Fractured Sanity UUU
Sorcery
Each opponent mills fourteen cards.
Cycling 1U(1U, Discard this card: Draw a card.)
When you cycle Fractured Sanity, each opponent mills four cards. The body grows stronger under stress. The mind does not.
Fractured Sanity: is strong in a "Burn-Mill" deck because it allows to play a color different from B (for Glimpse the Unthinkable) and the Cycling cost & effect is good.
It is also immune to some hate because it doesn't target...
===> good card and good design!
Now a Modern UW build for Path to Exile (and some other utilities) is possible.
In what universe? If you build a deck like that, and ever draw that hand, I will personally come to wherever you live, perform complicated acts of awestruck ********, then disembowel myself to escape the world that allowed something like this to occur and validate you.
With the words, "each opponent," this card is probably more useful for Commander/EDH decks than Modern, where milling is a difficult strategy, since most existing mill cards only affect one opponent. I'll probably have to investigate this card for the Anowan, the Ruin Thief commander deck.
On average, how many cards does Mind Funeral mill in comparison?
Assuming 40% lands as an average(24 in 60 cards, 39-40 in 99), 10 on average. 20 in 60 (33 in 99) would give 12. Getting 14 takes 17 in 60 (28 in 99) lands. Of course, this changes once fetchlands are involved, so take it with a grain of salt.
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From https://twitter.com/manoah_mtg?lang=en
First time trying to create a spoiler thread.
Text version:
Fractured Sanity
UUU
Sorcery
Each opponent mills fourteen cards.
Cycling 1U (1U, Discard this card: Draw a card.)
When you cycle Fractured Sanity, each opponent mills four cards.
The body grows stronger under stress. The mind does not.
So this is the hint about "four" and "fourteen".
I do wish it didn't specify an opponent
It is also immune to some hate because it doesn't target...
===> good card and good design!
Now a Modern UW build for Path to Exile (and some other utilities) is possible.
This is actually pretty powerful. The triple blue probably rules it out for decks that really benefit from self-mill.
Assuming 40% lands as an average(24 in 60 cards, 39-40 in 99), 10 on average. 20 in 60 (33 in 99) would give 12. Getting 14 takes 17 in 60 (28 in 99) lands. Of course, this changes once fetchlands are involved, so take it with a grain of salt.