MillFolk

by Hyoban on 09 January 2008

Main Deck (62 cards)

Sideboard (15 cards)

Sorceries (2)


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

Basic Merrow Mill deck. Constantly updated. Feedback is appreciated.

Deck Tags

  • Tribal

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

838000

Card Legality

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

Deck discussion for MillFolk

There's also two Jace Beleren's in there.

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Posted 09 January 2008 at 00:38

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haha i thought the title said Milkfolk

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Posted 09 January 2008 at 01:29

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Tips on a Merfolk Mill Deck:

Tideshaper Mystic serves no purpose in a mill deck whatsoever. AXE

Stonybrook Angler is an overcosted Master Decoy at worst, an extremely expense way to take "when THIS Merfolk becomes tapped" only one step further. AXE

Douser, on the other hand, can stonewall fatties cold for -2/0 as early as turn 3 opposing, and in late game can be your only defense to a 30/30 trampler. MAXIMIZE

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Posted 09 January 2008 at 04:08

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Surgespanner is a bit clunky to work around due to the need to pay extra mana to get his ability. However, in late game, it can become, like a Douser, a way to establish defense against a fatty. TWO

Reejeery is god. Not only does it almost make all Merfolk cost less mana (by untapping your lands when you play them), but when you don't need the mana, you can untap Merfolk after they mill/attack, tap blockers, and also makes your Drowners more resistant to burn. MAXIMIZE

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Posted 09 January 2008 at 04:11

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Drowner... umm, this is Merrow Mill. Duh. MAXIMIZE

Wanderwine Prophets is a silly card to even think you can use. Without haste or islandwalk, it will almost always splash against a larger creature, and that's a dead draw right there. AXE

Judge is, like the Douser and Surgespanner, a method of defense by simply having too much life to kill. MAXIMIZE

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Posted 09 January 2008 at 04:13

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Broken Ambitions are great counterspells, and Ponder is simply a great curvesmoother, even letting you shuffle in a jam. Summon the School can get out two or four merfolk tokens a turn when there's nothing better to do in late game. However, Pollen Lullaby is a bit antsy, as your opponent will often anticipate it, and it as a singular combat trick may not be enough against countermagic. Merrow Commerce is a must, while Forced Fruition is simply a great way to lock down your opponent.

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Posted 09 January 2008 at 04:16

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Springleaf Drums are unnecessary with only two colors. Four Wanderwine Hubs should provide all the necessary fixing.

And now, may I suggest Merrow Harbinger? When your Drowner just got Terrored, or you need to gain life with Judge, or a fatty is looming next turn, or you need to get extra milling in with Merrow Commerce, the Harbinger can find it.

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Posted 09 January 2008 at 04:20

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And believe it or not, now that I think about it, if you put in Protective Bubbles, you could actually hope to use Wanderwine Prophets, or use it to protect the Drowner.

Just my thoughts on your Merrow Mill.

balistafreak

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Posted 09 January 2008 at 04:20

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