Mill to shit!

by ecthros on 10 July 2011

Main Deck (60 cards)

Planeswalkers (4)


Enchantments (4)


Land (20)

Sideboard (15 cards)

Creatures (4)

Instants (11)

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Deck Description

I've tweaked the deck build quite a bit to optimize reliability. Removing green took away from an early and explosive mill, yet the mono blue variation is much more sturdy. The main strategy to this mill is by getting out Jace's Erasure and Jace's Archivist. You continually dump hands, milling them in the process, providing card advantage. You should have Memory Adept in your hand by turn 5 and milling them extremely hard. Visions further provides card advantage and can raise your hand size for a faster mill w/ Archivist. 10 counters may seem heavy but to survive the early game, especially against RDW, you need the counters. Into the Roil is great for bouncing then setting a counter (for stronger cards), with an added bonus of a draw kick. Archive trap is standard w/ 2 snares to snag extra traps if need be. Spellskite can block efficiently and protect your archivist's and Memory adept from burns/removal. The sphinx is just a bonus in late game + the draw. The sideboard is mainly used to further protect against aggro decks. RDW is the decks biggest weakness, for it can beat you turn 3 to 4 w/ a bad draw. I added spellskites, mental missteps, and WoF for the obvious blocking and countering against their creatures. Negate can be used for the burns and removal. Finally Ravenous Trap is used against decks that run Elixir of Imm., or any other graveyard/ deck shuffles. Play tested many times (against RDW 3-1 w/ correct sideboard), (against Kuldotha Forgemaster 3-0), and (against Caw-Blade, i know it's banned, 2-1). I've tested it w/ other decks as well but they're just casual. Hopefully you have fun w/ the deck!

Deck Tags

  • Mill

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,269 times.

Mana Curve

Mana Symbol Occurrence

054000

Card Legality

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

Deck discussion for Mill to shit!

i don't get the idea behind scalding tarn? as you can only fetch an island with it, wouldn't it be smart to run 4 more islands instead?

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Posted 13 July 2011 at 00:49

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yeeah, i just got it! didn't see oracle/hedron combo before i wrote this!

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Posted 13 July 2011 at 00:50

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You need some way of protecting your crabs from being destroyed and maybe some way of replicating them. Rite of Replication could get you quite a few crabs out. You should probably add more basic lands or your ramp cards may become useless early on. Kodama's Reach is another cultivate. 4 Jaces might be a few too many.

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Posted 13 July 2011 at 01:20

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Yes, i noticed it was too vulnerable to removal. I revamped the deck completely to make it a LOT more consistent. The green made it extremely explosive but too weak late game.

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Posted 28 July 2011 at 05:49

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