Millstraction

by everdev_22 on 21 July 2016

Main Deck (60 cards)

Sideboard (15 cards)

Artifacts (1)


Enchantments (2)

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Deck Description

Update: I've found out playing fraying sanity, then trap Mage trap is rude.

Deck Tags

  • Modern
  • Mill
  • blackblue
  • Extraction

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 1,628 times.

Mana Curve

Mana Symbol Occurrence

0252500

Card Legality

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

Deck discussion for Millstraction

Pretty Solid build. I would add 4x more fetches since they combo with Hedron Crab so well. And 2x Ghost Quarter b/c F#ck Eldrazi and Tron. Not to mention they combo great with Archive trap.

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Posted 19 March 2017 at 12:39

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Maybe add Ghost Quarter too, I'd recommend 2x but otherwise an incredible build.

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Posted 19 March 2017 at 19:54

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Actually... Ghost quarter would be a great combo. Turn one island, play crab. Turn two delta, to watery grave play glimpse. Turn three ghost quarter. Sac GQ, target non-basic. Play archive. Play 2nd mill. Play extraction targeting non-basic. ... 7 for draw, 12 from crab, 4 from extract, 10 from glimpse, 13 from archive, 7 or 10 from bonus spell. Something like 50 cards graved by turn 4?

Emrakul / elixir was a pain for me, but relic and lost legacy usually hit them before they can hit me.

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Posted 20 March 2017 at 18:52

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Remember, the Trap + Ghost Quarter (and Path to Exile, if you where wondering) trick won't work more than once. The search off Ghost Quarter (and Path) is optional. Personally I'd lose the land (creature) just to avoid the free mill. The only reason it works with fetch lands is because they NEED the mana.

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Posted 19 July 2017 at 06:17

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How's Startled Awake working for you? I'm not sure the transform side will work too well in Modern, with all the removal there is in the format, so I see it as only a 4 mana mill 13. Is it maybe the interaction with Unsummon? Feels a little gimmicky to me as you're settings yourself back a turn most of the time just to return a card to hand.

Have you you considered Mesmeric Orb? It's arguably one of the best mill cards out there. Shelldock Isle is another interesting option at 2x, as it can give a great discount in mana on a number of your cards.

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Posted 19 July 2017 at 06:24

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Hmm, I don't own a shell dock isle. Seems interesting.

Mesmeric orb has a place in mill. no doubt about it, but I argue that glimpse is a better turn 2 then the orb especially since im aiming to mill as fast as possible. granted the orb would net me something like 10 cards in three turns typically, it's just not fast enough to warrant me losing out on my stuff as well. despite snapcaster, I just found it sub par in my build.

Startled awake is one of those wild cards that takes perfect timing. If fraying sanity goes down turn 3? Startled awake turn four can usually end it right there. Typically I drop glimpse turn 2 or trap and extract something key for 4 more.
Now with that being said, starttled awake can also sit there and look completely useless if game 1 your getting bum rushed and have to take your turns in response. typically I'll eat 3 or 4 hp and just drop it like its hot, but it often gets subbed out game 2 for answers.

As for the flip side, I typically wait till later to flip to the nightmare. End of main phase 2, then unsummon at the end of my opponents turn or to avoid a kill spell, then right into 13 mill on my next turn. it's good for a mana sink later in the turns, if nothing else is relevant and puts my opponent off game if they know it's back in my hand. it's actually funny to watch them sweat over it. :P

What I have been toying with is ensnaring bridge. Good? Bad? Ugly? Just don't know yet...

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Posted 06 August 2017 at 04:23

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New update to the list. On second glance, mesmeric orb is actually much worth the 2 mana when I'm only untapping lands lol

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Posted 22 December 2017 at 02:53

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I stopped believing in fraying sanity as it's only good when a game draws out into a long game.
I've also stopped believing in hedron crabs as they are killed too often.
I've gotten more or less rid of lifegain as crypt incursion gets discarded too often and profane memento is too slow at lifegain and is removed quickly as well.

This post only describe what the most recent top-millers were playing, and since it's been long time since mill got top 8 it has been a fluke as usual.

I've more or less outlined what I think works in mill here:
http://www.mtgvault.com/wickeddarkman/decks/the-pitfalls-of-modern-mill/

I'm reconstructing espermill with the use of evolution these days, and is on second generation (third deck)
http://www.mtgvault.com/wickeddarkman/decks/spotting-the-trends-in-my-mill/

To get an idea of what has evolved within the deck, it's best to start with the first deck:
http://www.mtgvault.com/wickeddarkman/decks/fixing-godikas-mill/

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Posted 22 December 2017 at 09:38

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I mean, fraying sanity can end the game so fast it doesn’t seem fair sometimes. If it lands turn 3, any number of combo pieces can just close out the match. ex: traumatize ( insta kill), archive trap ( just 1 hits for 26, for free !) glimpse, mind funeral etc. Getting any kind of synergy like that is devastating to the opponent and I think warrants a fraying sanity to be in the deck.

Although, I’m with you on the Hedron crab. I want the crab to be the baller card i feel it should be. But it seems “dies to lighting bolt” is still a deckbuilders concern.

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Posted 22 December 2017 at 14:59

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I've spent a long time testing it with paperstrips. Each time I would cast one I'd note down how much a mind funeral would hit for, right then, and then count how many fraying would remove through other cards over time. Fraying Works best during long games, and since both aggro and combo kills pretty fast, fraying only Works in a control filled meta which is rather rare.

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Posted 27 December 2017 at 12:31

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