Token Blitz

by mcflyguy on 28 July 2013

Main Deck (60 cards)

Sideboard (10 cards)

Creatures (3)


Sorceries (5)

Artifacts (2)

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Deck Description

Seems as though standard has got all the tools to make a competitive Mill deck. This is one attempt to be competitive with today's seemingly endless agro decks popping up every Friday.

How to Play

It's not rocket science, you ultimately want to control and mill to win. You certainly want to avoid early damage and get to the 5 turn alive to which you can control the game from then on. Elite Arcanist should be paired with removal first and draw second. I would suggest using a Tutor on finding a 5 drop, Mirko Vosk or Comsuming Aberration, unless you need that 5th land to complete the transaction.

Deck Tags

  • Aggro
  • Jeskai

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 736 times.

Mana Curve

Mana Symbol Occurrence

1090310

Card Legality

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

Deck discussion for Token Blitz

It's an interesting deck, i personally like elite arcanist because you can exile a spell thats not even in your colors and you can pay any color mana into X as long as it's the same cmc as the forementioned spell. If you weren't aware which i'm sure you were i figured i'd mention that little trick, in anycase i like the deck, though theres a few questionable choices, i like breaking and entering but it could be better, i mean mind sculpt is the same cost but easier to cast I.E. colorless and a blue opposed to blue and black. but ANYWAY I'd run a lot of the low drop mill spells because speed tends to be the bane of mill decks, i'd also run some sort of board wipe, like mutilate or cyclonic rift, they both work and will be quite useful in the long run i'd also add nephalia drownyard it lets you keep your mana open and as a sink when you don't need to do anything or have nothing to do with your hand on their turn. this messes up their tempo quite a bit, but hey it's also fun to let them deck manipulate with a ponder or index and then right when they are about to draw the card they dug for and you proceed by milling them during their upkeep haha. in anycase i'd make those changes perhaps some spot removal instead of the Devour Flesh just more direct removal can come in handy. Lastly i hope i helped and you'll keep some of the changes in mind, so yeah mind checking out my Hive's Domination deck?

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Posted 28 July 2013 at 07:05

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The only thing I can agree with is the fact that Breaking is essentially the same cost and mill as Mind Sculpt. I've taken a look at Nephalia Drownyard, but if I was to put a 2 mill for 4 cmc card in this deck it would be the Dimir guild mage. I guess the 'direct' removal isn't here, however this is hardly devoid of removal, there are 13 instances of removal with an additional 5 in the SB that would be considered board wipes. The only spot removal I refuse to use is Murder, not going to add another 3 drop that does not deal with either Hexproof or Indestructible. Thanks for you input, I do wish mill had more instant cards, they would make Elite Arcanist boss.

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Posted 28 July 2013 at 15:28

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lol, yeah I can agree with that. but nephalia drownyard is 4 mana to mill 3 and the fact it's not on a body makes it a lot harder to get rid of as opposed to the dimir guildmage, idk I like it, it has won me multiple games. but I guess it's personal preference, another thing I can understand being there's only 2-3 months left until rotation, but yeah my apologies for the removal for some reason I missed a bunch of the removal in the list -facepalm- but yeah I approve, i'd also probably drop traumatize down to a 1 of because I feel it's not reliable enough most cases of when I would run it it'd only hit them for usually 15-20 cards which 5 mana for that many but traumatize will never get the job done due to it's restrictive nature, but that's okay because when you do play it when you'd like to it hits for a lot as a replacement i'd run something like, more mindsculpts as I stated in my previous comments is that again aggro is the bane of mill decks and yes your removal should handle most of that but only for so long because aggro is hardwired or a successful aggro deck is hard wired to keep on constant pressure. but i'm sure you already know this but yeah i'm still hoping this helps but yeah it's interesting, my last concern would be all your creatures are 4 drops or greater. i'm hitting a blank right now for fillers but i'll suggest some more stuff later but until then hope I helped.

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Posted 29 July 2013 at 02:47

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