Dimir Mill Control

by AlphaSilence on 16 June 2013

Main Deck (60 cards)

Sideboard (4 cards)

Enchantments (4)

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Deck Description

If you're a fan of House Dimir, love card advantage and enjoy an alternative win condition, this is the deck for you. A very original way of playing my favourite guild.

How to Play

Everything in this deck works together. Combos include:
Dimir Infiltrator+Hands of Binding
Dimir Cutpurse+Mask of Riddles
Any creature with Mask of Riddles+Hands of Binding
Dimir Infiltrator transmutes into any 2CMC card

Idealistically, drop a Dimir Cutpurse early and equip a Mask of Riddles onto it for a lot of card advantage. Even without a Mask of Riddles, blockers can be removed with Doom Blade or Hands of Binding. Otherwise, pop Mask of Riddles onto a Dimir Infiltrator to start your card drawing engine early, and start milling away with Circu, Dimir Lobotomist, Glimpse the Unthinkable, Mind Funeral, and finally Nemesis of Reason.

Deck Tags

  • Dimir
  • Mill
  • Blue
  • Black
  • blue black

Deck at a Glance

Social Stats

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Like

This deck has been viewed 1,037 times.

Mana Curve

Mana Symbol Occurrence

0333500

Card Legality

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

Deck discussion for Dimir Mill Control

Surprised not to see any mirko vosks in this deck. Love the transmutes, though. Cool deck.

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Posted 16 June 2013 at 23:50

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thank you very much for your comment! i dont know about you but i feel like nemesis of reason is a stronger pick than mirko vosk? what's your reasoning?

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Posted 17 June 2013 at 05:03

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I've got both in my mill deck. Just think..... both cost five. So, hopefully a turn five drop. Let's do the math. Draw 7, then 5 plus 1 for summoning sickness. So 13 cards. 60 card deck-13 is where the mill starts. 47. That's five turns attacking with nemesis. Now for mirko vosk. The amount of mana people usually use in their decks roughly 20-24. We'll say 24. Turn 6 assuming that the opponent has played a land each turn leaves them with 18 mana in their deck 18/4=4.5 also five turns. So as long as vosk isn't blocked, they are neck in neck... but there is more to consider. Say it's not a turn five drop. It will take ten card draws for nemesis to start gaining ground. But for vosk, people will still aim for getting lands out of their deck. Playing lands, fetch abilities, and the like. Also, remember that people will always have 60 cards in their deck, but often have less than 24 mana.... such as you in this very deck. Which would give vosk an even larger advantage. The only one thing that actually makes nemesis better is one thing - it doesn't have to hit. Simply attacking causes the mill. So..... unless you can make vosk unblockable it's all a matter of opinion. And now you have mine. Black and blue are easy colors to make something unblockable, though....

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Posted 17 June 2013 at 05:49

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