sisgosg
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Commander
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{"ops":[{"insert":"\tHi all, local gender ambiguous snow-globe here to talk about my latest concoction of bracket 4 nonsense. I actually played a version of this deck about a year ago, during May 2025, but my pod deemed it too mean and unfair, so I was quickly banished from playing it... until now!\n\n\t"},{"insert":{"card-link":"The Mindskinner"}},{"insert":" has an extremely simple plan that it puts forward during the deck building process. The biggest problem with Mill as a mechanic in commander is that it does not easily scale with the two additional opponents. A lot of mill's support is built with standard in mind, so is primarily single target, and balanced around a 60-card format. In commander, you now have to 300 cards to get through, instead of standard's 60, which is 5x the number of cards to go through. Mindskinner makes this a lot simpler. Let's make it so instead of damage, we deal damage in mill, and to each opponent, oh and a 10-power unlockable, so we mill at least 10 to each opponent each turn. Thus, the goal is clear! We're gonna pump up the Mindskinner, and attack, attack, attack, until we mill everyone!\n\n\tProbably the best way to pump up the Mindskinner while being limited to mono-blue is going to be equipment. Probably the best equipment we can run is going to be double strike enablers, like "},{"insert":{"card-link":"Fireshrieker"}},{"insert":","},{"insert":{"card-link":"Leyline Axe"}},{"insert":" and "},{"insert":{"card-link":"Genji Glove"}},{"insert":" that'll turn 10 mill into 20 mill. Additionally, we have a couple equipment that buff the Mindskinners power itself, such as "},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":" or"},{"insert":{"card-link":"Bonehoard"}},{"insert":" for more mill. Obviously, the Mindskinner is a massive removal magnet, so we have plenty of protection equipment: "},{"insert":{"card-link":"Commander's Plate"}},{"insert":" ,"},{"insert":{"card-link":"Mithril Coat"}},{"insert":" ,"},{"insert":{"card-link":"Champion's Helm"}},{"insert":" etc. The goal is to keep Mindskinner alive and keep him milling. If necessary, we can find neccessary equipment through "},{"insert":{"card-link":"Fabricate"}},{"insert":" but other than that, we pray to the top deck for our equipment. \n\n\tWhile Mindskinner does great on it's own to mill out our opponents, a little bit of help will take it much further. We play a lot of mill enhancers such as "},{"insert":{"card-link":"Fraying Sanity"}},{"insert":" and "},{"insert":{"card-link":"Court of Cunning"}},{"insert":" to speed up the mill, as the longer we take, the higher chance an opponent finds an answer to our silly little mill engine. If need be, we can make multiple mind skinners through cards like "},{"insert":{"card-link":"Nanogene Conversion"}},{"insert":" and "},{"insert":{"card-link":"Helm of the Host"}},{"insert":" to create the mill army. "},{"insert":{"card-link":"Mind Bomb"}},{"insert":" is a favorite here, a cheap one mana spell that either causes our opponents to discard 3, which is nuts, or mill 3 when Mindskinner is out. It's not very optimal, but it's cute, and I like it. \n\n\tThe deck also has plenty of cheap control options counterspells like "},{"insert":{"card-link":"Stubborn Denial"}},{"insert":" and"},{"insert":{"card-link":"Long River's Pull"}},{"insert":" help protect our gameplan. We run a fair amount of removal too, the one mana blue removals such as "},{"insert":{"card-link":"Pongify"}},{"insert":" and "},{"insert":{"card-link":"Rapid Hybridization"}},{"insert":" alongside enchantments like "},{"insert":{"card-link":"Imprisoned in the Moon"}},{"insert":" and "},{"insert":{"card-link":"Unable to Scream"}},{"insert":" to deal with commanders that removal just doesn't handle. "},{"insert":{"card-link":"Spellskite"}},{"insert":" is a great option for protection as well, as we don't need to hold up mana to use it, just needing to use 2 life instead of a blue. \n\n\tNotably, the deck doesn't run a lot of creatures. Like every mill deck ever, we run "},{"insert":{"card-link":"Bruvac the Grandiloquent"}},{"insert":" for the double mill, and the one mana landfall crabs, "},{"insert":{"card-link":"Hedron Crab"}},{"insert":" and "},{"insert":{"card-link":"Ruin Crab"}},{"insert":" for the insane landfall value, but other than that, we don't have a lot of blockers. This is why this deck needs to go so fast, as we usually have only a couple turns to really knock people out before we straight up die to a more aggressive deck. So, mulligan aggressively!\n\n\tThe deck's backup wincon is "},{"insert":{"card-link":"Riverchurn Monument"}},{"insert":" , which for just 6 mana can pretty much win us the game if everyone has over 50 cards in their graveyard and we can protect the win with the deck's control capabilities. To keep the deck from being boring, the only way to find it is through fabricate, or through top decking it with drawing cards, so it's usually best to count on the Mindskinner first, and know this is a back-up. \n\n\n\n"}]}
Burn
Mjölnir, Storm Hammer
When Mjölnir enters, attach it to target legendary creature you control.
Whenever equipped creature attacks, tap target creature defending player controls and put a stun counter on it. Then Mjölnir deals damage to each opponent equal to the number of tapped creatures that opponent controls.
Equip
Whenever equipped creature attacks, tap target creature defending player controls and put a stun counter on it. Then Mjölnir deals damage to each opponent equal to the number of tapped creatures that opponent controls.
Equip
Legendary Artifact - Equipment

Burn
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Copy
Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

Copy
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Draw
Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror

Draw
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Land
Land
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Lifegain
Lifegain
(CTRL to add secondary)
Mill
Court of Cunning
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
Enchantment

Riverchurn Monument
, : Any number of target players each mill two cards. (Each of them puts the top two cards of their library into their graveyard.)
Exhaust — , : Any number of target players each mill cards equal to the number of cards in their graveyard. (Activate each exhaust ability only once.)
Exhaust — , : Any number of target players each mill cards equal to the number of cards in their graveyard. (Activate each exhaust ability only once.)
Artifact

Mill
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Protection
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Pump
Pump
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
Blue Mage's Cane
Job select
Equipped creature gets +0/+2, is a Wizard in addition to its other types, and has "Whenever this creature attacks, exile up to one target instant or sorcery card from defending player's graveyard. If you do, copy it. You may cast the copy by paying rather than paying its mana cost."
Spirit of the Whalaqee — Equip
Equipped creature gets +0/+2, is a Wizard in addition to its other types, and has "Whenever this creature attacks, exile up to one target instant or sorcery card from defending player's graveyard. If you do, copy it. You may cast the copy by paying rather than paying its mana cost."
Spirit of the Whalaqee — Equip
Artifact - Equipment

Recursion
(CTRL to add secondary)
Removal
Ghost Vacuum
: Exile target card from a graveyard.
, , Sacrifice this artifact: Put each creature card exiled with this artifact onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.
, , Sacrifice this artifact: Put each creature card exiled with this artifact onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.
Artifact

Removal
(CTRL to add secondary)
Theft
Arcane Heist
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery

Inevitable Betrayal
Suspend 3— (Rather than cast this card from your hand, pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.
Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.
Sorcery

Theft
(CTRL to add secondary)
Maybeboard
Grimoire of the Dead
, , Discard a card: Put a study counter on Grimoire of the Dead.
, Remove three study counters from Grimoire of the Dead and sacrifice it: Put all creature cards from all graveyards onto the battlefield under your control. They're black Zombies in addition to their other colors and types.
, Remove three study counters from Grimoire of the Dead and sacrifice it: Put all creature cards from all graveyards onto the battlefield under your control. They're black Zombies in addition to their other colors and types.
Legendary Artifact - Book

Jace, the Perfected Mind
Compleated ( can be paid with or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters.)
+1: Until your next turn, up to one target creature gets -3/-0.
−2: Target player mills three cards. Then if a graveyard has twenty or more cards in it, you draw three cards. Otherwise, you draw a card.
−X: Target player mills three times X cards.
+1: Until your next turn, up to one target creature gets -3/-0.
−2: Target player mills three cards. Then if a graveyard has twenty or more cards in it, you draw three cards. Otherwise, you draw a card.
−X: Target player mills three times X cards.
Legendary Planeswalker - Jace

The Tale of Tamiyo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Mill two cards. If two cards that share a card type were milled this way, draw a card and repeat this process.
IV — Exile any number of target instant, sorcery, and/or Tamiyo planeswalker cards from your graveyard. Copy them. You may cast any number of the copies.
I, II, III — Mill two cards. If two cards that share a card type were milled this way, draw a card and repeat this process.
IV — Exile any number of target instant, sorcery, and/or Tamiyo planeswalker cards from your graveyard. Copy them. You may cast any number of the copies.
Legendary Enchantment - Saga

Trepanation Blade
Whenever equipped creature attacks, defending player reveals cards from the top of their library until they reveal a land card. The creature gets +1/+0 until end of turn for each card revealed this way. That player puts the revealed cards into their graveyard.
Equip
Equip
Artifact - Equipment

Maybeboard
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"\tHi all, local gender ambiguous snow-globe here to talk about my latest concoction of bracket 4 nonsense. I actually played a version of this deck about a year ago, during May 2025, but my pod deemed it too mean and unfair, so I was quickly banished from playing it... until now!\n\n\t"},{"insert":{"card-link":"The Mindskinner"}},{"insert":" has an extremely simple plan that it puts forward during the deck building process. The biggest problem with Mill as a mechanic in commander is that it does not easily scale with the two additional opponents. A lot of mill's support is built with standard in mind, so is primarily single target, and balanced around a 60-card format. In commander, you now have to 300 cards to get through, instead of standard's 60, which is 5x the number of cards to go through. Mindskinner makes this a lot simpler. Let's make it so instead of damage, we deal damage in mill, and to each opponent, oh and a 10-power unlockable, so we mill at least 10 to each opponent each turn. Thus, the goal is clear! We're gonna pump up the Mindskinner, and attack, attack, attack, until we mill everyone!\n\n\tProbably the best way to pump up the Mindskinner while being limited to mono-blue is going to be equipment. Probably the best equipment we can run is going to be double strike enablers, like "},{"insert":{"card-link":"Fireshrieker"}},{"insert":","},{"insert":{"card-link":"Leyline Axe"}},{"insert":" and "},{"insert":{"card-link":"Genji Glove"}},{"insert":" that'll turn 10 mill into 20 mill. Additionally, we have a couple equipment that buff the Mindskinners power itself, such as "},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":" or"},{"insert":{"card-link":"Bonehoard"}},{"insert":" for more mill. Obviously, the Mindskinner is a massive removal magnet, so we have plenty of protection equipment: "},{"insert":{"card-link":"Commander's Plate"}},{"insert":" ,"},{"insert":{"card-link":"Mithril Coat"}},{"insert":" ,"},{"insert":{"card-link":"Champion's Helm"}},{"insert":" etc. The goal is to keep Mindskinner alive and keep him milling. If necessary, we can find neccessary equipment through "},{"insert":{"card-link":"Fabricate"}},{"insert":" but other than that, we pray to the top deck for our equipment. \n\n\tWhile Mindskinner does great on it's own to mill out our opponents, a little bit of help will take it much further. We play a lot of mill enhancers such as "},{"insert":{"card-link":"Fraying Sanity"}},{"insert":" and "},{"insert":{"card-link":"Court of Cunning"}},{"insert":" to speed up the mill, as the longer we take, the higher chance an opponent finds an answer to our silly little mill engine. If need be, we can make multiple mind skinners through cards like "},{"insert":{"card-link":"Nanogene Conversion"}},{"insert":" and "},{"insert":{"card-link":"Helm of the Host"}},{"insert":" to create the mill army. "},{"insert":{"card-link":"Mind Bomb"}},{"insert":" is a favorite here, a cheap one mana spell that either causes our opponents to discard 3, which is nuts, or mill 3 when Mindskinner is out. It's not very optimal, but it's cute, and I like it. \n\n\tThe deck also has plenty of cheap control options counterspells like "},{"insert":{"card-link":"Stubborn Denial"}},{"insert":" and"},{"insert":{"card-link":"Long River's Pull"}},{"insert":" help protect our gameplan. We run a fair amount of removal too, the one mana blue removals such as "},{"insert":{"card-link":"Pongify"}},{"insert":" and "},{"insert":{"card-link":"Rapid Hybridization"}},{"insert":" alongside enchantments like "},{"insert":{"card-link":"Imprisoned in the Moon"}},{"insert":" and "},{"insert":{"card-link":"Unable to Scream"}},{"insert":" to deal with commanders that removal just doesn't handle. "},{"insert":{"card-link":"Spellskite"}},{"insert":" is a great option for protection as well, as we don't need to hold up mana to use it, just needing to use 2 life instead of a blue. \n\n\tNotably, the deck doesn't run a lot of creatures. Like every mill deck ever, we run "},{"insert":{"card-link":"Bruvac the Grandiloquent"}},{"insert":" for the double mill, and the one mana landfall crabs, "},{"insert":{"card-link":"Hedron Crab"}},{"insert":" and "},{"insert":{"card-link":"Ruin Crab"}},{"insert":" for the insane landfall value, but other than that, we don't have a lot of blockers. This is why this deck needs to go so fast, as we usually have only a couple turns to really knock people out before we straight up die to a more aggressive deck. So, mulligan aggressively!\n\n\tThe deck's backup wincon is "},{"insert":{"card-link":"Riverchurn Monument"}},{"insert":" , which for just 6 mana can pretty much win us the game if everyone has over 50 cards in their graveyard and we can protect the win with the deck's control capabilities. To keep the deck from being boring, the only way to find it is through fabricate, or through top decking it with drawing cards, so it's usually best to count on the Mindskinner first, and know this is a back-up. \n\n\n\n"}]}

































































































