Modern Mill Deck

by Nic0boy on 16 December 2013

Main Deck (60 cards)

Sideboard (15 cards)

Instants (4)

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Deck Description

I bought a mill deck off my friend and decided to edit it a little. Any suggestions would be great. For get about those 22 islands I don't know how to get rid of it it's glitched I guess. If any knows what do to please tell me

How to Play

Mill the deck as fast as u can

Deck Tags

  • Mill
  • Dimir
  • Modern
  • Fun

Deck at a Glance

Social Stats

7
Likes

This deck has been viewed 2,225 times.

Mana Curve

Mana Symbol Occurrence

0442040

Card Legality

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

Deck discussion for Modern Mill Deck

So since this is modern, take out 1 mind grind for another mind funeral.

maybe a third jace memory adept would help

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Posted 17 December 2013 at 02:16

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Good idea. On that right now

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Posted 17 December 2013 at 12:43

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To make a U/B mill deck with no surgical extraction, extirpate, or at least haunting echoes is blasphemy.

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Posted 17 December 2013 at 02:37

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I would either concentrate on "Consuming Aberration", "Mirko Vosk, Mind Drinker" or "Nemesis of Reason", but not on all 3 of them as they have rather high mana-costs.
If you're up against many non-standard lands the synergy between "Ghost Quarter" and "Archive Trap" could work quite well.
Personally I like spells with flashback, becaus they often enable you to play something even if you don't have any handcards left.

Some changes I would do:
Remove "Invisible Stalker". You have no spell which needs an attacking creature or damage done to a player. And if you want some defenders, there are creatures suited better for mill like "Jace's Phantasm", "Wight of Precinct Six" or "Hedron Crab" (see suggestions)
Remove "Traumatize". Traumatice comes not earlier than turn 5, thats if you play no ramp, start with 3 lands on your hand and draw 2 additional lands. By this time you will allready have removed a great deal of your opponents library, and Traumatize becomes less cost-efficient with every card you remove from your opponents library before you play it.
Remove "Psychic Drain". 'Pay "X"' spells are always a little tricky as you have to spent a lot of mana to make them work propperly. If you want to use such a spell try "Increasing Confusion" (see suggestions)

Some suggestions, based on my own U/B (standard) mill deck (http://www.mtgvault.com/muktol/decks/ub-standard-mill/) and my monoU mill deck (http://www.mtgvault.com/muktol/decks/monou-mill/)
Jace's Phantasm ({U}; 1/1; flying; Jace's Phantasm gets +4/+4 as long as an opponent has ten or more cards in his or her graveyard), Wight of Precinct Six ({1}{B}; 1/1; Wight of Precinct Six gets +1/+1 for each creature card in your opponents' graveyards.), Hedron Crab ({U}; 0/2, defender; landfall: whenever a land enters the battlefield under your controll, mill 2)
Visions Beyond ({U}; draw a card; if any graveyard has 10+ cards in it, draw 3 cards), Thought Scour ({U}, Target player puts the top two cards of his or her library into his or her graveyard. Draw a card), Increasing Confusion({X}{U}, flashback {X}{U}; Target player puts the top X cards of his or her library into his or her graveyard. If Increasing Confusion was cast from a graveyard, that player puts twice that many cards into his or her graveyard instead), Dream Twist ({U}; flashback {1}{U}; Target player puts the top three cards of his or her library into his or her graveyard), Extirpate ({B}; Split second, choose target card in a graveyard other than a basic land. Search its owner's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library), Surgical Extraction ({B} or {2 life}; Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for any number of cards with the same name and exile them. Then that player shuffles his or her library)
Drowned Catacomb (dualland), Watery Grave (dualland), Nephalia Drownyard (milland)

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Posted 17 December 2013 at 11:15

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Forgot about "Glimpse the Unthinkable" ({U}{B}; Target player puts the top ten cards of his or her library into his or her graveyard)

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Posted 17 December 2013 at 12:03

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Thank you I will seriously consider thinking about putting all of your thoughts and advise in this deck. Your a real help :)

1
Posted 17 December 2013 at 12:43

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Drop the breaking//entering for glimpse the unthinkable, replace it all around its much better

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Posted 17 December 2013 at 14:33

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The thing with glimpse the unthinkable is that it's a $20 card alone lol

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Posted 17 December 2013 at 14:50

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I've always wanted to use Sadistic Sacrament in a mill deck that says stuff like mill until he reveals X lands. The {B}{B}{B} in it's cost may be heavy, but with the correct dual lands, at least 3 Sadistic Sacrament should be ok.

Also Surgical Extraction and Extirpate can target non basic lands in graveyards. This would provide a similar, more reliable role than Sadistic Sacrament.

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Posted 17 December 2013 at 13:43

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Fix the lands by signing in, then clicking it, then clicking the trash can

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Posted 17 December 2013 at 14:16

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I did and it just came back ill try again

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Posted 17 December 2013 at 14:23

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I did it. I had to move it to my side board and delete it

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Posted 17 December 2013 at 14:27

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Normally I just change the card amount to 0 and they go away.

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Posted 17 December 2013 at 14:42

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And lower the paranoid delusions, you don't have enough creature cards to make sure you have something to cipher it to, maybe 2 or 3 should be in it, definitely not 4

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Posted 17 December 2013 at 14:18

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And yeah that's a good idea thank you

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Posted 17 December 2013 at 14:24

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Archive Trap

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Posted 17 December 2013 at 16:07

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Yup just put it in

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Posted 17 December 2013 at 16:24

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It might break the bank, but fetch lands let you use Hedron Crab twice per turn and make it easier to draw spells instead of dead land. Glimpse the Unthinkable is better than Breaking and Mind Sculpt. Wight of Precinct Six is significantly weaker in modern, where there are far fewer creatures and it usually just dies to Tarmogoyf. Visions of Beyond is a key player to refuel your hand. Paranoid Delusions is really unreliable in a format where it's really easy to kill or counter creatures. The most reliable mill decks in Modern are control decks that play a smaller-impact, more reliable mill cards like Hedron Crab, Nephalia Drownyard, Visions of Beyond, and Archive Trap.

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Posted 17 December 2013 at 21:27

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Shelldock Isle, too. I've seen too few people play that awesome card.

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Posted 17 December 2013 at 22:40

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Thanks for the advice ill put some of those in :) and glimpse the unthinkable is a little out of my price range. But also what are fetch lands?

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Posted 17 December 2013 at 23:08

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The ridiculously overpriced lands from Zendikar which read, "T, pay 1 Life, Sacrifice [CARDNAME]: search your library for a {basic land type 1) or a (basic land type 2) and put it into play. Shuffle your library." That way, two lands can enter your battlefield on a single turn.
Son muy, muy caros . . . it can be over $40 for one of them.

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Posted 18 December 2013 at 21:19

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Oh lol that's a little out of my budget

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Posted 19 December 2013 at 13:03

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Glimpse the Unthinkable + Twin Cast = 20 milled cards for 4 mana

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Posted 18 December 2013 at 00:36

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Yeah that's a pretty nice combo. But Glimpse is a little to much for me
Right now

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Posted 18 December 2013 at 00:58

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heh...yeah it can be pricey

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Posted 18 December 2013 at 01:35

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Why not try some howling mines? Then dream born muses to make them mill equal to their hand size.. And for more pain use forced fruition and they will have to draw 7 cards each time they play a spell. But don't forget jace beleren . Making everyone draw is fun because you get what you need and they will end discarding and drawing at a very fast rate. Plus you will have more open card slots to put more removal or other fun spells..

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Posted 19 December 2013 at 05:23

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Thanks! Ill look that up and see what I can do :)

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Posted 19 December 2013 at 13:02

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-1 mirko Vosk, -1 breaking//entering
+2 dimir scry land, you need more mana,
It will help with your hedron crabs, your mind grind, your increasing confusing, and your mana toward mirko vosk, early game defenders may be viable, or at least sideboarded against aggro matchups

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Posted 16 January 2014 at 23:22

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