Dimir Mill or Kill (Standard)

by TKT97054 on 25 October 2013

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (2)


Sorceries (1)


Planeswalkers (1)


Artifacts (3)


Enchantments (1)

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

Basically counter or control to field until you have a creature, then try to mill as much as possible to get enough power to kill, or mill your opponent.

Aiming for a deck where there is another control to help get some big creatures (for cheap) out, and have a few unexpected twists to catch your opponent by surprise. Like Rogue's Passage to give your heavy hitter unblockable, or Entering to use your opponent's creatures against them.

Wasn't sure whether to take dissolve or phychic strike. Psychic being good for what the deck is aiming for, but Dissolve a much more powerful card to help your draws.

How to Play

There is no how2 for this deck really. The aim of it is to start with a hand with at least a counter spell and 2/3 lands. Then using your nogging to decide the best time to use your counters, kill spells and the milling/stealing to your benefit.

Jace+Traumatize are good way to get your opponents deck empty, with the help of some Breakings.

Breaking+Any creature besides Aetherling is great to get some heavy hitters, then using either Rogue's Passage/Glaring Spotlight/Aqueous Form to give them unblockable.

Far // Away to help get rid of those hexproof or indestructable creatures.

Cyclonic Rift and Aetherize to help remove tokens and return armys of creatures.

Ratchet Bomb to help clear out tons of fodder (i.e. Goblins/Soldiers/Human).

And then Ashiok and Nightveil Specter to steal cards... just for fun.

Deck Tags

  • Dimir
  • Standard
  • Mill
  • Theros

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,703 times.

Mana Curve

Mana Symbol Occurrence

0362940

Card Legality

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

Deck discussion for Dimir Mill or Kill (Standard)

You have 4 Blood Crypt just for 4 cards that might need red... ...you play 3 Essence Scatter mainboard... ...2 Crypt is enough & you should drop Scatter...

I don't see what that 1 Aqueous Form does in the sideboard... ...I'd rather play use 2 Crypt Incursion...

Mind Grind is great for a mill deck that has some ramp in it(may be keyrunes/Lantern)...

You need some drawpower(Read the Bones; if you play Thoughtsize, it's awesome with Quicken)...

You need Negate & instant artifact removal to deal with Elixir of Immortality(in sideboard)...

You should mix mill with green, or white, otherwise, it won't work... ...mill became weak after rotation...


Good luck!..


I have 2 reacent mill decks, 1 Esper & 1 B/U/G... ...the B/U/G one is yet unlisted... ...if you're interested, you'll find them amongst my latest decks easily....... :)

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Posted 25 October 2013 at 18:10

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Will have a check of those now. I've seen plenty of your decks PoetMaster, and quite a lot of them are awesome.

Yeah, the Aqueous form is not a great idea in the Sideboard... but I do like the idea of a unblockable X/X for all cards in your opponents graveyard.

Mind Grind I have been considering for a while now. It's basically Mirko Vosk, Mind Drinker as a spell. With the ramp as you say with the dimir keyrunes or chromatic lanterns, it would be awesome.

But the only thing which I would say is that this deck has quite a bit of control in it, so that your opponent would hopefully run out of cards to play when you start to mill. Once you've played a Traumatize and have Jace mill away, you've practically got them down to around 22-12 cards in their deck. Does it need more mill? Especially with Breaking? (Unless Traumatize gets countered. D'oh!)

It is true that U/B decks are probably weaker after rotation, so it is worth investigating a B/U/G or W/U/B deck.

And I have thought that this deck does lack draw. Wasn't sure about Read dem bones, it is a powerful card. Thoughtseize is great to counter cards that your oppenent might have to counter you, but best played at the start. My only issue with them is the cost (IRL money I mean), they cost a damn lot! LOL :)

Thanks for your time Poet, hope you reply back again.

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Posted 28 October 2013 at 00:18

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Yeah... ...sadly, mill decks have gotten way weaker & if you only use Dimir colors, the deck won't be competative...

There isn't even any garentee that you'll draw 1 of the 2 Traumatize... ...I don't even like that card, since it sucks late-game... ...you alwayes have to draw it fast in the beggining.......


Here is the B/U/G mill I've made (descryption is important at this one): http://www.mtgvault.com/poetmasterx/decks/downfall-of-evolution/

...& here's my Esper mill deck: http://www.mtgvault.com/poetmasterx/decks/ashiok-jace-library-thives/


Neither are very competative...

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Posted 28 October 2013 at 02:45

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There aren't that many mill cards for a mill deck. Also, a great addition would be deathrite shaman, you don't even need to add land for his green ability, his black is really good by itself.

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Posted 26 October 2013 at 20:41

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Deathrite is great, especially since your opponent is loosing 2 life each turn with the milling.

But it would be better in a pure mill deck, having a combo like Sanguine Bonds, Crypt Incursion, Viskopa Guildmage (if you go W/U/B) and Deathrite Shamans would kill off your opponent in no time.

Not not sure with this kind of deck... since it is meant to be control, mill and kill.

Meh, you probably are right, but will consider the Deathrite Shaman.

Thanks for your comment. ^_^

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Posted 28 October 2013 at 00:07

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Dimir Keyrune +1 / Blood Crypt -3
Rogues passage -1

I like the keyrune. Why do you use blood crypts ? And your focus is mill or control ? Because, i think the focus should be Mill.

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Posted 27 October 2013 at 23:12

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Thanks for your comment. :D

I use the blood crypts because those lands would have been taken up by swamps instead. So it only made sense to include the blood crypts (even though they come in tapped or shocked) to enable the use of Entering.

The keyrune idea is great, that you get a 2/2 unblockable if you choose, but have the mana boost too. But there is a lot of artifact removal about, so it could just get smashed after your opponents sidedecking.

Still a good idea. Will have a think about how to implement it.

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Posted 28 October 2013 at 00:02

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if your thinking of adding mill, tome scour would be a good place to start.

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Posted 28 October 2013 at 04:59

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I did have tome scour to start with, but for 1 mana extra, I took Breaking instead. Why mill 5, when you can mill 8 and have an oppotunity to steal cards too. :)

Originally, this deck had 4x Essense Scatter, 4x Negate, 4x Doom Blade and 2x Dissolve. Had the Hero's in my Sidedeck, so that if I came across either a black deck or planeswalkers, I could remove them. The idea being cheap and removal/counter. But then I think this is better, since it just counters most things rather than specific.

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Posted 29 October 2013 at 01:10

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You should add psychic strike to the main deck and swap it for escence scatter. For one extra mana, targeting any spell plus top two, which in my opinion is better.

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Posted 29 October 2013 at 04:02

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