Standard Mill - Archive Trap

by StorkMSU on 12 January 2010

Main Deck (60 cards)

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Deck Description

Standard deck that uses Hedron Crab, Archive Trap, and a host of friends to mill your opponent.

I know there are powerful milling cards in black too (Haunting Echoes, Mind Funeral, etc.), but I wanted to stay in two colors.

Other potential cards are Telemin Performance, Memory Erasure, Oblivion Ring, or Journey to Nowhere.

Deck Tags

  • Tournament

Deck at a Glance

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This deck has been viewed 5,295 times.

Mana Curve

Mana Symbol Occurrence

1142000

Card Legality

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

Deck discussion for Standard Mill - Archive Trap

nice, another card you could add is condem

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Posted 12 January 2010 at 20:43

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Condemn is a great card, though I would choose Swords to Plowshares first. Since I want to keep this deck standard legal, neither card would work. Thanks for the suggestion, though, and keep 'em coming.

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Posted 12 January 2010 at 20:50

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Aha, I see the Path to Exile in there. What a beast combo.
Path to Exile + 4 Archive Traps = 52 cards milled. In addition, the 7 cards they draw, plus the one they drew. GG. :D

Excellent deck, no doubt no doubt. +1 for you!

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Posted 12 January 2010 at 22:57

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Since it was too slow, I removed the Ior Ruin Expeditions in favor of a playset of Ponders. We'll see how it plays.

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Posted 13 January 2010 at 16:21

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good deck as for the path great choice charvitar is right but easier way and u can do this turn three with higher probibility Turn one island crab

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Posted 21 January 2010 at 11:51

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turn two land mill three another crab... turn three... plains mill six so thats 7+1 or 2, +9 and then u use path and a twin casted archive trap thats 9+9+26=44 Cards most of which are most likly land and that means if u go first then if u draw a land next turn draw saying u went second that meens u have one more card and u draw either a tome scour or a crab then last card in hand is a land thats another either 9 or 11 so that means they have 5 more cards in there deck so im seeing between a turn three-5 game win on average

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Posted 21 January 2010 at 11:57

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The only problem I run into is when my opponents decide to not search for the land from the Path, but this only really happens in Vintage play. In Standard, there is a ton of land searching (Terramorphic Expanse, Harrow, Fetch Lands, etc.), so I typically cast the traps for free.

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Posted 22 January 2010 at 17:54

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