Modern Mill U/B

by MerrillsLivingEnd on 25 August 2015

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (2)


Instants (7)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Turn one ideally is one of these. Hedron. Phantasom. Turn two Glimpse, Break, Sculpt. Turn Three funeral.... turn four snap into glimpse

even worse... snap back an archive trap

On a side note this was built with the potential to kill... sayyyyyy if milling doesn't work out.

Qustions ask below, I probably have a good response to why I chose what I did.

Deck Tags

  • Mill
  • Modern
  • Competitive
  • U/B

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 879 times.

Mana Curve

Mana Symbol Occurrence

0422140

Card Legality

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

Deck discussion for Modern Mill U/B

One thing is design, another is winning.
Since you tag it as competitive and can answer most questions on the contents I asume you've played it at tourneys.
How far into top 8 have you gotten with it? (Or related past designs)

I'd also like to know how you deal with affinity, elves, infect and merfolk in regards to sideboard...

Go take a look at my stuff if you wonder why I ask :D

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Posted 26 August 2015 at 06:50

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I haven't brought it to a pptq, because I like my other decks a lot better. I play this from time to time in fnm's and against various decks. To start, my side board does help drastically against infect, affinity, merfolk, and elves. Infect will undoubtedly be a race. In fact they will most likely win game one. Side board always variant on what you saw and this goes for most aggro decks. Most times its as simple as Extirpating or surgically extracting blighted agent and glistener elf. Then go for the inkmoth nexus sense it's a non basic. My creatures become undoubtedly strong early on if I really have to I'll run chalice for 1. Because most of my mill and creatures are 2 or more. Which substantially slows most aggro. Especially when I can have fabricate be my fetch to prevent running more of certain artifacts in the sideboard. Lets be frank. If they get a turn one infect creature... i'm going to probably go for the pumps... aka vine's groundswell etc. Then it's easy mode once I get a creature on board. This deck has the ability to mill and win, or deal damage and win. I've been tossing between some extra touches in here. Elves... I won't lie... I don't see them anywhere around here. So, I don't know what to particularly throw out there. In fact... I don't think I will any time soon. Affinity. Another fast pace. I will mention... I'm going to mill them for 7 or more So early on... Theres almost no way I won't. I'm not saying you can't get screwed and not get a great target for surgical or extirpate... But they throw off so many decks. They don't draw what they need, and then with no real way to get it back I take the import arcbound, steel overseer, mox opal etc. Then drive the damage through or if I can just mill. Nothing like casting void for 3 or 2 and shutting down what I couldn't mill and extract. Hedron crab can mill so nicely without me casting some of the spells I would like if you weren't catching it. Merfolk will most likely out pace this deck. I won't lie there. Like most decks you just have a counter. So you try your best to remove their lords and masters. If they are running tides and waves like they should be.. figure out whats best at the time and remove the immediate threats. Again big creatures I can throw down that will trade or flat out beat a goyf. Don't forget if I need to mill myself for an artful dodge flash back for victory... It can be done. Ensnaring bridge with void works wonders. And witchbane stops burn. All in all you try to fair like any other deck against the rest. Make a few well calculated choices and I'm sure you could make top 8. I'm really trying to fit snaps and try them out. Still unsure. Might throw out an archive or two... even though I love them so.

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Posted 26 August 2015 at 07:52

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I like your answers and they seem solid arguments with room enough for weaknesses.
I rarely discuss weaknesses within my own mill-builds as I tend to solve them all longterm :D

I currently advocate chancellor of the spires as I've won a 3-4th place with them in a UB mill, and have been using them since without any regret. (Currently in a grixis mill with faithless looting) I know they work because I track all my cards during tests against proxy-decks, using paperstrips and noting on each card when it works or not. With more than 200 games keeping track of chancellor of the spires I can tell you that the best amount for using them is 3, not less and not more, as long as it is in a UB-brew. Chancellors will allow you to surgical extract almost at the opening of hands (your opponent's upkeep if they start the game) which allows you to remove glistener elf or inkmoth fairly often before they even get a card in play.

I'm also seeking out pro millers to start up a forum for all things modern mill, with the aim of discussing changes in the meta. At least 3 other people in here are trying very hard to get personal designs to become mainstream.
(Not counting myself) Look for it here:
http://www.mtgvault.com/wickeddarkman/decks/forum-competitive-modern-mill/

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Posted 26 August 2015 at 09:18

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Well, for starters... chancellor cost to much. If I use chancellor I give up the possibility of killing him with damage. I mean if I splashed a color for a creature... it will be green for a goyph. But even then I wouldn't. He will sit in your hand for so long. I just don't like chancellor. Because I can mind sculpt for the same amount. It might cost me a turn.. But it won't sit in my hand doing nothing until I reach 29% of my mana. I mean consuming is the only card that costs more than 3... But its worth it if I hit them for game in one strike. With or without a artful dodge.

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Posted 28 August 2015 at 14:52

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With my grixis I've already played around 50 games against infect, and the chancellor has been hardcast at least 4 times. I don't play the chancellor for it's creature aspect but for it's mill during the openinghand. Granted this setup works best when you also use surgical extraction. But in 4 out of 50 games the chancellor is hardcast, and in one of these games I got to play 3 chancellors in a row (Two times I blocked an infect critter boosted with "become immense" and when I played the third chancellor infect was totally out of steam and died)

So far My paperstrips tell me that the chancellor is dead less than 1 out of 10 times, as it is either cardcast (4 out of 50) used as faith-fodder, or revivied with entering (from breaking//entering, 1 out of 50, but you need red mana for this) or shelldocked into play. These examples does not count as performing it's main features, which is milling due to being in the hand. The statistics for that is always above 50% but I haven't pinpointed an exact number as I only use it when it performs better than 50% and it does that a lot.

My matchup% versus infect is 50% with 5 "blank cards" in the main-deck, meaning that it wins half of the time with 5 cards that does nothing at all, not even counting as lands, so anyone could find 5 extra cards to experiment against infect with.

But if you don't like chancellor, you just don't like him. Just be aware that when you've tested the chancellor you have probably remembered all the times he was drawn lategame and forgotten all the times he milled 7 for free. It's human to remember the bad times better, which is why I use paperstrips.

Anyway's it takes time to restructure mill from UB to RUB and the mana will be difficult to toy with, so if you feel better with UB just go for it. I've had a lot of success with UB myself :D

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Posted 31 August 2015 at 06:15

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Opening hand chancellor just hasn't won me. 4/50 is pretty piss poor I'm not going to lie. But noted.

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Posted 07 October 2015 at 01:51

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cut the mind sculpts for thought scours. cut two creatures and run mesmeric orb. go up to 4 archive traps, they are one of the best cards in the deck. combine them with ghost quarters and you can trigger the deck search yourself.

you did really good setting up the mana base not to die to blood moon

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Posted 28 August 2015 at 15:18

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Milling myself with mesmeric orb seems bad..? Also I like the ghost quarters and archive trap combo. Noted.

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Posted 07 October 2015 at 01:46

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I think the orb helps you more than hurting you, think eidolon in burn

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Posted 07 October 2015 at 02:06

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Oh and I posted a uw standard control deck, check out

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Posted 07 October 2015 at 02:08

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Why does so many millers fear the orb? I am really stumped by the sheer number avoiding it until they get it demonstrated!

Imagine a game where you play a land each turn and the orb at turn 2, 3 and twice at turn 4. Imagine that you tap out all your unused lands too, just to see how much it hurts! When do you die to the orb?
Let's say you are second to play, drawing 8 and one card every turn from there.

At turn one there is 52 cards left in your library.
At turn two there is 51 cards left in your library.
At turn three there is 48 cards left in your library.
At turn four there is 41 cards left in your library.
At turn five there is 24 cards left in your library.
At turn six there is 3 cards left in your library.
At turn 7 you die... but you can manage to cast some instants just before the end.

If your mill deck cannot win within these frames, it's not worth it.

Mesmeric orb is not that powerfull without other mill to support it! In my above scenario you go for the ultimate punishment by orb, and dies at turn 7... Real life play will punish you a lot less than this setup.

Orb is in the playlist of almost all decks that have milled their way to the top in modern...

And ZAKLAX is solid! Listen to him.

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Posted 07 October 2015 at 06:11

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