MILL STORM

by Hexboy777 on 01 May 2011

Main Deck (60 cards)

Creatures (10)



Planeswalkers (2)


Enchantments (3)


Land (16)

Sideboard (4 cards)

Instants (4)

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

A bunch of small spells to boost up the storm power of Brain Freeze

Deck Tags

  • Mill

Deck at a Glance

Social Stats

1
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This deck has been viewed 2,745 times.

Mana Curve

Mana Symbol Occurrence

042400

Card Legality

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

Deck discussion for MILL STORM

Love Brain Freeze, been one of my favorite mill cards for a while.

My concern, though, lies with Arcane Denial. I understand your reasoning for adding it, as it gives you one more card to draw to fuel Erasure, but giving your opponent two cards could bite you in the ass; even it happens once it's not really worth it. Instead, consider adding in Daze for it's alternate cost to fuel Hedron Crab, or Gush for card draw to do the same thing (via the alternate cast and draw to fuel Erasure.

Hope these suggestions help.

I welcome any comments or criticism you can offer on any of the decks I have posted on the site (just click on my name to see the deck list). Thanks in advance!

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Posted 01 May 2011 at 21:52

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Do you think it would be wise for me to keep counters in the deck or not? that was one of the main reasons for having Arcane Denial.

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Posted 01 May 2011 at 22:41

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They're hit or miss, really. One one hand, they provide great protection and offer stacks of Storm for Brain Freeze. But, on the other hand, they detract from potential permanent protection (like Fog Bank or other low cast walls) and milling.

For this build, I would probably opt out of counters (but definitely create a sideboard that included some) and instead focus on alternate forms of disruption. If you want to stay blue, consider Extract to pull out pieces that might be an issue for you in the mid to late game, otherwise, consider more card drawing abilities as they will help you keep a hand while milling for disruption from Erasure. Brainstorm, Portent, Preordain, and Serum Visions can all provide you with some advantage and great card quality. Sensei's Divining Top can also help here to ensure that you have viable threats coming as often as possible.

Bottom line, mill will often empty your hand very quickly. When you have no hand, there are no threats. You need to find a way to keep your hand filled with 3+ cards so that you can address threats whether it be directly (which blue isn't good at) or indirectly (one upping in response or the following turn to apply constant pressure).

Does that help a little more?

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Posted 02 May 2011 at 00:24

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Yes, thank you very much. I am in the process of designing a sideboard.

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Posted 02 May 2011 at 03:02

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