Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$422.17

0 Likes 2 Comments
Avg. CMC 2.09
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 22 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (4)
4 Hedron Crab
$7.02 Creature - Crab
Instant (20)
4 Archive Trap
$4.82 Instant - Trap
2 Crypt Incursion
$0.27 Instant
2 Fatal Push
$1.88 Instant
4 Path to Exile
$0.82 Instant
4 Surgical Extraction
$2.63 Instant
4 Visions of Beyond
$7.69 Instant
Sorcery (4)
4 Glimpse the Unthinkable
$1.59 Sorcery
Artifact (7)
3 Ensnaring Bridge
$10.79 Artifact
4 Mesmeric Orb
$14.08 Artifact
Enchantment (3)
3 Fraying Sanity
$2.15 Enchantment - Aura Curse
Land (22)
2 Field of Ruin
$0.21 Land
4 Flooded Strand
$10.02 Land
2 Ghost Quarter
$0.59 Land
1 Godless Shrine
$10.49 Land - Plains Swamp
1 Hallowed Fountain
$8.84 Land - Plains Island
2 Island
$0.12 Basic Land - Island
1 Oboro, Palace in the Clouds
$27.72 Legendary Land
1 Plains
$0.06 Basic Land - Plains
4 Polluted Delta
$13.25 Land
2 Swamp
$1.71 Basic Land - Swamp
2 Watery Grave
$13.25 Land - Island Swamp
Sideboard - 15 cards, 8 distinct
Name  Edition $ Type Cost
Rarity Color
Sorcery (7)
2 Collective Brutality
$0.90 Sorcery
2 Damnation
$18.37 Sorcery
2 Fragmentize
$0.04 Sorcery
1 Set Adrift
$0.08 Sorcery
Artifact (3)
1 Engineered Explosives
$6.79 Artifact
2 Pithing Needle
$0.50 Artifact
Enchantment (5)
3 Leyline of Sanctity
$0.71 Enchantment
2 Stony Silence
$1.94 Enchantment

Comments
  • Alfredo Caban | 31-May-2018 15:47
    What do you think of Fraying Sanity, and  Oboro, Palace in the Clouds?  Fraying Sanity has some teeth but might be to slow and Oboro, Palace in the Clouds looks like fun with the crab but with the mana base being so tight I don't think its the right play but still food for thought.

    • Adam Haggerty | 31-May-2018 16:36
      Fraying sanity is very powerful, and does it's best work with stuff that recursively mills, such as mesmeric orb and hedron crab. The issue I have with all those cards is that it takes a few turns to get the full value of mill out of them, and I feel like we just can't afford being that slow. Like I play fraying sanity and maybe I mill 6-12 that turn if I have one of those those other things out, and I'll do more on the following turns, but potentially mills nothing the turn it comes out. Compare that to Mind Funeral, which in my build regularly mills 15+ when I cast it, which is important for the many games where I need to get'em dead as quickly as possible. U/B mill just doesn't have as much time to set up as they pretend too. Fraying sanity also promotes a line of play where you don't play your sorcery mill spells in your opening hand if you having fraying sanity to try to get max value. It does get around leyline of sanctity and counterspells, and I might be underestimating the clock it puts out but that's not my gut.


      Oboro is too cute. When I have a crab, the issue is often getting my lands in play before they kill it, not missing a land drop. Again, it's just too slow, and requires you have a crab in play during a super long game, which is not what I really want in that spot. I'd rather play a more impactful utility land like field of ruin, shelldock aisle, or nephalia drownyard if I wanted more cards for that spot.


      I have to do some more experimenting with the recursive mill cards to see if they are better than I assume they are, but i think my list does a little better in a tournament than these usually because all my cards do something immediately, not over time, and I like that deck design philosophy when mill in general already feels like your kinda not doing anything with your spells until their dead.
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