Modern B/U Mill

by GangstaGeekXXX on 03 December 2015

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (3)


Instants (3)

Artifacts (3)


Enchantments (6)

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

Still a work in progress. However I think it could give some decks a lot of problems.

Please let me know what you think. All input is appreciated

Deck Tags

  • Mill
  • Modern
  • B/U
  • Control

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 1,440 times.

Mana Curve

Mana Symbol Occurrence

0252100

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Modern B/U Mill

Run painters servant, infinite mill with sphinx tutuledge

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Posted 09 December 2015 at 23:50

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Not exactly. There's an issue with land.

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Posted 11 December 2015 at 05:13

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yes I just realized this. I honestly though we had a modern grindstone. sorry for the mistake

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Posted 11 December 2015 at 15:54

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I did to, so I posted a deck with it. Then we figured out that it couldn't go Inf because of the land issue... sadness.

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Posted 11 December 2015 at 17:05

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they say they don't look at modern/legacy when they make new cards, but adding "nonland" to that card seems pretty precise to me....

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Posted 11 December 2015 at 18:26

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Zaklax13 has deleted this comment.

Posted 11 December 2015 at 18:27

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I got 3-4th place with this:
http://www.mtgvault.com/wickeddarkman/decks/modernmill-vs-1000gp-players/

What you need to consider is wether or not you want to win by speed alone or if you want a long tiring game with lots of interaction.

Mana leak, remand and sphinx's tutelage are slowing your game down, as you could have played something that mills fast instead.

The modern mill i won with has nothing but mill, except for the leyline and it kills between turn 4-6.

You will have to dedicate yourself a lot to build a speedy mill.

The opposite direction will stall the game a lot, and then you kill with a few good millcards.

The next link belongs to a deck where I really take it so far away that it can hardly be called mill anymore:
http://www.mtgvault.com/wickeddarkman/decks/my-splintermill-updated/

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Posted 10 December 2015 at 08:15

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I like it, I prefer the speed build, and I can vouch wickeddarkman knows his stuff

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Posted 10 December 2015 at 17:40

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I'll second that notion.

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Posted 11 December 2015 at 05:10

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Thank You for the input guys. I took darkman's advice, I am going to try to make this a much faster deck by removing the sphinx tut and mana leaks but adding breaking and entering. the faster the better. I only question if i should put kill spells or mind crank in.

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Posted 01 January 2016 at 08:08

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Add fetch lands to maximize crabs also any manna tutors, in your colors

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Posted 13 December 2015 at 13:48

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Mana tutors in U/B? No

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Posted 14 December 2015 at 00:03

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Liliana XD... jk,jk.

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Posted 14 December 2015 at 07:07

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I'm not sure how to adjust the land base to make in anymore consistent without risking not getting the right lands.

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Posted 01 January 2016 at 08:05

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As a rule of thumb you must at all time have at least 12 ways of drawing each color of mana to remain consistant.
Since your deck has 7 island, 4 polluted and 4 watery that totals 15 ways to draw into blue mana and you have the same going for black mana, so your mana base is pretty solid, but could also allow you to remove some lands and add stuff like ghost quarters without watering the mana below the minimum of 12 :D

I can recommend that you try out playing with 1 shelldock isle which sometimes adds to the speed when you have used up all your mill. Play this land only at times where you can play no other lands or you have enough mana to play what's in your hand or playing 1 other land wouldn't help you cast the last card. This is most likelly to happen at turn 4-5.

I can also tell you that a high number of milldecks in modern that have won top 8 places have used 9 fetchlands total.
(they also played 4 hedron crab)

Hope this helps :D

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Posted 04 January 2016 at 12:18

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How many Shelldock Isles would you suggest running then? 2-3? I'm guessing only 1 Ghost Quarter?

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Posted 05 January 2016 at 20:37

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1 shelldock only, and also 1 ghostquarter :D

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Posted 06 January 2016 at 12:41

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