This combo's immediately with enter the infinite right?
That depends on how many cards are in your opponent's library, how many cards are in your library and what order the cards are in your opponent's library, but presumably in most games yes, you should win on the spot if you can resolve the 12 mana sorcery and only have 1 opponent (left).
It seems the Sphinx is actually Alhammarret, Jace's master. So yeah, count on him being our U legendary creature (and the first mono U legendary Sphinx, by the way).
For all the people talking about Nekusar, I think face damage still edges out mill as a win condition by a fair margin, even given the opportunity to mill twice. Besides the fact that face damage is built into the Commander versus one enchantment in the 99.
I like the idea of a higher-impact Jace's Erasure, though. This seems as forced as a mill card is going to be in current Magic.
For those wondering, the probability of your opponent milling two nonland cards that share a color, assuming a monocolored 60-card deck and decent land draws, is about 35%, and that number goes down for decks that use a lot of artifacts. This card is more powerful against aggressive decks and ramp decks, as those decks usually have less lands in them. With a sufficient amount of control and card draw, this card can win games by itself. Add in cards like Altar of the Brood, Jace's Erasure, and Memory Erosion, and all you have to do it stay alive while your opponent's deck is dumped in to the grave.
This is pretty damn good in limited already. Assume your opponent is on the play, and you play this turn 3.
It's a must answer 10-15 turn clock in a core set alone. It's also not a creature, so it is impossible to answer outside white and green. All the set needs is some good blue defensive creautures and I'm sure lots of other cards will have draw a card on it, which just speeds this up.
I bet you the in a months time we come to realise even when they making looting cost six mana we will still use these loot cards. I have to realise core set looters will always see limited play. Even if they make it cost six mana. MARK MY WORDS WE WILL BE LOOTING FOR 6!
That's really strong. Curse of the Bloody Tome saw plenty of sideboard play and this is much better. You gain the same effect and you get an extra proc whenever you draw a card - which, in a blue control, happens a lot. Imagine this thing with a Jace, the Mind Sculptor on the board - even without any other draw, that's a 5-6 turns clock. And, of course, you will gain plenty of other draw with the Jace on the board. Or, say, Sphinx's Revelation - this would've been a beastly finisher in such deck. If there is a sluggish blue control, this will see some major play.
Can't take the credit, saw someone else say it on facebook earlier today, but Dark Deal & Waste Not seem like good cards to pair with this one... Granted, T2 Waste Not into T3 Sphinx's Tutelage into T4 Dark Deal is slooooooooooow, but you'd get some serious CA on that T4 and could mill them pretty fast, especially if you can make them draw to refuel their hand for late game Dark Deals with cards like Dictate of Kruphix or Master of the Feast. Also seems to pair well with Avaricious Dragon. Opponent mills minimum 4 per turn assuming you have no other form of card draw.
I'm not sure about this cards viability in constructed, but in limited it's going to be pretty annoying.drop this turn 3 and watch it go. Seems like fun.
This is going straight into my Prime Speaker Zegana EDH deck. Another win com that's going to be hard to deal with.
I don't know why it costs 3 mana but it's ok. If it cost two it would have been a pleasant upgrade of erasure to see but instead we get a higher cmc for the ability to mill another two if they share a colour. Great against monocolour edh but terrible for every other deck.
The extra mana in the casting cost gains you the following over jace's erasure:
1) An extra card milled per card drawn every time
2) A chance to mill two or more additional cards per trigger
3) An admittedly expensive looting effect which self triggers the enchantment.
I bet you the in a months time we come to realise even when they making looting cost six mana we will still use these loot cards. I have to realise core set looters will always see limited play. Even if they make it cost six mana. MARK MY WORDS WE WILL BE LOOTING FOR 6!
At that late in the game, having the ability to trade the land you held onto bluffing a spell into what might be an actual spell seems great to me. It not being repeatable at any great frequency is fine. Especially if it is bringing you closer to victory just by happening.
Cross-posted:
It's a Curse of the Bloody Tome with minor differences.
Cons:
Starts 1 turn slower
Pros:
Same-color text
Synergy with draws
Looter ability
Curse wasn't good enough unless you had substantial other support, although it also had to contend with the issue that you would sometimes hit an opponents Travel Prep and they would kill you with it.
Even vs a deck with 16 land, 16 of one color, and 8 of another (which is pretty much the best realistic case for it in limited) you will only get the bonus 20% of the time (.4^2+.2^2) with makes the expected number of cards milled 2.5
Vs a more realistic deck of say, 17 land, 3 artifacts/splash cards, 12 of one and 8 of the other you get .3^2+.2^2=.13 chance to repeat, for ~2.3 cards milled in expectation. So the grindstone text makes it worth maybe 6/5ths of a Curse. Therefore it makesup for the slower start after around 5 turns, which most curses were active for, so even without the draw benefits or looter ability it is very close to Curse.
Between Weave Fates and the looter ability you can expect to draw around 3-4 extra cards if the game goes long, for 7-10 extra cards milled.
Despite how slow it is, the looter ability does provide some real value, so this is probably a fine card in a slowish deck, or to sideboard in a slowish matchup, or very strong in 2HG, especially if there is a mill card at common.
However, it still suffers from some serious issues. It costs three mana to not materially impact the board, so it is weak on curve if your opponent has a board presence. But it is also has a muted effect for every turn after three that you play it, so it is awkward off curve and a horrendous topdeck. In quadrant theory, it is at its best, which is not great, when developing, okay when at parity, and bad when ahead or behind.
Whether or not this is a reasonable main deck card depends a lot on the speed of the format.
Edit: The fastest reasonable kill with Grindclock is when your opponent draws 3-4 extra cars, and you spend five turn charging and five turns Grinding for 25 cards milled. Tutelage starts two turns slower on curve, (since the clock comes out one earlier and has "haste") so for it to have milled 25 cards by the same time you need 10-11 triggers->2-3 extra draws.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
Really? This is... not exactly a hugely reliable mill card, at a cmc that is a little late to start milling an opponent as a win condition, with a looting ability that has such a high cost it can almost be ignored. I guess it's just for limited.
Are you aware drawing more cards triggers this ability per instance of draw?
I mean its not necessarily good in Legacy but stuff like Brainstorm+This = minimum 6 cards milled. Not to mention the draw step each turn over time this adds up quite a bit. It also does more work in a mill deck than any other deck since those decks usually run stuff like Howling Mine and Temple Bell type cards which means if you draw 3 cards on your draw step due to 2 mines you will mill them for 6 at minimum.
Barring Obstinate Familiar it looks like it, yes. Playing this in a deck with ETI seems like overkill in more ways than one though.
That depends on how many cards are in your opponent's library, how many cards are in your library and what order the cards are in your opponent's library, but presumably in most games yes, you should win on the spot if you can resolve the 12 mana sorcery and only have 1 opponent (left).
Storm Crow is strictly worse than Seacoast Drake.
I like the idea of a higher-impact Jace's Erasure, though. This seems as forced as a mill card is going to be in current Magic.
Draft my Peasant Cube.
For those wondering, the probability of your opponent milling two nonland cards that share a color, assuming a monocolored 60-card deck and decent land draws, is about 35%, and that number goes down for decks that use a lot of artifacts. This card is more powerful against aggressive decks and ramp decks, as those decks usually have less lands in them. With a sufficient amount of control and card draw, this card can win games by itself. Add in cards like Altar of the Brood, Jace's Erasure, and Memory Erosion, and all you have to do it stay alive while your opponent's deck is dumped in to the grave.
It's a must answer 10-15 turn clock in a core set alone. It's also not a creature, so it is impossible to answer outside white and green. All the set needs is some good blue defensive creautures and I'm sure lots of other cards will have draw a card on it, which just speeds this up.
My wife was on MTV with this video.https://www.youtube.com/watch?v=BUutIZg2EpU
Currently Playing:
Retired
Modern - UG Mana Denial GU
. . . . . . .
WBG Melira Pod GBWCommander - BR Olivia Voldaren RB Vampire Tribal
. . . . . . . . . WUB Sharuum the Hegemon BUW Not-Broken Artifact Midrange
. . . . . . . . . WUG Rafiq of the Many GUW Voltron
. . . . . . . . . . .UB Oona, Queen of the Fae BU No-combo Tempo-Mill
. . . . . . . . . WUB Oloro, Ageless Ascetic BUW Pillow Fort
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
This is going straight into my Prime Speaker Zegana EDH deck. Another win com that's going to be hard to deal with.
The extra mana in the casting cost gains you the following over jace's erasure:
1) An extra card milled per card drawn every time
2) A chance to mill two or more additional cards per trigger
3) An admittedly expensive looting effect which self triggers the enchantment.
That is a lot of upside for 1.
At that late in the game, having the ability to trade the land you held onto bluffing a spell into what might be an actual spell seems great to me. It not being repeatable at any great frequency is fine. Especially if it is bringing you closer to victory just by happening.
It's a Curse of the Bloody Tome with minor differences.
Cons:
Starts 1 turn slower
Pros:
Same-color text
Synergy with draws
Looter ability
Curse wasn't good enough unless you had substantial other support, although it also had to contend with the issue that you would sometimes hit an opponents Travel Prep and they would kill you with it.
Even vs a deck with 16 land, 16 of one color, and 8 of another (which is pretty much the best realistic case for it in limited) you will only get the bonus 20% of the time (.4^2+.2^2) with makes the expected number of cards milled 2.5
Vs a more realistic deck of say, 17 land, 3 artifacts/splash cards, 12 of one and 8 of the other you get .3^2+.2^2=.13 chance to repeat, for ~2.3 cards milled in expectation. So the grindstone text makes it worth maybe 6/5ths of a Curse. Therefore it makesup for the slower start after around 5 turns, which most curses were active for, so even without the draw benefits or looter ability it is very close to Curse.
Between Weave Fates and the looter ability you can expect to draw around 3-4 extra cards if the game goes long, for 7-10 extra cards milled.
Despite how slow it is, the looter ability does provide some real value, so this is probably a fine card in a slowish deck, or to sideboard in a slowish matchup, or very strong in 2HG, especially if there is a mill card at common.
However, it still suffers from some serious issues. It costs three mana to not materially impact the board, so it is weak on curve if your opponent has a board presence. But it is also has a muted effect for every turn after three that you play it, so it is awkward off curve and a horrendous topdeck. In quadrant theory, it is at its best, which is not great, when developing, okay when at parity, and bad when ahead or behind.
Whether or not this is a reasonable main deck card depends a lot on the speed of the format.
Edit: The fastest reasonable kill with Grindclock is when your opponent draws 3-4 extra cars, and you spend five turn charging and five turns Grinding for 25 cards milled. Tutelage starts two turns slower on curve, (since the clock comes out one earlier and has "haste") so for it to have milled 25 cards by the same time you need 10-11 triggers->2-3 extra draws.
Interested in Custom Card Creation.
My Cube:Cardinal Custom Cube
A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).
Regardless, I like this way more than I should and it doesn't even affect the board.
Older Magic as a Board Game: Panglacial Wurm , Mill
He's from Vryn, actually.
Probably Alhammarret, Jace's mentor.
Are you aware drawing more cards triggers this ability per instance of draw?
I mean its not necessarily good in Legacy but stuff like Brainstorm+This = minimum 6 cards milled. Not to mention the draw step each turn over time this adds up quite a bit. It also does more work in a mill deck than any other deck since those decks usually run stuff like Howling Mine and Temple Bell type cards which means if you draw 3 cards on your draw step due to 2 mines you will mill them for 6 at minimum.
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