Help!! modern mill competitive

by smokedout on 19 August 2015

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Deck Description

im trying to make a mill deck that could potentially be competitve in modern. that being said im sure it has to win by 5-10..and thats being generous . im not sure if it is even possible but this is one of my best efforts. mill to kill. tome scour or hedron turn one. if hedron any fetch land is 6 cards milled turn 2 or beyond. glimpse for 10 turn 2 if possible. with any luck you have a mind funeral and can mill roughly 8-12 turn 3. turn 4 potentially snapcaster bring back glimpse and recast. and that would be game in a perfect world. when the mill effect dosent work i find that i lack a good draw. or by the time im down to one card in hand they still have 1/3 of deck then im done unless great draws. im trying to find a way to pace the deck a little more but not kill the whole mill vibe. any help or suggestions would be greatly apprectiated!

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Mana Curve

Mana Symbol Occurrence

0462040

Card Legality

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

Deck discussion for Help!! modern mill competitive

This seems to be about average for a modern mill deck. You'll do ok with it, but if you choose to concentrate a bit more on one effect, you may get a bit more reliable wins. There's so many mill variations in Modern that it can be difficult to choose one, so most tend to spread themselves a little too thin by trying to incorporate too many variations. I'm going to suggest a few specific cards that work well, but of course are better in a more focused deck.

Mesmeric Orb is killer against most deck types. Remember, the opponent mills first, plus you have a lot of extra mill cards to back it up. This is a good addition to most mill types, but works best with stuff that purposely tap the opponent's stuff(especially multiple things for minimal cost to you). If you're worried about milling yourself too much, you have options like Dimir Aqueduct that adds 2 mana.

Archive Trap is frigging awesome with Ghost Quarter (and Path to Exile, if you don't mind adding white). Additionally, Ghost Quarter helps get a nonbasic land into the graveyard, making it a target for Extirpate (or even better, Surgical Extraction), thus lowering the number of lands for Mind Funeral. This is more a deck manipulation variant as it tries to control the number of lands in the opponent's deck.

Shelldock Isle is quite good in a spell heavy mill deck. It even lets you ignore most timing restrictions on the card it's hiding, allowing you to play Glimpse the Unthinkable during the opponent's turn :P

Then there's the draw variant that triggers Sphinx's Tutelage and Jace's Erasure. A brilliant card for this combo variant is Teferi's Puzzle Box and any Howling Mine effects.

There's a lot more variants, but these are some that I've seen work well. Just remember to not put too many variations in the same deck.

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Posted 19 August 2015 at 05:58

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