Mesmeric Voyage

by Dankirk on 03 June 2015

Main Deck (60 cards)

Sideboard (13 cards)

Creatures (1)


Sorceries (3)

Instants (5)


Land (4)

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Deck Description

A casual mill deck with a lot of group-hug land search.

A lot of group-hug land search to trigger Archive Trap and Hedron Crab, to ramp for X spells and to thin out lands from opponents deck, so Mind Grind/Funeral hit harder. Due to lack of permanents, Mesmeric Orbs should hit opponent harder. Crypt Incursion is here to keep you alive, since there's not much else to stop the opponent.

The new Field of Ruin is a candidate for switching out Ghost Quarter, but currently I feel I'm getting more out of the Quarter. It's cheaper, can hit any land, which is nice for repeated use with Ramunap Excavator. They can refuse the search each time, but that just means they'll be losing a land each turn, besides I've got Collective Voyage for forced search. I could potentially make Field of Ruin a mana ramp, but there's plenty of mana going around anyway. Maybe if I added more mana sinks, such as Mind Grind?

Got any suggestions for improvements? Want to keep the Johny-ish mechanics and synergies in it, but otherwise any ideas are welcome.

Deck Tags

  • Mill
  • Landfall

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0218011

Deck Format


Legacy

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Mesmeric Voyage

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