre strengthening your general and your defenses plus forcing your opponents to spend there cards to deal with it. Non creature things id also highly recommend...

Whip of Erebos with a much larger creature base that lifelink to your team can be extremely relevant on top of giving you yet another way to retrigger ETB and or big but tappers.

Relic of Progenitus the oh crap button for when your other options at removing your opponents trouble makers from graveyards fall through and a hefty reset button if needs be.

Dance of the Dead reanimate spell that pumps and gives an abuseable untap ability... yes please!

Slagwurm Armor mostly becomes a mana sink but works very well

Glacial Chasm Oh no you cant attack?!?!?!

Speaking of... getting into the cards I would suggest cutting is any and all cards that require you to deal combat damage in order for them to be effective. These cards are nominal at best and 90% of the time theres no need to attack and leave yourself more vulnerable.

Theres more id like to add but right now im half awake. Only other thing coming directly to mind is getting rid of a lot more of the spells that can be replaced by creature ETB effects such as removal. Also get rid of mirrari and pretty much any spell thats replaceable. Only spells that should be in there are some mass removal, few exile type counterspells, rise of the dark realms and thats basically it.

July 5, 2014 5:36 a.m.

Mojimbo says... #2

Man frobolo, you're a pretty cool person. I really appreciate all the time you took typing that all out just to help me win games. You may notice that I've implemented many of your suggestions. One thing I want to avoid, though, is infinite combos, so I'm purposely leaving out the Pili-Pala / Grand Architect combo. Other than that your suggestions are just the type of thing I was looking for. Thanks again!

July 9, 2014 5:29 a.m.

featheli says... #3

Traumatize would probably work really well

August 8, 2014 12:20 a.m.

Mojimbo says... #4

Yeah, I had Traumatize in the deck previously but I took it out. I mainly play 4 player EDH so, while Traumatize is good at what it does, what it seems to be best at is drawing hate. Sure you knock off half of one player's deck but then you're stuck fighting off all three of them. If I played 1v1 more often than I do I would definitely put it back in. Thanks for your input though! I appreciate all the help and comments I can get.

August 8, 2014 1:33 a.m.

You should try Umbral Mantle for Phenax

August 23, 2014 11:24 p.m.

Mojimbo says... #6

Wow Umbral Mantle seems good in this deck. I'll try to find something to cut for it. Thanks for the help DaitokujiAmnael.

August 23, 2014 11:47 p.m.

I know it's weird but I'd consider Triton Tactics as well.

August 28, 2014 2:21 p.m.

Mazerius says... #8

Dear Mojimbo,In your deck, would you consider using Demonic Tutor and/or Snapcaster Mage ? What would you take out? Could you answer me for multiplayer games and 1v1 apart? :)Thanks in advance,Mazerius

October 3, 2014 1 p.m.

Mojimbo says... #9

I think that Demonic Tutor and Snapcaster Mage are great cards, but I'm not sure if they are worthy of spots in this deck for multiplayer. YMMV. They are definitely worth a try, especially if you like the cards. A lot of the cards I run are run because I like them and I have fun playing them, but again your play style most likely differs from mine. 1v1 this deck performs surprisingly well, but if you plan to play 1v1 extensively you would want to change quite a few cards around, to include such cards as Increasing Confusion , Mind Funeral , and Mirko Vosk, Mind Drinker . You also want some instant speed graveyard hate in case your opponent sideboards in Eldrazi; you may need to switch cards around dependent on your play environment. As far as cutting for tutor and snapcaster, I'd probably cut Memory Erosion and Mesmeric Orb for 1v1, Knacksaw Clique is an easy sideboard out for mp, along with the Junktroller / Tunnel Vision combo. While it can effectively take a player out of the game, there are better cards to run than a dicey 2 card mill out. Sorry, I'm not well versed in 1v1, but I hope I've given you a little direction and helped you out some Mazerius.

October 3, 2014 9:01 p.m.

Mazerius says... #10

Thanks a lot Mojimbo for sharing your insights. I'll give it a shot and keep you updated with the results. Played the deck yesterday, other than the times I got land-screwed, the rest went really well! Cheers for making this! :)

October 4, 2014 4:49 a.m.

Mazerius says... #11

After playing a number of games with the deck, I have to say that the only problem I've been encountering is the lack of card draw, which often results in lands too short. Even when my starting hand has 4 lands in it, it can very well be that for the next 4 turns I draw no lands. The majority of the games I lose (mainly in single player, but had the land too short problem also in multiplayer), is because I end up playing all my opening hand lands without drawing any new ones. I guess in a 99 card deck chances are lower to draw a land, which is why I tinkered today and put Visions of Beyond and Dimir Charm in. I am considering replacing the charm with Sensei's Divining Top . Those last games with the extra card draw allowed to me unlock more of the potential of this deck, and actually play Lord of the Void for example on turn 7. I'll keep you posted with how the rest of the games go when I get another chance to play, but I'd like to hear your feedback and your experience and how you deal with not drawing enough cards/lands other than Jace's Archivist.Thanks for taking the time to read this Mojimbo.

October 10, 2014 7:53 p.m.

Mojimbo says... #12

Extra card draw is always good, and if it's working for you that's great. Sensei's Divining Top is a really good card, but I personally avoid it because I primarily play 4 player, with at least two others running the Top, and it seems to slow the game down significantly. By all means, use it if you find it helpful, I just choose to leave it out because of my meta. I'm glad you're enjoying the deck, and thanks for keeping me posted on your results. The more people who play the deck, the better it can get. Personally, I rarely run into land problems with this deck; at least it doesn't seem any more frequent than with any other deck. Of course your milage may vary. Maybe because I play 4 player I have more time to draw land than I would in 1v1... Something to think about I guess. Thanks again for playing my deck and helping me out with it.

October 11, 2014 2:40 p.m.