Fast Infinite mill

by AcerSiXX on 24 June 2013

Main Deck (62 cards)

Sideboard (11 cards)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

You won't make any friends with this deck but you will get a quick mill victory if it is what you're looking for. It relies on the infamous duskmantle guildmage / mindcrank combo. The rest of the support cast are a quick way of inflicting cheap lifeloss and trigger the infinite mill. It's also a fairly inexpensive deck.

How to Play

Turn 1 : Drop a swamp, cast dark ritual and drop mindcrank and pulse tracker or bile urchin
Turn 2 : Drop an island and cast Duskmantle Guildmage
Turn 3 : Drop any other land that comes in untapped and Activate Duskmantle Guildmage ability then sacrifice bile urchin or launch an attack with Pulse Tracker. infinite mill activated = Game over

Deck Tags

  • Mill
  • Legacy
  • Vintage
  • Budget

Deck at a Glance

Social Stats

44
Likes

This deck has been viewed 5,531 times.

Mana Curve

Mana Symbol Occurrence

0163600

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Fast Infinite mill

I love this concept! I'm going to try this for a magic party this week. I never would have thought about this :)

1
Posted 24 June 2013 at 19:18

Permalink

tell me how it works out for you please! thanks! :)

1
Posted 24 June 2013 at 19:23

Permalink

I modified some of your deck and won lots of matches :)
thanks for the idea

note: Shred Memory could be better than Muddle the Mixture for the transmute purpose.

1
Posted 29 August 2013 at 22:34

Permalink

So much fun XD

-2
Posted 24 June 2013 at 19:28

Permalink

If anyone can figure out a way to get a 2nd blue mana on turn 2, I think this deck can get the job done on turn 2 that would be nice

0
Posted 24 June 2013 at 19:32

Permalink

High tide doubles the mana from islands

-1
Posted 24 June 2013 at 19:35

Permalink

you need 1 blue mana to cas it though so on turn 2 you have 1 blue and one black mana available so you can't get guildmage out, activate it and trigger the infinite mill loop. An artifact that costs 0 to sac and gives you 1 mana of any color maybe?

0
Posted 24 June 2013 at 19:46

Permalink

Oh gotcha. No I don't think you can

-2
Posted 24 June 2013 at 19:52

Permalink

lotus petal maybe? a bit more expensive though wouldnt be as budget as i like it to be and Leyline of the void to take care of emrakul

0
Posted 24 June 2013 at 19:58

Permalink

But that's only colorless isn't it? Maybe.

-2
Posted 24 June 2013 at 21:06

Permalink

no its one mana of any color

0
Posted 24 June 2013 at 21:18

Permalink

Oh Hmm. Idk, it may do it, but it's a stretch

-2
Posted 24 June 2013 at 21:36

Permalink

Wouldn't gemstone caverns do it? begin with it in play, drop swamp and island and you're ready to rock, right? That, and given the speed this deck should be going off Some darkslick shores could do a bit of color fixing for you if it isn't outside the proposed budget.

0
Posted 07 July 2013 at 04:32

Permalink

Wouldn't gemstone caverns do it? begin with it in play, drop swamp and island and you're ready to rock, right? That, and given the speed this deck should be going off Some darkslick shores could do a bit of color fixing for you if it isn't outside the proposed budget. Also, psychic drain could be transmuted into and mills while gaining life if that's a concern :)

1
Posted 07 July 2013 at 04:41

Permalink

great tips for those with deeper wallets!

0
Posted 23 July 2013 at 12:33

Permalink

Would this do any good in multiplayer ? What about adding in blood chief accession ? I made a few new decks check them out
s

1
Posted 24 June 2013 at 19:57

Permalink

I dont think this can be any good in multiplayer but bloodchief can certainly buy you some time in multiplayer to put winning condition on the board! Great idea

0
Posted 24 June 2013 at 20:00

Permalink

Well, i think it can work in multiplayer! Put a Pulse Tracker in there! You mill everyone!

1
Posted 24 June 2013 at 21:28

Permalink

Wow. I love this. Its cheap, affordable, and fast. This is a good deck if your facing a big green scary deck, or any deck that is slow, but hard to stop.

0
Posted 24 June 2013 at 20:10

Permalink

This is a fun deck for casual. I would probably add Ponder and maybe a couple of Lotus Petal. Some counters would be good as well.

1
Posted 24 June 2013 at 21:30

Permalink

This deck would play so horribly if you didn't get the combo out: no real life gain besides shitty extort, no way to deal with threats, no card draw mechanics, and no search mechanics. If you don't get an ideal hand the game will be over before it begins.

I built a deck with this combo but for FFA multiplayer; http://www.mtgvault.com/mcholypotato/decks/memory-lapse/

0
Posted 25 June 2013 at 01:29

Permalink

You lost sight of what this deck is about. A fast, inexpensive way to get out a turn 3-4 infinite mill loop. The tutors are out of budget or out of tempo and while it is true that your memory lapse deck is better balanced for the long run, it is dreadfully slow without any form of mana acceleration and still 60$ over the price of this one. Thanks for your advice though its always nice to hear what's wrong with our decks as well as what's good :)

0
Posted 25 June 2013 at 02:06

Permalink

Drop the dual lands and it's within budget, the only tutors I have are transmute cards. Dreadfully slow? 30 cards in the deck are two drops which matches with transmute.

0
Posted 25 June 2013 at 02:19

Permalink

Ok, I used a hurtful word with "dreadfully" but it still don't change the fact you can't get out a turn 3-4 infinite mill with your deck since you can't cast anything during turn 1. I get two cards out on turn 1 with dark ritual. You get one card out on turn two and you still can't get any damage done to your opponent. Transmute costs 3 mana to get the card you're lacking on turn three but can't play it untill turn 4. Even then, you'd have to choose between Guildmage or Mindcrank and you still have not activated guildmage ability. The absolute best you can hope for is a turn 4 activated infinite mill on the sole condition that you cast guildmage on turn two, crank on turn three and that your opponent has nothing on the board to stop an attack from an activated guildmage. That is a lot of ifs. Then again i'm absolutely not saying your deck is "shitty" i'm just saying its built differently. Just like mine is resting too heavily on the condition of drawing an island a swamp a dark ritual, guildmage, crank and either pulse tracker or bile urchin in my starting 7 cards.

2
Posted 25 June 2013 at 03:59

Permalink

But you will always win if you are in casual with friendly mulligans and manage to get mindcrank in there by at least turn 6

-2
Posted 25 June 2013 at 05:41

Permalink

You know Mcholypotato, the more I think about it the more i like your idea of putting in a Dimir Infiltrator in there. It's cheap, on tempo, offers a decent blocker to delay some of the early threats and allow to search the deck for the crank or the guildmage. The screecher is not really necessary in there and infiltrator would help a lot.

0
Posted 25 June 2013 at 23:42

Permalink

Switch out Bile Urchin for Death Cultist

2
Posted 25 June 2013 at 14:39

Permalink

I'd take out the circle of affiliation and put in a few kill spells like tragic slip and murder

1
Posted 25 June 2013 at 23:47

Permalink

http://www.mtgvault.com/andyv2011/decks/1-life-1-card/ It's this concept... fixed! love it!

0
Posted 27 June 2013 at 00:08

Permalink

Thanks Acer but I wouldn't had made it without your idea!!

0
Posted 28 June 2013 at 14:50

Permalink

Dude this deck is so awesome. I spent two hours in a card shop to find half this stuff then ordered mindcrank on ebay, and I'll look through a buddy of mines stuff for the rest. I love mill effect and my other mill deck is too slow but this rocks.

1
Posted 06 July 2013 at 22:12

Permalink

What about harbor bandit or Phantom Warrior ? instead of Dimir infiltrator cause there nothing to transmute !

0
Posted 06 July 2013 at 22:46

Permalink

Except.you know, the two main cards in this deck

-2
Posted 08 July 2013 at 05:02

Permalink

Yes but then your relying, on four of one card then and people have counters and stuff , thats why i use bloofchief ascension ! I see what you mean on keeping the dimir guy. And since you have blue use a few counter spells to keep mindcranks out as well

0
Posted 08 July 2013 at 13:47

Permalink

This looks familiar to me, oh yeah that's why, check out the deck i made using the same idea, ive gotten turn 3 with this as well
http://www.mtgvault.com/gykx/decks/mill-mana-unblockable-oh-my/

0
Posted 07 July 2013 at 03:22

Permalink

another card you could put in for a multi-player game to take out everyone is maggot carrier so everyone looses the one life and that would start the combo on your opponents

0
Posted 08 July 2013 at 03:02

Permalink

Posted 08 July 2013 at 05:01

Permalink

I think the bat is better then the cultist , Made this deck , http://www.mtgvault.com/dragon77/decks/taking-your-deck-apart-slowly/

0
Posted 18 July 2013 at 16:38

Permalink

this one person at FNM said mill cant win so i made a version of this deck to say fuck you yes it can http://www.mtgvault.com/fang247/decks/mill-can-win/

2
Posted 18 July 2013 at 17:02

Permalink

Coming to think of it, I have been looking around for a deck to shove up the arse of those competative "There is no such thing as social gaming" douchebags at the local gamecenter.

1
Posted 04 August 2013 at 11:38

Permalink