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Modern
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shuckcreations

48 views2 days ago
Modern
Size: 60

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{"ops":[{"insert":"MILLING:\nThe main focus of this deck is to maximize the effectiveness of "},{"insert":{"card-link":"Sanity Grinding"}},{"insert":" by including lots of Blue {U} Symbols in our casting costs. Think of it as a mono-blue devotion mill deck. Modern Horizons 2 gave us a new tool in"},{"insert":{"card-link":"Fractured Sanity"}},{"insert":", which is not only a more consistent version of Sanity Grinding, but fuels the namesake card as well. It can also be cycled in a pinch without giving up the ability to mill cards. The less recent addition of "},{"insert":{"card-link":"Ruin Crab"}},{"insert":" joins his buddy, "},{"insert":{"card-link":"Hedron Crab"}},{"insert":", to increase our chances of milling early on. You'll really want to make sure you have a crab or two in your opening hand as they add a surprising amount of mill to our gameplan. Rounding out our mill package is the ol' trusty "},{"insert":{"card-link":"Archive Trap"}},{"insert":". It serves as our \"free\" Gotcha! instant speed mill spell.\n\nSPELLS:\nThe first several turns are about stalling. Use your "},{"insert":{"card-link":"Counterspell"}},{"insert":", "},{"insert":{"card-link":"Brazen Borrower // Petty Theft"}},{"insert":" and "},{"insert":{"card-link":"Subtlety"}},{"insert":" to do so. This is very much an untap and go strategy. Your crabs can chump block when necessary. Use "},{"insert":{"card-link":"Visions of Beyond"}},{"insert":" or "},{"insert":{"card-link":"Archmage's Charm"}},{"insert":" to refill your hand. Be patient with your mill spells, don't rush them. Every card the opponent draws is one less card you have to mill. "},{"insert":{"card-link":"Flare of Denial"}},{"insert":" is a nice free spell in a pinch. Just sac a crab and counter for free. You should have plenty of fuel for this one.\n\nALTERNATE WIN CONDITIONS:\nIt's rare, but your "},{"insert":{"card-link":"Brazen Borrower // Petty Theft"}},{"insert":" and "},{"insert":{"card-link":"Subtlety"}},{"insert":" can be used to to win games the more traditional way. Flying damage isn't something to scoff at. Generally, these will be used for their abilities, however, if you can manage to stick a "},{"insert":{"card-link":"Subtlety"}},{"insert":" on the battlefield it can do some work.\n\nLANDS:\nFetch lands are used for our crabs' landfall abilities and as a bonus, thins our deck for a more efficient use of "},{"insert":{"card-link":"Sanity Grinding"}},{"insert":".\n*Pro Tip: Unstable "},{"insert":{"card-link":"Island"}},{"insert":" are super easy to find when cracking fetches.\n\n"},{"insert":{"card-link":"Sea Gate Restoration // Sea Gate, Reborn"}},{"insert":" was another nice addition of Zendikar Rising that is essentially {U}{U}{U} on a land. Yes, please! You can pretty much ignore the spell side of the card. In fact, it's great for pitching to Subtlety.\n"},{"insert":{"card-link":"Oboro, Palace in the Clouds"}},{"insert":" can be used during mana drought to keep our crabs going.\n"},{"insert":{"card-link":"Field of Ruin"}},{"insert":" serves triple duty: destroying a land, activating our crabs, and forcing an Archive Trap.\n\nIt is worth noting that "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" can be used as an additional bounce spell or psuedo-counter while also acting as a land. However, I chose to leave it out of my list in favor of "},{"insert":{"card-link":"Brazen Borrower // Petty Theft"}},{"insert":". \n\nOTHER CONSIDERATIONS:\n"},{"insert":{"card-link":"Tasha's Hideous Laughter"}},{"insert":" is exceptionally good against decks with low mana costs, sometimes milling almost half their decks in one go. However, I decided to use "},{"insert":{"card-link":"Sanity Grinding"}},{"insert":" over this card in the main deck because we can control the outcome more consistently. In my opinion, it's a better sideboard card; exchanging it with Sanity Grinding when we face decks with overall low mana costs or when it's difficult to target the opponent.\n\nSIDEBOARD CONSIDERATIONS:\n\nAGGRO: "},{"insert":{"card-link":"Engineered Explosives"}},{"insert":", "},{"insert":{"card-link":"Propaganda"}},{"insert":"\nGRAVEYARD: "},{"insert":{"card-link":"Soul-Guide Lantern"}},{"insert":", "},{"insert":{"card-link":"Ravenous Trap"}},{"insert":"\nCOMBOS: "},{"insert":{"card-link":"Surgical Extraction"}},{"insert":", "},{"insert":{"card-link":"Consign to Memory"}},{"insert":", "},{"insert":{"card-link":"Dress Down"}},{"insert":", "},{"insert":{"card-link":"Force of Negation"}},{"insert":"\nSTORM: "},{"insert":{"card-link":"Flusterstorm"}},{"insert":", "},{"insert":{"card-link":"Mindbreak Trap"}},{"insert":"\nRAMP: "},{"insert":{"card-link":"Harbinger of the Seas"}},{"insert":", "},{"insert":{"card-link":"Damping Sphere"}},{"insert":"\nSTALL: "},{"insert":{"card-link":"Suspend"}},{"insert":", "},{"insert":{"card-link":"Aether Gust"}},{"insert":", "},{"insert":{"card-link":"Hurkyl's Recall"}},{"insert":", "},{"insert":{"card-link":"Echoing Truth"}},{"insert":" \nFLEX: "},{"insert":{"card-link":"Spell Pierce"}},{"insert":"\n\nSIDEBOARD STAPLES:\n\n"},{"insert":{"card-link":"Tasha's Hideous Laughter"}},{"insert":" (low curve)\n"},{"insert":{"card-link":"Surgical Extraction"}},{"insert":" (combo pieces)\n"},{"insert":{"card-link":"Engineered Explosives"}},{"insert":" (fast aggro)\n"},{"insert":{"card-link":"Harbinger of the Seas"}},{"insert":" (greedy mana)\n"},{"insert":{"card-link":"Spell Pierce"}},{"insert":" (catch all)\n\nSIDEBOARD TIPS:\nSideboarding is an art. Every decision can affect our gameplan. It takes practice to know exactly what to swap out and to be honest, I'm not the greatest at it. That said, here are the most important lessons I've learned while playing this deck over the years:\n\nProtect the Pips!\nThe golden rule of CrabSanity: The more blue {U} symbols we remove, the more we alter the Chroma count and the less efficient our "},{"insert":{"card-link":"Sanity Grinding"}},{"insert":" becomes. Bringing in too many non-blue cards will actively hinder our main win condition.\n\nTrimming the Edges\nWhen you need to make room for a single {U} spell, like "},{"insert":{"card-link":"Spell Pierce"}},{"insert":" or "},{"insert":{"card-link":"Aether Gust"}},{"insert":", the speed of the matchup should dictate what to cut. Against midrange and slow decks, we can cut a crab or two. Against faster decks, particularly aggro, you'll need a good board presence to block and focus on milling. Cutting "},{"insert":{"card-link":"Visions of Beyond"}},{"insert":" is the better move.\n\nThe Tasha Swap\nAs mentioned before, directly swapping "},{"insert":{"card-link":"Tasha's Hideous Laughter"}},{"insert":" for "},{"insert":{"card-link":"Sanity Grinding"}},{"insert":" is an incredibly powerful move against low-to-the-ground decks that have low mana costs.\n\nGraveyard Scapel\n"},{"insert":{"card-link":"Surgical Extraction"}},{"insert":" is our best tool for removing combo pieces the moment they hit the graveyard via mill. If general graveyard hate is needed, "},{"insert":{"card-link":"Ravenous Trap"}},{"insert":" or "},{"insert":{"card-link":"Soul-Guide Lantern"}},{"insert":" would be better utilized. Be careful not to use all of these at once as they tend to affect our Sanity Grinds the most.\n\nFlexing the Borrower\nAgainst spell heavy decks, "},{"insert":{"card-link":"Brazen Borrower // Petty Theft"}},{"insert":" is the first card to side out for more counter magic. It is also an easy one-for-one trade with "},{"insert":{"card-link":"Hurkyl's Recall"}},{"insert":" or "},{"insert":{"card-link":"Echoing Truth"}},{"insert":" when facing a horde of artifacts or go-wide token boards.\n\nFree Spells\nAs much as "},{"insert":{"card-link":"Force of Negation"}},{"insert":" may sound like an auto-include in the 75, it's best used against sorcery based combos. Instant and/or creature based combos render this card mostly useless. "},{"insert":{"card-link":"Flare of Denial"}},{"insert":" generally provides more flexibility, allowing us to sacrifice a single crab to protect our mill spells.\n"}]}
Sea Gate Restoration
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
Sorcery
Sea Gate Restoration // Sea Gate, Reborn (znr) 76Sea Gate Restoration // Sea Gate, Reborn (znr) 76
Visions of Beyond
Draw a card. If a graveyard has twenty or more cards in it, draw three cards instead.
Instant
Visions of Beyond (uma) 81

Draw

(Ctrl to add secondary)
Field of Ruin
: Add
.
,
, Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
Land
Field of Ruin (dbl) 262
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 220
Island
(
: Add
.)
Basic Land - Island
Island (ust) 213
Oboro, Palace in the Clouds
: Add
.
: Return Oboro to its owner's hand.
Legendary Land
Oboro, Palace in the Clouds (ltc) 371
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (mh1) 244

Land

(Ctrl to add secondary)
Archive Trap
If an opponent searched their library this turn, you may pay
rather than pay this spell's mana cost.
Target opponent mills thirteen cards.
Instant - Trap
Archive Trap (otp) 7
Fractured Sanity
Each opponent mills fourteen cards.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, each opponent mills four cards.
Sorcery
Fractured Sanity (mh2) 44
Hedron Crab
Landfall — Whenever a land you control enters, target player mills three cards. (They put the top three cards of their library into their graveyard.)
Creature - Crab
Hedron Crab (tdc) 155
Ruin Crab
Landfall — Whenever a land you control enters, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)
Creature - Crab
Ruin Crab (plst) ZNR-75
Sanity Grinding
Chroma — Reveal the top ten cards of your library. For each blue mana symbol in the mana costs of the revealed cards, target opponent mills a card. Then put the cards you revealed this way on the bottom of your library in any order.
Sorcery
Sanity Grinding (eve) 29

Mill

(Ctrl to add secondary)
Archmage's Charm
Choose one —
• Counter target spell.
• Target player draws two cards.
• Gain control of target nonland permanent with mana value 1 or less.
Instant
Archmage's Charm (mh1) 40
Brazen Borrower
Flash
Flying
This creature can block only creatures with flying.
Creature - Rogue Faerie
Brazen Borrower // Petty Theft (soc) 190
Counterspell
Counter target spell.
Instant
Counterspell (fdc) 61
Flare of Denial
You may sacrifice a nontoken blue creature rather than pay this spell's mana cost.
Counter target spell.
Instant
Flare of Denial (mh3) 62
Subtlety
Flash
Flying
When this creature enters, choose up to one target creature spell or planeswalker spell. Its owner puts it on their choice of the top or bottom of their library.
Evoke—Exile a blue card from your hand.
Creature - Elemental Incarnation
Subtlety (mh2) 67

Removal

(Ctrl to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 0 cards
88 pips - 41 cards
12 mana - 12 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
3 mana - 3 cards
Card NameQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"MILLING:\nThe main focus of this deck is to maximize the effectiveness of "},{"insert":{"card-link":"Sanity Grinding"}},{"insert":" by including lots of Blue {U} Symbols in our casting costs. Think of it as a mono-blue devotion mill deck. Modern Horizons 2 gave us a new tool in"},{"insert":{"card-link":"Fractured Sanity"}},{"insert":", which is not only a more consistent version of Sanity Grinding, but fuels the namesake card as well. It can also be cycled in a pinch without giving up the ability to mill cards. The less recent addition of "},{"insert":{"card-link":"Ruin Crab"}},{"insert":" joins his buddy, "},{"insert":{"card-link":"Hedron Crab"}},{"insert":", to increase our chances of milling early on. You'll really want to make sure you have a crab or two in your opening hand as they add a surprising amount of mill to our gameplan. Rounding out our mill package is the ol' trusty "},{"insert":{"card-link":"Archive Trap"}},{"insert":". It serves as our \"free\" Gotcha! instant speed mill spell.\n\nSPELLS:\nThe first several turns are about stalling. Use your "},{"insert":{"card-link":"Counterspell"}},{"insert":", "},{"insert":{"card-link":"Brazen Borrower // Petty Theft"}},{"insert":" and "},{"insert":{"card-link":"Subtlety"}},{"insert":" to do so. This is very much an untap and go strategy. Your crabs can chump block when necessary. Use "},{"insert":{"card-link":"Visions of Beyond"}},{"insert":" or "},{"insert":{"card-link":"Archmage's Charm"}},{"insert":" to refill your hand. Be patient with your mill spells, don't rush them. Every card the opponent draws is one less card you have to mill. "},{"insert":{"card-link":"Flare of Denial"}},{"insert":" is a nice free spell in a pinch. Just sac a crab and counter for free. You should have plenty of fuel for this one.\n\nALTERNATE WIN CONDITIONS:\nIt's rare, but your "},{"insert":{"card-link":"Brazen Borrower // Petty Theft"}},{"insert":" and "},{"insert":{"card-link":"Subtlety"}},{"insert":" can be used to to win games the more traditional way. Flying damage isn't something to scoff at. Generally, these will be used for their abilities, however, if you can manage to stick a "},{"insert":{"card-link":"Subtlety"}},{"insert":" on the battlefield it can do some work.\n\nLANDS:\nFetch lands are used for our crabs' landfall abilities and as a bonus, thins our deck for a more efficient use of "},{"insert":{"card-link":"Sanity Grinding"}},{"insert":".\n*Pro Tip: Unstable "},{"insert":{"card-link":"Island"}},{"insert":" are super easy to find when cracking fetches.\n\n"},{"insert":{"card-link":"Sea Gate Restoration // Sea Gate, Reborn"}},{"insert":" was another nice addition of Zendikar Rising that is essentially {U}{U}{U} on a land. Yes, please! You can pretty much ignore the spell side of the card. In fact, it's great for pitching to Subtlety.\n"},{"insert":{"card-link":"Oboro, Palace in the Clouds"}},{"insert":" can be used during mana drought to keep our crabs going.\n"},{"insert":{"card-link":"Field of Ruin"}},{"insert":" serves triple duty: destroying a land, activating our crabs, and forcing an Archive Trap.\n\nIt is worth noting that "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" can be used as an additional bounce spell or psuedo-counter while also acting as a land. However, I chose to leave it out of my list in favor of "},{"insert":{"card-link":"Brazen Borrower // Petty Theft"}},{"insert":". \n\nOTHER CONSIDERATIONS:\n"},{"insert":{"card-link":"Tasha's Hideous Laughter"}},{"insert":" is exceptionally good against decks with low mana costs, sometimes milling almost half their decks in one go. However, I decided to use "},{"insert":{"card-link":"Sanity Grinding"}},{"insert":" over this card in the main deck because we can control the outcome more consistently. In my opinion, it's a better sideboard card; exchanging it with Sanity Grinding when we face decks with overall low mana costs or when it's difficult to target the opponent.\n\nSIDEBOARD CONSIDERATIONS:\n\nAGGRO: "},{"insert":{"card-link":"Engineered Explosives"}},{"insert":", "},{"insert":{"card-link":"Propaganda"}},{"insert":"\nGRAVEYARD: "},{"insert":{"card-link":"Soul-Guide Lantern"}},{"insert":", "},{"insert":{"card-link":"Ravenous Trap"}},{"insert":"\nCOMBOS: "},{"insert":{"card-link":"Surgical Extraction"}},{"insert":", "},{"insert":{"card-link":"Consign to Memory"}},{"insert":", "},{"insert":{"card-link":"Dress Down"}},{"insert":", "},{"insert":{"card-link":"Force of Negation"}},{"insert":"\nSTORM: "},{"insert":{"card-link":"Flusterstorm"}},{"insert":", "},{"insert":{"card-link":"Mindbreak Trap"}},{"insert":"\nRAMP: "},{"insert":{"card-link":"Harbinger of the Seas"}},{"insert":", "},{"insert":{"card-link":"Damping Sphere"}},{"insert":"\nSTALL: "},{"insert":{"card-link":"Suspend"}},{"insert":", "},{"insert":{"card-link":"Aether Gust"}},{"insert":", "},{"insert":{"card-link":"Hurkyl's Recall"}},{"insert":", "},{"insert":{"card-link":"Echoing Truth"}},{"insert":" \nFLEX: "},{"insert":{"card-link":"Spell Pierce"}},{"insert":"\n\nSIDEBOARD STAPLES:\n\n"},{"insert":{"card-link":"Tasha's Hideous Laughter"}},{"insert":" (low curve)\n"},{"insert":{"card-link":"Surgical Extraction"}},{"insert":" (combo pieces)\n"},{"insert":{"card-link":"Engineered Explosives"}},{"insert":" (fast aggro)\n"},{"insert":{"card-link":"Harbinger of the Seas"}},{"insert":" (greedy mana)\n"},{"insert":{"card-link":"Spell Pierce"}},{"insert":" (catch all)\n\nSIDEBOARD TIPS:\nSideboarding is an art. Every decision can affect our gameplan. It takes practice to know exactly what to swap out and to be honest, I'm not the greatest at it. That said, here are the most important lessons I've learned while playing this deck over the years:\n\nProtect the Pips!\nThe golden rule of CrabSanity: The more blue {U} symbols we remove, the more we alter the Chroma count and the less efficient our "},{"insert":{"card-link":"Sanity Grinding"}},{"insert":" becomes. Bringing in too many non-blue cards will actively hinder our main win condition.\n\nTrimming the Edges\nWhen you need to make room for a single {U} spell, like "},{"insert":{"card-link":"Spell Pierce"}},{"insert":" or "},{"insert":{"card-link":"Aether Gust"}},{"insert":", the speed of the matchup should dictate what to cut. Against midrange and slow decks, we can cut a crab or two. Against faster decks, particularly aggro, you'll need a good board presence to block and focus on milling. Cutting "},{"insert":{"card-link":"Visions of Beyond"}},{"insert":" is the better move.\n\nThe Tasha Swap\nAs mentioned before, directly swapping "},{"insert":{"card-link":"Tasha's Hideous Laughter"}},{"insert":" for "},{"insert":{"card-link":"Sanity Grinding"}},{"insert":" is an incredibly powerful move against low-to-the-ground decks that have low mana costs.\n\nGraveyard Scapel\n"},{"insert":{"card-link":"Surgical Extraction"}},{"insert":" is our best tool for removing combo pieces the moment they hit the graveyard via mill. If general graveyard hate is needed, "},{"insert":{"card-link":"Ravenous Trap"}},{"insert":" or "},{"insert":{"card-link":"Soul-Guide Lantern"}},{"insert":" would be better utilized. Be careful not to use all of these at once as they tend to affect our Sanity Grinds the most.\n\nFlexing the Borrower\nAgainst spell heavy decks, "},{"insert":{"card-link":"Brazen Borrower // Petty Theft"}},{"insert":" is the first card to side out for more counter magic. It is also an easy one-for-one trade with "},{"insert":{"card-link":"Hurkyl's Recall"}},{"insert":" or "},{"insert":{"card-link":"Echoing Truth"}},{"insert":" when facing a horde of artifacts or go-wide token boards.\n\nFree Spells\nAs much as "},{"insert":{"card-link":"Force of Negation"}},{"insert":" may sound like an auto-include in the 75, it's best used against sorcery based combos. Instant and/or creature based combos render this card mostly useless. "},{"insert":{"card-link":"Flare of Denial"}},{"insert":" generally provides more flexibility, allowing us to sacrifice a single crab to protect our mill spells.\n"}]}
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