I made some changes before playing in the tournament as I was playtesting until an hour before. The Ravenous Trap mainboard is the solution to tron reshuffle effects which can be snapcastered again if needed twice.
I finished X-1-2 in the tournament. Both my losses were to JUND, my draw was against tron (first game win too) - we ran out of time. My highlight was beating one of the best players in Austin, a close to pro player. He was playing splinter twin (non-pod version) and I milled him out. It was awesome!!
The deck is incredibly fun to play, it's so awesome once you play an active Visions of Beyond.
I do think the build I played is really weak to Jund and I'm not sure how to make it better. The 8 fetch lands make the crabs amazing - guaranteed 6 cards milled minimum - BUT against Jund I found myself in the awkward position of deciding whether to take 3 to cast manaleak on a Tarmogoyf or Dark Confidant. My only sideboard option against Jund was surgical which was not very good in my opinion.
One idea I have is Rest in Peace it makes Tarmogoyf a 0/1 and Deathrite Shaman is also hosed. It also takes care of lingering souls. The problem is, that would require that I take out snapcasters and they are very useful for blocking their creatures - namely Bloodbraid Elf.
SIdeboard plan for Jund: Wurmcoil and/or batterskull. Rest in peace makes sense also. Unfortunately, there are no real silver bullets vs jund, which is why the deck is so annoying. Lifelink and big toughness is the best you are going to get. Cockblock wall also might be ok actually (i.e. wall of denial)
Leyline..I have cryptics, but maybe not enough SB slots devoted to dealing with it. Hard to come by in Blue and Black...I'll have to think about this more.
If you are going to play esper, I would suggest Esper Charm.
The conundrum...are fecthes + crabs worth the lifeloss and making their removal active again? Hard to say.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current favorite decks:
Standard
Blows
Modern BWUTeachingsBWU GUGU TempoGU WLifeW RWValakut ControlRW UBModern MillUB
Legacy UMUCU BPoxB BWRTokensBWR
Pauper UBGRW Domain UBGRW
Vintage RVise-Burn!R
"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
I'm going to try a B/U build now without hedron crab. I think against white leylines the plan will be bounce+counter with Into the Roil or simply Cryptic followed by Spell Pierce/Negate. Looking at the mtgo daily's I'm not seeing leylines very often so it's probably not worth going a 3rd color for that sole purpose.
I can't believe Mesmeric Orb has not been mentioned on this thread until now - a turn 2 orb will mill more than any other card. It's exactly what this deck needed. After numerous matches I've settled on the following deck. I returned to white after trying U/B for a while, Path and Hedron Crab are just too good and the sideboard is so much stronger with white.
The deck needs some sort of disruption or defense in order to win (at least win more). I found that 4 mana cost cards like wraths and cryptic command come too late as this deck wins faster now almost like a burn deck. I tried numerous cards such as Remand, Mana Leak, and Wall of Omens. Then I tried Inquisition of Kozilek and found it was WAY more effective. No matter what deck you play against it is a perfect turn 1 play. That also evened out the curve with seven 1 drops and eight 2 drops.
You may wonder why I play 24 land - mainly for hedron crab, but also to be able to hardcast Archive Trap which is a very common finishing play against a good player which won't let you get very many of them in for free. It's very common for me to hold fetch lands in hand if I already have 3 lands in play in case I draw a crab.
As far as the sideboard, the all star has been Spellskite against twin, infect, and burn. I was running surgicals in the sideboard, but they are good against almost all the most important matchups - Jund, Pod, Storm, Robots, Twin. It's really only bad against Infect.
The first cards that I look to side out are the surgicals, trapmaker's snares, ghost quarter, and detention spheres. I always try to keep the rest of mill intact.
The deck is so much fun to play - give it a try. It naturally wins against any kind of Pod especially with the surgicals in main and Pod is becoming more popular than Jund now it seems. It's also quite entertaining to play against the lifegain deck.
Also - Surgical Extraction does not trigger Archive Trap. I wanted to mention that on this thread as early on people were saying it or Extirpate does. You search their library, they don't.
As far as the sideboard, the all star has been Spellskite against twin, infect, and burn. I was running surgicals in the sideboard, but they are good against almost all the most important matchups - Jund, Pod, Storm, Robots, Twin. It's really only bad against Infect.
Spellskite should be pretty powerful vs Infect, just change the targets of their pump to Spellskite.
Private Mod Note
():
Rollback Post to RevisionRollBack
You like Super Smash Bros.? Melee or Brawl? Check this out! http://projectm.dantarion.com/
It's an updated version of Brawl into an epic, new game.
Plus you can protect it with counters. I can't see it going off before T4 which should make wizards happy. The problem with traditional mill is the speed combined with having to deal with Emrakul and other graveyard cards.
Combo versions should probably have its own thread.
Private Mod Note
():
Rollback Post to RevisionRollBack
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
@jonboyjon consider Mesmeric Orb. Your opponent will mill a card everytime they tap anything including their lands. It's inexpensive too. You're also missing ghost quarters to activate archive traps. I'd play smother and even doom blade over ultimate price it can't hit artifacts or multicolored. One blade splicer and all your removal is a blank.
Now that more and more tron is beeing played..how do you handle emrakul and such cards ?
also, storm matchup should be pretty bad as he will just hug you for all the cards in his graveyard right ?
Yeah, I think you really have to run 4+ of either extirpate or surgical extraction. If you can extirpate a past in flames or gifts ungiven, their deck should slow down majorly. Or you could also take out whatever storm card they're using. Grapeshot or whatever.
The hard part about that is actually milling those cards before their deck goes off. You'll most likely end up mana leaking something important first, and then extracting that asap.
@chrupson it looks like a good start except for deathrite shaman and jaces. You can't activate the lifegain ability for the shaman so for this deck it is nothing more than a birds of paradise that is inconsistent.
Cards I would recommend instead are Cryptic Command, Mesmeric Orb, Remand, and/or wraths.
No one seems to understand how much Mesmeric Orb will mill. I can see why though, I didn't realize how powerful it is until I tried it. It mills 10+ cards very consistently throughout the course of a game for only 2 colorless mana. I have won numerous games solely with an early orb in play and 1 other mill source. It also makes snapcaster mage a lot better because it mills you as well.
Problem with Isochron is that it uses Instants taht cost two or less. You can not imprint Glimpse because it's a sorcery. I hope every one is reading their cards.
I might try the Mesmeric Orb, it will mill, the only problem is that it will be mutually destroying which I have not been a fan of. But if you can make it work, why not?
And yeah the Eldrazi are a pain to have to deal with aside from traps or certain two mana Enchantments that remove any cards put into the graveyard from the game instead. Hint hint, nudge nudge.
I really like this new direction. The first thing that come to my mind was "No Archive Trap??". But now that I think about it, this deck seems really solid. I love how Guildmage, Mindcrank AND Apostle's Blessing can all be fetched with Muddle. I'd add Shred Memory, as 2-more tutors that are not completely useless.
Edit: Meh you lose for Slaughter Games. And there are no good alternatives. Me sad right now.
Private Mod Note
():
Rollback Post to RevisionRollBack
Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
I think the decks could go for a more controlling approach because Duskmantle + Mill can kill really quickly anyway. Another option is to keep the Duskmantles and Jace's Phantasms in the board and put them in after all their removal have been sided out.
Just a more traditional UB control list with Duskmantle, Archive Trap and Jace M as the finisher.
And a little run down explaination for all my cards.
Snapcaster Mage - It is only in as a 3-of because it is mainly a reuse a spell card. I know it doesn't work with the Achive Trap's Trigger for 0 but it still holds purpose giving me extra mileage out of every spell in my deck. Hell paying 4UUU come end game is worth it in my opinion for mill 13 but if you can count your opponent's lands you can see how far Mind Funeral will get you, they have to have three lands left for a mill-kill.
I think everyone in this thread is ignoring the signifigance of being able to clear the board and slow the pace down. "But I almost had him milled. He was dead next turn." That does no mean add more mill it means add more kill!
3 Liliana of the Veil - This card has plenty offer besides being just a 3 mana Edict effect. Forcing the opponent to play out more threats or lose cards in hand is something you should be able to plan and play around. Snapcaster allows for you to make use of some of your pitched spells, even removal which is hard to come by. Overall if you can -2, +1, -2 on Liliana and not waste her on tokens then she essentially paid for herself and probably saved you your life.
4 Path to Exile - PtE is a simple and effective white removal for the format and it's hard not to accept. It makes splashing white a very reasonable concept for the deck and gives ways to stall out opponents. If they know you are playing mill, come game two or by some murmurs in the crowd then PtEing a creature will give opponents a pause on fearing the Trap. Good opponent's won't care and chance it and fetch the land but again that makes it a two card, 14 mill combo (considering the missing land from the deck.)
3 Damnation - Reason to be UB and for good reason. Not much can live through this card and the mana for it's white counterpart would be more difficult to play. Message here: wipes the board, 2-1 or 3-1 or better. You need this card. Why three though? I feel that it is a dead card in match-up that we might lose game one to, Emurakul being one that is almost a wash.
Playing Counterspells gives us a way to keep threats from appearing and hold the ground while we push through for damage. You need these to help keep the what threats you can off the board and let only minor threats or ones you can catch with a board wipe go through.
4 Mana Leak - Simple, powerful. It is always a good spell to have. I can't explain how good it is to have. I simply can't.
4 Spell Snare - This card may seem a little odd so I'll give explainations for it. The annoying and powerful two drops are still here in the format, Dark Confident and goryf amoung them. This spell gives us that on the draw chance to stop them from rolling over us if we fail to draw removal in time. It's a chance and meta card but I feel it is in a good spot for the deck as a 4 of.
3 Cryptic Command - This card is the nuts but really expensive and hard to cast sometimes, which is the reason for allocating it to a 3-of spot. The card has plenty of utility. Counter a spell and draw a card is simple and easy way to take over the control and combo matches. Counter a spell and bounce a card is great for regaining board position and control. Tap out their critters and draw a card, gives a better chance for a hail mary. Remember those times you were one turn short from milling them? Well this card could help with that.
Hey need to control the board? Then trading cards with an opponent won't work without some draw power.
3 Esper Charm - When I play WUB I almost always feel I should include this baby. Being able to draw 2-1 at instant speed is fair and strong and enchanment removal is a decent help should you encounter Leyline of Sanctity in a game or the like. The kicker for this is it can shut down an opponent's draw. If they are at one card in hand, cast this at the end of their draw step. Instant speed discard two is VERY strong.
3 Visions of Beyond - Draw three for U. Yeah it's awesome, only if you meet the requirement. We can meet it but not in the first four turns or so. You can cycle it early if you are fearing board pressure for some removal spells because you can always flash it back later with Snapcaster Mage. Yep more synergy. The card is good but you really don't want it until mid and late game.
Bet you thought this was just another control deck until you saw this.
4 Archive Trap - When I saw fetches get enemy colors printed I was happy, when I saw this I only grinned. There are plenty of decks in the format that use fetches and will search. Even late it's a strong play EoT.
3 Mind Funeral - Overall I'm tempted to skimp on this for Glimpse the Unthinkable for more consistency. The card has potential to mill for more than glimpse but at the same time it can mill for less. So letting the opponent fetch a land or two out of his or her deck is profitable. It makes for a less impressive Flashback but overall all it's what I have. I haven't tried to crunch the math for the Funeral but paying 1UB to mill untill 4 land is always gonna be stronger than paying 4UB. I know that may have made me lots of enemies on the thread but again, if you are able to tap out for 5UB or more then more power to you and living so long.
2 Nephilia Drownyard - It doesn't take up much space and can mill if need be. The card deserves a 2 or 1 spot in the deck as far as I'm concerned.
I'll explain the mana base and sideboard more indepth if anyone wishes.
I'm been testing out this build with average to above average results. The goal isn't really to mill out a library, but to mill into a favorable position. Such as:
Turn 1: Jace's Phantasm
Turn 2: Glimpse-Swing for 5-Extract a threat
Turn 3: Swing for 5-Hold open to counter a threat
Here is my take on the modern mill. I haven't really looked that much into the new Gatecrash cards, but I think I might have to, seeing there is at least some cards that could see some play.
I finished X-1-2 in the tournament. Both my losses were to JUND, my draw was against tron (first game win too) - we ran out of time. My highlight was beating one of the best players in Austin, a close to pro player. He was playing splinter twin (non-pod version) and I milled him out. It was awesome!!
The deck is incredibly fun to play, it's so awesome once you play an active Visions of Beyond.
I do think the build I played is really weak to Jund and I'm not sure how to make it better. The 8 fetch lands make the crabs amazing - guaranteed 6 cards milled minimum - BUT against Jund I found myself in the awkward position of deciding whether to take 3 to cast manaleak on a Tarmogoyf or Dark Confidant. My only sideboard option against Jund was surgical which was not very good in my opinion.
One idea I have is Rest in Peace it makes Tarmogoyf a 0/1 and Deathrite Shaman is also hosed. It also takes care of lingering souls. The problem is, that would require that I take out snapcasters and they are very useful for blocking their creatures - namely Bloodbraid Elf.
Anyone else have some thoughts against Jund?
Leyline..I have cryptics, but maybe not enough SB slots devoted to dealing with it. Hard to come by in Blue and Black...I'll have to think about this more.
If you are going to play esper, I would suggest Esper Charm.
The conundrum...are fecthes + crabs worth the lifeloss and making their removal active again? Hard to say.
Standard
Blows
Modern
BWUTeachingsBWU
GUGU TempoGU
WLifeW
RWValakut ControlRW
UBModern MillUB
Legacy
UMUCU
BPoxB
BWRTokensBWR
Pauper
UBGRW Domain UBGRW
Vintage
RVise-Burn!R
"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
Against Jund Wall of Omens, Spreading Seas, and Plumeveil seem like good options. Going to try seas + Plumeveil in my B/U sideboard.
Mind funeral mills 10 on average and costs 3, I think this is better. I will test with it and see.
The deck needs some sort of disruption or defense in order to win (at least win more). I found that 4 mana cost cards like wraths and cryptic command come too late as this deck wins faster now almost like a burn deck. I tried numerous cards such as Remand, Mana Leak, and Wall of Omens. Then I tried Inquisition of Kozilek and found it was WAY more effective. No matter what deck you play against it is a perfect turn 1 play. That also evened out the curve with seven 1 drops and eight 2 drops.
You may wonder why I play 24 land - mainly for hedron crab, but also to be able to hardcast Archive Trap which is a very common finishing play against a good player which won't let you get very many of them in for free. It's very common for me to hold fetch lands in hand if I already have 3 lands in play in case I draw a crab.
As far as the sideboard, the all star has been Spellskite against twin, infect, and burn. I was running surgicals in the sideboard, but they are good against almost all the most important matchups - Jund, Pod, Storm, Robots, Twin. It's really only bad against Infect.
The first cards that I look to side out are the surgicals, trapmaker's snares, ghost quarter, and detention spheres. I always try to keep the rest of mill intact.
The deck is so much fun to play - give it a try. It naturally wins against any kind of Pod especially with the surgicals in main and Pod is becoming more popular than Jund now it seems. It's also quite entertaining to play against the lifegain deck.
Also - Surgical Extraction does not trigger Archive Trap. I wanted to mention that on this thread as early on people were saying it or Extirpate does. You search their library, they don't.
2x Ghost Quarter
1x Nephalia Drownyard
4x Seachrome Coast
4x Darkslick Shores
4x Marsh Flats
2x Evolving Wilds
1x Hallowed Fountain
1x Watery Grave
1x Godless Shrine
2x Swamp
1x Island
1x Plains
4x Hedron Crab
4x Mesmeric Orb
4x Archive Traps
4x Glimpse the Unthinkable
4x Mind Funeral
2x Trapmaker's Snare
Utility/Control 14x
4x Path to Exile
3x Inquisition of Kozilek
3x Visions of Beyond
2x Surgical Extraction
2x Detention Sphere
3x Leylin of Sanctity
3x Rest in Peace
2x Stony Silence
2x Spellskite
2x Supreme Verdict
1x Mindbreak Trap
1x Pithing Needle
1x Disenchant
Spellskite should be pretty powerful vs Infect, just change the targets of their pump to Spellskite.
It's an updated version of Brawl into an epic, new game.
modern mill staple:
http://forums.mtgsalvation.com/showthread.php?t=476000
Now getting serious, this card can see fair amount of play against grinding games.
I think it's a great addition to the 75 cards in mill
Plus you can protect it with counters. I can't see it going off before T4 which should make wizards happy. The problem with traditional mill is the speed combined with having to deal with Emrakul and other graveyard cards.
Combo versions should probably have its own thread.
Yeah, I think you really have to run 4+ of either extirpate or surgical extraction. If you can extirpate a past in flames or gifts ungiven, their deck should slow down majorly. Or you could also take out whatever storm card they're using. Grapeshot or whatever.
The hard part about that is actually milling those cards before their deck goes off. You'll most likely end up mana leaking something important first, and then extracting that asap.
Cards I would recommend instead are Cryptic Command, Mesmeric Orb, Remand, and/or wraths.
No one seems to understand how much Mesmeric Orb will mill. I can see why though, I didn't realize how powerful it is until I tried it. It mills 10+ cards very consistently throughout the course of a game for only 2 colorless mana. I have won numerous games solely with an early orb in play and 1 other mill source. It also makes snapcaster mage a lot better because it mills you as well.
All suggestions are welcomed =D
3x Darkslick Shores
4x Drowned Catacomb
4x Ghost Quarter
3x Island
4x Swamp
4x Watery Grave
3x Duskmantle Guildmage
4x Jace's Phantasm
3x Silent Arbiter
Artifact (2)
2x Tormod's Crypt
Sorcery (13)
2x Damnation
4x Glimpse the Unthinkable
1x Haunting Echoes
2x Mind Funeral
4x Tome Scour
4x Archive Trap
1x Cyclonic Rift
4x Vapor Snag
4x Visions of Beyond
Modern : Huh?
EDH : UBGW Thrasios / Tymna Combo UBGW // GRW Mayael Big Stuff GRW // GU Edric Timewalkers GU
I might try the Mesmeric Orb, it will mill, the only problem is that it will be mutually destroying which I have not been a fan of. But if you can make it work, why not?
And yeah the Eldrazi are a pain to have to deal with aside from traps or certain two mana Enchantments that remove any cards put into the graveyard from the game instead. Hint hint, nudge nudge.
Shadowmage Infiltrator and Dark Confidant are both plain better than that card, at least in Modern.
It's an updated version of Brawl into an epic, new game.
Edit: Meh you lose for Slaughter Games. And there are no good alternatives. Me sad right now.
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Just a more traditional UB control list with Duskmantle, Archive Trap and Jace M as the finisher.
3 Liliana of the Veil
4 Path to Exile
3 Damnation
4 Mana Leak
4 Spell Snare
3 Cryptic Command
3 Esper Charm
3 Vision of Beyond
4 Archive Trap
3 Mind Funeral
3 Hallowed Fountain
4 Marsh Flats
2 Godless Shrine
2 Island
1 Plains
2 Swamp
2 Ghost Quarter
2 Nephilia Drownyard
4 Rest in Peace
4 Blind Obedience
4 Kataki War’s Wage
1 Damnation
1 Esper Charm
1 Liliana of the Veil
And a little run down explaination for all my cards.
Snapcaster Mage - It is only in as a 3-of because it is mainly a reuse a spell card. I know it doesn't work with the Achive Trap's Trigger for 0 but it still holds purpose giving me extra mileage out of every spell in my deck. Hell paying 4UUU come end game is worth it in my opinion for mill 13 but if you can count your opponent's lands you can see how far Mind Funeral will get you, they have to have three lands left for a mill-kill.
Removal Suite
I think everyone in this thread is ignoring the signifigance of being able to clear the board and slow the pace down. "But I almost had him milled. He was dead next turn." That does no mean add more mill it means add more kill!
3 Liliana of the Veil - This card has plenty offer besides being just a 3 mana Edict effect. Forcing the opponent to play out more threats or lose cards in hand is something you should be able to plan and play around. Snapcaster allows for you to make use of some of your pitched spells, even removal which is hard to come by. Overall if you can -2, +1, -2 on Liliana and not waste her on tokens then she essentially paid for herself and probably saved you your life.
4 Path to Exile - PtE is a simple and effective white removal for the format and it's hard not to accept. It makes splashing white a very reasonable concept for the deck and gives ways to stall out opponents. If they know you are playing mill, come game two or by some murmurs in the crowd then PtEing a creature will give opponents a pause on fearing the Trap. Good opponent's won't care and chance it and fetch the land but again that makes it a two card, 14 mill combo (considering the missing land from the deck.)
3 Damnation - Reason to be UB and for good reason. Not much can live through this card and the mana for it's white counterpart would be more difficult to play. Message here: wipes the board, 2-1 or 3-1 or better. You need this card. Why three though? I feel that it is a dead card in match-up that we might lose game one to, Emurakul being one that is almost a wash.
Counter Suite
Playing Counterspells gives us a way to keep threats from appearing and hold the ground while we push through for damage. You need these to help keep the what threats you can off the board and let only minor threats or ones you can catch with a board wipe go through.
4 Mana Leak - Simple, powerful. It is always a good spell to have. I can't explain how good it is to have. I simply can't.
4 Spell Snare - This card may seem a little odd so I'll give explainations for it. The annoying and powerful two drops are still here in the format, Dark Confident and goryf amoung them. This spell gives us that on the draw chance to stop them from rolling over us if we fail to draw removal in time. It's a chance and meta card but I feel it is in a good spot for the deck as a 4 of.
3 Cryptic Command - This card is the nuts but really expensive and hard to cast sometimes, which is the reason for allocating it to a 3-of spot. The card has plenty of utility. Counter a spell and draw a card is simple and easy way to take over the control and combo matches. Counter a spell and bounce a card is great for regaining board position and control. Tap out their critters and draw a card, gives a better chance for a hail mary. Remember those times you were one turn short from milling them? Well this card could help with that.
Draw Suite
Hey need to control the board? Then trading cards with an opponent won't work without some draw power.
3 Esper Charm - When I play WUB I almost always feel I should include this baby. Being able to draw 2-1 at instant speed is fair and strong and enchanment removal is a decent help should you encounter Leyline of Sanctity in a game or the like. The kicker for this is it can shut down an opponent's draw. If they are at one card in hand, cast this at the end of their draw step. Instant speed discard two is VERY strong.
3 Visions of Beyond - Draw three for U. Yeah it's awesome, only if you meet the requirement. We can meet it but not in the first four turns or so. You can cycle it early if you are fearing board pressure for some removal spells because you can always flash it back later with Snapcaster Mage. Yep more synergy. The card is good but you really don't want it until mid and late game.
Mill Suite
Bet you thought this was just another control deck until you saw this.
4 Archive Trap - When I saw fetches get enemy colors printed I was happy, when I saw this I only grinned. There are plenty of decks in the format that use fetches and will search. Even late it's a strong play EoT.
3 Mind Funeral - Overall I'm tempted to skimp on this for Glimpse the Unthinkable for more consistency. The card has potential to mill for more than glimpse but at the same time it can mill for less. So letting the opponent fetch a land or two out of his or her deck is profitable. It makes for a less impressive Flashback but overall all it's what I have. I haven't tried to crunch the math for the Funeral but paying 1UB to mill untill 4 land is always gonna be stronger than paying 4UB. I know that may have made me lots of enemies on the thread but again, if you are able to tap out for 5UB or more then more power to you and living so long.
2 Nephilia Drownyard - It doesn't take up much space and can mill if need be. The card deserves a 2 or 1 spot in the deck as far as I'm concerned.
I'll explain the mana base and sideboard more indepth if anyone wishes.
Turn 1: Jace's Phantasm
Turn 2: Glimpse-Swing for 5-Extract a threat
Turn 3: Swing for 5-Hold open to counter a threat
Invisible Stalker + Curiosity = Win
3x Consuming Aberration
3x Snapcaster Mage
4x Invisible Stalker
4x Jace's Phantasm
Enchantments
4x Curiosity
Instants
4x Mana Leak
4x Surgical Extraction
3x Remand
3x Spell Pierce
4x Glimpse the Unthinkable
Planeswalker
3x Liliana of the Veil
Land
4x Watery Grave
4x Drowned Catacombs
2x Ghost Quarter
6x Island
5x Swamp
3x Pithing Needle
3x Grafdigger's Cage
2x Ghost Quarter
2x Doom Blade
2x Murder
2x Tragic Slip
1x Spell Pierce
4 Drowned Catacomb
4 Misty Rainforest
3 Scalding Tarn
2 Watery Grave
1 Marsh Flats
4 Island
2 Swamp
1 Ghost Quarter
1 Nephalia Drownyard
Creatures: 7
4 Hedron Crab
3 Snapcaster Mage
4 Archive Trap
4 Mana Leak
4 Thought Scour
4 Visions of Beyond
3 Surgical Extraction
Sorceries: 12
4 Glimpse the Unthinkable
4 Mind Funeral
2 Damnation
1 Devastation Tide
1 Haunting Echoes
3 Dismember
3 Wipe Away
3 Leyline of the Void
2 Pithing Needle
2 Spellskite
2 Devastation Tide