Pyro Mill

by stridetok on 14 September 2011

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (4)


Instants (8)

Artifacts (3)

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Deck Description

Last hurrah of zendikar cards. Play so many dig spells and make opponent not search library for cards to stop milling.

Changed up my deck for fnm. Considering aggro and mid range decks are around, I decided putting in lightning bolts are easier. Archive trap is not efficient to activate pyromancer ascension so it is better not to draw it but just dig for pyromancer and then start milling.

I prefer visions of beyond over ponder as it gives the deck a draw-go aspect, easier to represent counters. Plus I would like to see someone fetch land when I have visions of beyond + two archive trap in hand so I can draw three cards, replenishing my hand. But I do need ponder as a 5th to 6th preordain to find the pyromancer ascension.

Sideboard burn for aggro decks, torpor orbs for splinter twin decks.

Deck Tags

  • Mill

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

033080

Card Legality

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

Deck discussion for Pyro Mill

Do you find 24 lands really necessary, with such low casting costs (not counting Archive Trap, which will usually go off for 0)? I would think you could safely run 20 lands in this deck.

0
Posted 14 September 2011 at 16:45

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my reasoning was that if you are facing an aggro deck game 1 like a tempered steel, illusion or puresteel deck which does not rely on fetch lands or tutor abilities, the getting to 5 land on turn 5 is important. it also worth having land left out even when you are not using it because you bluffing splinter twin. it is worth looking at cutting a few land so need to test which is better. maybe 22 23 land ?

if I was cut more land, should I play cards for interaction, or should I complete the mental misstep or maybe looking at Jace adept or beleren?

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Posted 15 September 2011 at 00:25

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