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I wanted to make a mill deck for FNM since I didn't see one there after the 2 times I went. I saw control and wanted to incorporate control in the deck, but I still wanted to mill my opponent out. This deck does the job.
Turn 1: Island, Jace's Phantasm2: Swamp, Chronic Flooding, Swing 13: Shock Watery Grave/ Island, Curse..., Swing 14: Basic land, leave at least 3 untapped if I have Cancel (play the Phantasm) if not play Breaking (the fuse card), swing with the Phantasm5: Nephalia Drownyard, Jace, mill opponent for 10, by now you should be able to swing 5The rest is up to whatever I have in my hand. Normally by turn 5 I have decent mill cards in my hand. If you play this deck, mill in combinations. Remember, Balustrade Spy mills until it finds a land, and sometimes the first card is a land, but that's 1 missed land drop for my opponent.
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Two milldecks recently went top 8 in modern. Since there were two very different designs winning, I think the cards they shared in common should be a hint towards what actually works for mill... Here's what the two winning designs got in common: 4 hedron crabs 4 archive trap 4 visions of beyond 4 glimpse the unthinkable 3 cards giving slight card advantage (either snapcaster mage or augur of bolas) 2 cards discarding important stuff (either thoughtseize or surgical extraction)
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