Turn 2 Infinite Mill

by inzendium on 05 July 2015

Main Deck (60 cards)

Sideboard (60 cards)

Sorceries (4)


Instants (6)

Fog2xFog

Artifacts (8)


Land (22)

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Deck Description

I liked the persist + Melira combos and made this with it.

How to Play

Ideally, you need these 6 cards in hand: 2 Forest, Melira, Sol Ring, Altar of Dementia, Safehold Elite.

Turn 1: Forest, Sol Ring, Altar of Dementia.

Turn 2: Forest, Melira, Safehold Elite. Sacrifice Elite to make them mill 2 and watch the elite bounce back to the field. It has no counters thanks to Melira so you can do this indefinitely (at least, until they have no cards in library).

Green Sun's Zenith and Chord of Calling are in there to grab the stuff you need. Rendclaw Trow is a substitute to Safehold Elite. Ranger's Guile is good for keeping your important creatures safe from burn/removal.

This is a combo deck that likely won't hold up if you reach mid-late game, but it's fun for casual/kitchen table games. Your opponents will almost never expect a mill deck when you pull your mono green out, and especially won't expect an infinite combo in the first couple turns of the game.

Feel free to make suggestions, but keep in mind that this is simply a casual deck and isn't meant to be competitive at all.

Sideboard contains an alternate, cheaper build.

Deck Tags

  • Mono Green
  • Mill
  • Infinite Combo
  • Kitchen Table

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 2,775 times.

Mana Curve

Mana Symbol Occurrence

402038

Card Legality

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

Deck discussion for Turn 2 Infinite Mill

Even tho this is kitchen table I will never understand why people don't follow the banned and restricted list for at least vintage.

0
Posted 05 July 2015 at 12:14

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Heard of fun?

1
Posted 30 December 2015 at 13:50

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Ya rules make things fun again. There is no fun in winning turn 2.

1
Posted 02 January 2016 at 01:38

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I actually see both sides of this debate. Part of the pleasure (some) people derive from casual play is being able to bend the rules a bit, based on a group consensus...for example, in my group, we mainly follow Modern guidelines (a decision based on the fact that some people would be disadvantaged if we didn't limit the card pool), but we do allow cards from Commander & the PC sets as 1-ofs. Also, in competitive play, turn 2-4 wins aren't exactly unheard of. That said, I personally don't prefer that kind of non-interactive play...I think it's fun to pull it off once, & then you retire the deck. That's exactly what happened when I built a ramp-out-the Titans-via-Spawnsire deck...poor b@stards have been gathering dust ever since.

1
Posted 03 January 2016 at 03:34

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