Zendikar Mill

by Joshing on 11 October 2009

Main Deck (41 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

A mill deck that will finally be able to win in Type II.

Here are the cards from Zendikar that are in use:

4x Archive Trap
4x Hedron Crab
3x Day of Judgment
4x Trapmaker's Snare
4x Marsh Flats

Total: 19 cards.

The deck total is 41 plus the 19 Zendikar cards for 60 total.

This mana is set up perfectly for the right balance in this 3 type Esper splah. Use the two M10 dual lands that center on blue and also come into play untapped to provide your minimal use of black and white mana. The fetch lands and terramorphic are for slight mana corrections in early game and also 6 cards milled off of your enemy; just for playing a land! Now with the mana set up you can keep the creature game clear with DoJ and PtE white spells while setting up for your late game Haunting Echoes. The ultimate card here is Archive Trap because before it even your turn you can mill for 13 cards or more depending on how many ArcT's you draw in your hand. If you get lucky and fraw 4 Archive Traps form the start it is a one turn win "Won't ever happen unless you rig." The first time anyone plays you they will accept the free mana when you remove one of their creatures with Path to Exile, but as you know you will return with 13 cards off of their library because they just searched their library. If you are able to Twin cast it ot even use trapmaker's snare to get another one to throw on the stack you just milled 26 cards on turn two. I really don't feel like typing more about how this deck works so feel free to ask questions....

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

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This deck has been viewed 2,646 times.

Mana Curve

Mana Symbol Occurrence

4201000

Card Legality

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

Deck discussion for Zendikar Mill

I suggest wall of denial for the deck. These small guys wont hold up against spot removal, fallout, or in fact any spell aimed at them. You might want want to look into the refuges for late game small life gains as well as traumatize. Although the build is effective its lacking in major dmg reduction and with traumatize you can take out half of their deck making all your other mills more worth while. You also might want to consider jace in the deck. I personally run a standard mill thats similar to this build and you will top deck really fast if you dont run something that helps you draw. Also using jace works both in thinning out the opponent's deck and helping you maintain a hand.

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Posted 12 October 2009 at 00:58

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I actually made a mill deck using the Crabs as well, of course it's hardly type 2 legal and I've yet to check it out, but it makes use of rite of replication on the crabs and a couple of nasty things like traumatize, and memory sluice. Check it out if ya feel like it I'd love for someone to try play testing it since I rarely have the time.

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Posted 12 October 2009 at 02:11

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One question. Has this worked for you at FNM?

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Posted 21 March 2010 at 20:31

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