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got an idea from a deck in the Duels of the Planeswalkers game. looked around at some better and more efficient cards and this is what i came up with. i tried to keep casting costs to a minimum to increase playability. so most spells only cost 1-4 mana. recently did an overhaul on the deck and it seems to move much quicker now. open to suggestions!
i try to get out a hedron crab or two as fast as possible, then follow up with a fog bank, reliquary tower, or a few mill spells and then jace if possible. play my draw cards to get what i need out of the deck ASAP or use jace's archivist to dump a crap hand. devastation tide is useful to bounce creatures back in preparation for archivist. cast evolving wilds and terramorphic expanse when my need for land isn't extremely high or its the only option. Archive trap deck search spells like farseek and the like(very popular around my area). basically just mill till you deck 'em =)
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Traumatize is bad. By the time you can cast it it almost never hits for a worthwhile amount. Fetchlands are awesomeeeee for hedron crab. Even if you don't want to sink the cash into the pay 1life look for an island and something else duals, evolving wilds still works great even in mono color. Thins the deck, and with the crabs out every one is a 6 mill.
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Hadn't even thought of it. Will be making those changes!
Like said, Traumatize seeems nice, but it isn't. 2x on 60 cards it means one every 15 cards, and we say like 7th-8th turn. So the opponent have like 45 cards: Traumatize discard 22 cards. BUT: this is a mill deck, so the oppo doesnt have 45 cards. maybe on turn 7 he will have a lot of cards less (Eg: crab turn 1 and a land every turn: 3*6 = 18 cards less. with 2 crabs it's: 3*6 + 3*5 = 22 cards less and without counting the other). We say like 30 cards less on turn 8. So Traumatize will act and the oppo discard the half of 15 cards: 7 cards. It will really worth 5 mana? Take out traumatize, font of mythos, spell pearce, and increasing confusion. (yes i'm serious). Take in:- Dream Twist,- Memory Sluice,- Tome Scour,- Visions of Beyond (for drawing)If remain space, put in some bouncer ( maybe 2 Devastation Tide and some unsummon) Hope it helps. :D
You make a very good point on traumatize. But really on increasing confusion? I use it as a small mill at first then wait for the chance to is it as a big spell when it can't be countered...
With this deck you have to win ASAP. Don't make plans for turn 10 or more... i think you should win to turn 5-8 ..... So. Now math-time.eg at turn 3 and 4 w Increasing Confusion (IC) vs Dream Twinst (DT) (tome scour works still better)3° ----> IC: 2 + U, mills 2 cards4° ----> IC: 3 + U (flashback), mills 6 cardsTotal: 6+2=8 cards milled at turn 4, using all mana.3° ----> DT: Ux3, mills 3x3 = 9 cards4° ----> DT: 1Ux2, mills 3x2 = 6 cardsTotal: 9+6 = 15 cards milled at turn 4, using all mana.This suppose to have at least 3 Dream twist in hand, but if you consider Dream Twist, Tome Scour and Memory Sluice as one type cards (drop 1 and 3 or more cards mills, in facts they mills 4 cards on average), the stats say: 4x3 = 12 cards drop1 on 60, that is 1 every 5 cards, on turn 4, you have at least 2 in your hand, while increasing confusion is one every 7.5 cards.Better if you consider mind sculpt (2 for 7 mills, far far better than Dream twist flashback), stats are one card (drop1ish) every 3.75 cards, make turn 4 like 4 cards can mill like 15-20, against Increasing confusion that mills only 12.Eventually, i think is better to put in Dream Twist and Memory Sluice, but you can keep 1 or 2 Increasing confusion for the final blow. ;)
updated the deck using your methods and you we're sooooo right. i hated dream twist but i added thought scour and visions of beyond(so useful) and added the Devastation tides. also added Jace's archivist to dump bad hands and jace to increase draws and maybe shoot off an ultimate if i can manage it. but i usually deck them out in 6-10 turns either way
Crucible of Worlds+Jace's Archivist: Crucible of Worlds is a bit pricey, but worth it. Grindstone+Painter's Servant: Grindstone is a bit pricey, but worth it. buying 2 of each will be about $65 but would make the deck have a couple good tricks that make it more efficient.
Get rid of the Reliquary Towers... You have no use for no max hand size. You should never have more than 7 in your hand with only 4-6 draw spells in the deck and such a low curve. An extra blue source would be more important.You need an answer for Eldrazi/Elixir of Immortality reshuffle or graveyard strategies. Whether it's Jace's Phantasm (instead of fog bank) as an alternate win in case milling is not possible, a Trickbind/Stifle to counter the shuffle effect or Tormod's Crypt to exile the yard in response. The correct choice would be meta specific.The deck would really be improved by getting rid of the Terramorphic/wilds and replacing them with Onslaught/Zendikar fetches although that would be rather expensive... Crucible is definitely a powerful additional as well to combo with the fetch lands and crabs.
Yeah, I am going to side board four surgical extractions for eldrazi decks I love the idea of the real fetch lands and crucible but I don't have the money to do it, you're right about reliquary, it was in there from the old version and I never bothered to pull it