I imagine what the deck is going to have to consist of for multiplayer is a big early game defense, as mentioned above.
Small critters with Deathtouch or Fog Bank type stuff would be good. Let's do this!
Defense:
Fog Bank
Baleful Strix (also card draw)
Propaganda
I mean, my phenax lantern-control build was strong enough that it won most of the games I played it in (mostly to concessions) even with everyone aligned against me, and people hated it enough that I decided to disassemble it. So yes, Phenax can be powerful. Although YMMV, if you're in a super competitive meta you'd probably have a harder time.
Loads of people have built phenax mill decks. It's by no means "crazy". Sure, it's not a top-tier deck, but then, few things are.
I don't have to be the most original in the world, obviously, if you run Phenax, you're probably milling. Lol. However, it's definitely out of the ordinary to see a EDH Mill deck... At least as far as what I've come across thus far. I do like EDH because it has that old school, build up and brawl out vibe to it. I was even considering doing a Rat EDH deck. I'm pretty unfamiliar with black right now, but I was going to run, uhh, that Gnawer dude whose name escapes me right now. Lol. I'm sure I can mix and match him with some old stuff and have a good ol' time.
Skip to bottom of post to get to the point! Hey guys, I've been playing MTG for about 15 years now. My first deck was from Prophecy, while my cousins rocked Nemesis decks. Well, the point is, that era was probably when I'd say I started... Plus and Minus a few sets, obviously.
Then I'd play and I wouldn't and I would and I wouldn't.
Ill keep it short... First "real" deck (not a precon rework) was Elves, then came mill and direct damage. After years of that, I began really making ridiculous concept decks with cards like Winter Orb, Wheel of Fortune, Sands of Delirium, And Krark's Thumb. (Not together, just giving an example of the types of win conditions). Basically, out of the ordinary stuff, my playgroup mocks me because most of my decks just suck the fun out of everything. Haha.
So, fast forward to about three years ago, maybe more.. and the group sort of died out. I just recently jumped back into and did a draft at my house with, uhh, whatever set introduced Dinosaurs and pirates. What a fantastic concept for a tribe!
Here's the entire point of the thread: My brain doesn't work like it used to. If you'd name a card, I'd think of some old school card to combo with it to make a silly play. I don't have the vast knowledge of the card catalog anymore. Honestly, since probably Innistrad. (Screw vamps!)
Was just wondering about where we are at in the meta (I have no idea if I used that term correctly). I mean, are cards cheap as hell and overpowered like they were in Innistrad, are we artifact based like the days of Mirrodin: Besieged, Are tribes back in style and are any viable to build a fun, successful deck outside of draft?
In the meantime, I'll go search around on newer sets, but was hoping you could all lend some insight as it feels like my interest in the games uniqueness is dwindling as every concept just feels so played out.
After looking around a bit last night and really putting in about 10 minutes of effort (I'm mostly trying to keep up with the times) I think this deck -can- be successful, but maybe only as a 1v1 deck.
If you want a "fun" spin on phenax you could include lantern of insight/field of dreams and relevant tutors, and go lantern control. Doesn't win friends but it's pretty strong.
What would I run with lantern of insight/field of dreams with?
When posting, there's a handy button on the bar above the text box that links cards. So instead of typing them out, you can just do this: Phenax, God of Deception.
Thanks for the tip on posting, I actually just copied and pasted from an old text file, but I'm sure I'll use that in the future!
The goal would be to mill them out.. Which means, of course, I'm going to need a serious defense.
I'm just so bored with all off my decks and the new stuff doesn't interest me, EDH, however, has an old school feel to it. I was also toying with a rat deck, but my gimmick is ridiculous win conditions. I will have some of the combos in the deck, but I also don't want to just combo out and ruin the game every time.
Im trying to do something crazy. I'm attempting a multiplayer mill EDH deck off of Phenax, God of Deception.
I stopped playing for about a year and now I am super out of the loop. I found this text file on my computer which was an initial plan to build. Im going to post it here, and just let you guys spitball some ideas with me. I appreciate it!
Thanks!
MILL:
Creatures that mill:
Mirko Vosk, Mind Drinker- 3c u,b (mind funeral)
Nemesis of Reason – 3c u, b (attacks, top 10 mill opp)
Consuming Aberration – 3c u, b, (power/tough- all opp gy. Opp mills until land when u cast)
Drowner Initiate – Cast blue spell, pay 1, mill 2 (1u)
Hedron Crab – 1u Landfall mills 3
Duskmantle Guildmage – 1u,1b (1c,1u,1b card in opp GY they lose 1life./2c,u,b opp mill two)
Lazav, Dimir Mastermind – 2u2b – when creature enters opp GY, this copies +hex and ability
Riddlekeeper – 2cU whenever I get attacked you mill two per creature
Echo Mage 1u2u lvl up copy spells
Vedalken Entrancer 3c,u 1utap mill two
Merfolk Mesmerist 1c1u ,utap mill two
Mindeye Drake 4c1u 2/5 flyer, when dies, target player mills 5
Mindshrieker 1c1u, 2c mill 1,this gets +x/+x to that cards mana cost
Rotcrown Ghoul¬ – 4c1u when dies, opp mills 5
Sage's Row Denizen – 2c1u 2/3 when blue creature enters my control, opp mill 2
Other Creatures:
Circu, Dimir Lobotomist- 2c, u,b – play u spell, remove top card from opp game, black too, cant play non land cards with same name
Junktroller – 4c, 0/6 defender, tap, put target card in graveyyard on bottom of library
Mnemonic Wall – 4c 1u, 0/4 defend, enters play return inst/sorc from gy to hand
Mortivore 2c/2b – Power/Toughness = creature cards in all graveyards/ 1b regen
Wight of Precinct Six – 1u1b +1/+1 for each creature in opp graveyard (1/1)
Chainer, Dementia Master – 3c2b – pay 3b pull creature out of graveyard udner your control
Spells that mill:
Mindgrind
Mind Funeral
Archive Trap
Thought Scour
*Induce Paranoia
*Broken Ambitions
*Grisly Spectacle
Vision Charm
Memory Sliuce
Tome Scour
* Psychic Strike
Breaking/Entering
Dreadwaters
Mind Sculpt
Paranoid Delusions
Spell Crumble +
Hinder+
+Tunnel Vision
Reito Lantern
Pilfered Plans
Psychic Drain
Traumatize
Enchantments that mill:
Chronic Flooding
Jace's Erasure
Memory Erosion
Sands of Delirium
Mindcrank
+Bloodchief Ascension
Mana Ramp:
Dark Ritual
High Tide
Land:
Nephalia Drownyard
Duskmantle, House of Shadow
Planeswalker:
Jace Beleren
Defense:
Propaganda
Orb of Dreams
Arcane Laboratory
Winter Orb
Resurrection:
Grimoire of the Dead
Animate Dead
Rise from the grave
Small critters with Deathtouch or Fog Bank type stuff would be good. Let's do this!
Defense:
Fog Bank
Baleful Strix (also card draw)
Propaganda
Alright, so I also need card draw... Hm..
I dont know anything about what is already proven, but I could help you spitball otherwise.
Now I just have to look up:
Embalm, aftermath, delirium, madness and externalize.
Edit - looked them up.
Definitely interesting.
I don't have to be the most original in the world, obviously, if you run Phenax, you're probably milling. Lol. However, it's definitely out of the ordinary to see a EDH Mill deck... At least as far as what I've come across thus far. I do like EDH because it has that old school, build up and brawl out vibe to it. I was even considering doing a Rat EDH deck. I'm pretty unfamiliar with black right now, but I was going to run, uhh, that Gnawer dude whose name escapes me right now. Lol. I'm sure I can mix and match him with some old stuff and have a good ol' time.
Hey guys, I've been playing MTG for about 15 years now. My first deck was from Prophecy, while my cousins rocked Nemesis decks. Well, the point is, that era was probably when I'd say I started... Plus and Minus a few sets, obviously.
Then I'd play and I wouldn't and I would and I wouldn't.
Ill keep it short... First "real" deck (not a precon rework) was Elves, then came mill and direct damage. After years of that, I began really making ridiculous concept decks with cards like Winter Orb, Wheel of Fortune, Sands of Delirium, And Krark's Thumb. (Not together, just giving an example of the types of win conditions). Basically, out of the ordinary stuff, my playgroup mocks me because most of my decks just suck the fun out of everything. Haha.
So, fast forward to about three years ago, maybe more.. and the group sort of died out. I just recently jumped back into and did a draft at my house with, uhh, whatever set introduced Dinosaurs and pirates. What a fantastic concept for a tribe!
Here's the entire point of the thread: My brain doesn't work like it used to. If you'd name a card, I'd think of some old school card to combo with it to make a silly play. I don't have the vast knowledge of the card catalog anymore. Honestly, since probably Innistrad. (Screw vamps!)
Was just wondering about where we are at in the meta (I have no idea if I used that term correctly). I mean, are cards cheap as hell and overpowered like they were in Innistrad, are we artifact based like the days of Mirrodin: Besieged, Are tribes back in style and are any viable to build a fun, successful deck outside of draft?
In the meantime, I'll go search around on newer sets, but was hoping you could all lend some insight as it feels like my interest in the games uniqueness is dwindling as every concept just feels so played out.
(All my gameplay is casual)
Thanks!
Thoughts/Feelings?
What would I run with lantern of insight/field of dreams with?
Thanks for the tip on posting, I actually just copied and pasted from an old text file, but I'm sure I'll use that in the future!
The goal would be to mill them out.. Which means, of course, I'm going to need a serious defense.
I'm just so bored with all off my decks and the new stuff doesn't interest me, EDH, however, has an old school feel to it. I was also toying with a rat deck, but my gimmick is ridiculous win conditions. I will have some of the combos in the deck, but I also don't want to just combo out and ruin the game every time.
Thanks.
I stopped playing for about a year and now I am super out of the loop. I found this text file on my computer which was an initial plan to build. Im going to post it here, and just let you guys spitball some ideas with me. I appreciate it!
Thanks!
MILL:
Creatures that mill:
Mirko Vosk, Mind Drinker- 3c u,b (mind funeral)
Nemesis of Reason – 3c u, b (attacks, top 10 mill opp)
Consuming Aberration – 3c u, b, (power/tough- all opp gy. Opp mills until land when u cast)
Drowner Initiate – Cast blue spell, pay 1, mill 2 (1u)
Hedron Crab – 1u Landfall mills 3
Duskmantle Guildmage – 1u,1b (1c,1u,1b card in opp GY they lose 1life./2c,u,b opp mill two)
Lazav, Dimir Mastermind – 2u2b – when creature enters opp GY, this copies +hex and ability
Riddlekeeper – 2cU whenever I get attacked you mill two per creature
Echo Mage 1u2u lvl up copy spells
Vedalken Entrancer 3c,u 1utap mill two
Merfolk Mesmerist 1c1u ,utap mill two
Mindeye Drake 4c1u 2/5 flyer, when dies, target player mills 5
Mindshrieker 1c1u, 2c mill 1,this gets +x/+x to that cards mana cost
Rotcrown Ghoul¬ – 4c1u when dies, opp mills 5
Sage's Row Denizen – 2c1u 2/3 when blue creature enters my control, opp mill 2
Other Creatures:
Circu, Dimir Lobotomist- 2c, u,b – play u spell, remove top card from opp game, black too, cant play non land cards with same name
Junktroller – 4c, 0/6 defender, tap, put target card in graveyyard on bottom of library
Mnemonic Wall – 4c 1u, 0/4 defend, enters play return inst/sorc from gy to hand
Mortivore 2c/2b – Power/Toughness = creature cards in all graveyards/ 1b regen
Wight of Precinct Six – 1u1b +1/+1 for each creature in opp graveyard (1/1)
Chainer, Dementia Master – 3c2b – pay 3b pull creature out of graveyard udner your control
Spells that mill:
Mindgrind
Mind Funeral
Archive Trap
Thought Scour
*Induce Paranoia
*Broken Ambitions
*Grisly Spectacle
Vision Charm
Memory Sliuce
Tome Scour
* Psychic Strike
Breaking/Entering
Dreadwaters
Mind Sculpt
Paranoid Delusions
Spell Crumble +
Hinder+
+Tunnel Vision
Reito Lantern
Pilfered Plans
Psychic Drain
Traumatize
Enchantments that mill:
Chronic Flooding
Jace's Erasure
Memory Erosion
Sands of Delirium
Mindcrank
+Bloodchief Ascension
Mana Ramp:
Dark Ritual
High Tide
Land:
Nephalia Drownyard
Duskmantle, House of Shadow
Planeswalker:
Jace Beleren
Defense:
Propaganda
Orb of Dreams
Arcane Laboratory
Winter Orb
Resurrection:
Grimoire of the Dead
Animate Dead
Rise from the grave