Can't Touch Me & My Old Mill

by UndeadCow on 03 July 2013

Main Deck (60 cards)

Sideboard (15 cards)

Instants (2)


Artifacts (2)


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Deck Description

A legacy mill deck with a protective backing of countermagic and shroud/damage prevention. I was struggling to figure out how to safely play a mill deck, avoiding damage from aggro and burn decks. Solitary Confinement was my answer.

PLEASE NOTE: I do not, and will not, use any cards that were created after Scourge. I only use cards that existed prior to the start of Mirrodin. (I know this is stupid but it's my one and only rule.)

Any suggestions would be great.

How to Play

Your primary goal is obviously to mill your opponent, however in order to protect yourself, you want to get Solitary Confinement in play as soon as possible. The addition of Eternal Dragon, gives you an infinite combo with Solitary Confinement, and having 2 also allows you to use one against your opponent if you manage to draw both, while still using the other for the combo. The plainscycling ability is also fantastic because you can use it to get the land you need to bring it back from the graveyard.

Impulse helps to filter through your deck to get key cards that are necessary for your combo. It can also help you draw land or Enlightened Tutors if you need them.

Enlightened Tutors help get Solitary Confinement, Grindstone, Skyship Weatherlight or Tormod's Crypt. I shouldn't have to really explain the importance of the tutors in this deck...

Skyship Weatherlight is in there to grab Grindstone and Eternal Dragon. That way you can get the infinite combo going much faster.

Rhystic study is here so that when you have solitary confinement out, you can still draw cards. This also helps you to get through the deck much quicker to get the cards you need to set up the combo or finish the game.

The counter magic is to help stop upfront aggro and burn, as well as any other spells that may destroy your combo, like Disenchant, Tranquility, Shatter, etc.

Extract is in the deck for pesky cards like Elixir of Immortality and/or any card(s) that may destroy my artifacts (especially Grindstone) and Solitary Confinement.

The rest of the cards are mainly mill cards, and Tormod's Crypt will stop your opponent from reshuffling their graveyard into their library.

Also a side benefit to Solitary Confinement is that it prevents the damage you take from Adarkar Wastes.

Deck Tags

  • Vintage
  • Legacy
  • Solitary Confinement
  • Grindstone
  • Traumatize
  • W/U Mill & Control
  • Infinite Combo

Deck at a Glance

Social Stats

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This deck has been viewed 1,799 times.

Mana Curve

Mana Symbol Occurrence

1132000

Card Legality

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

Deck discussion for Can't Touch Me & My Old Mill

Some Elixir of Immortalities could potentially help you out. I know you got Parallel going on, but in the event you mill yourself with like dreamborn muse or anything (redirect or whatever) they shuffle your graveyard back into your library. At the very least they can allow you to replay stuff.

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Posted 04 July 2013 at 06:57

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That's why I added the Feldon's Cane. I will probably have to reuse spells late game, especially the countermagic, however it probably wont be that important. I can get the cane using the tutor as well. I normally would only play the muse later in the game after I have my Solitary Confinement out. Based on the order of the stack, I would discard my Eternal Dragon to Solitary Confinement, and then the muse would kick in with zero cards in my hand, so I wouldn't have to mill anything. Then I buyback the dragon for the same thing next turn. Good idea though, thanks for the input :)

On a side note, Elixir of Immortality is from newer sets which I am not adding to my decks (see note above).

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Posted 04 July 2013 at 07:04

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That's some frame to work within, that you've created.
I'd have to salute you for your solitary confinement concept...

I can suggest field of dreams and wand of denial if you want to turn the deck in a more lockdown-ish direction. Both cards must have something like millstone or grindstone to support them. You win by denying them the cards that they need, which can be a support solution to solitary confinement, as you will have two ways of being protected...

I also miss seing extract in the sideboard...

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Posted 12 August 2013 at 12:35

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Thanks for the compliment lol. As far as your suggestions, I worry a little about wand of denial because of the payment of life which solitary confinement does not protect you from. But like you said, paired with grindstone or millstone, this could work well because I would know when I should use it. And if that is the case, I think that field of dreams would be a better fit. Both are great ideas though. And extract... wow... didn't even think of that! such a good denial card. I definitely have to sideboard that. That card could potentially win me games all by itself lol. Added to sideboard. Thank you very much!

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Posted 13 August 2013 at 12:44

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Don't fear the wand's price. Use it intelligently. Pay life 2-3 times during the early game where you want to lock them down as fast as possible. Then just use the wand to look at their top, and then use millstone/grindstone to remove stuff you don't want them to get. :D

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Posted 15 August 2013 at 12:11

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I guess that's true. I think you're on to something too with the denial factor. I might have to do some tweaking to speed things up. This deck is good in theory but takes too long to setup. The early purging could help it. I'll have to think about this lol. Thank you for the help and suggestions!

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Posted 15 August 2013 at 13:12

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This is my old prototype of mill-denial...
http://www.mtgvault.com/wickeddarkman/decks/wdm-stranglemill-legacy/

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Posted 16 August 2013 at 17:38

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Your deck is definitely interesting, but I want to focus more on the mill aspect than the denial like yours does. Thanks for the insight though. I did some tweaking. Let me know your thoughts.

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Posted 18 August 2013 at 19:26

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When playing with x-spells, you need to play more mana than your opponent or they will win by playing 1 spell at a time if it's a counterwar. More mana will also speed up the dragon. I usually use 22-24 mana. Or you can try to use stuff like ancient tomb to get ahead.

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Posted 19 August 2013 at 10:21

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Do you think that rethink would be a better substitute for power sink? I just like power sink because even if I can't tap enough land to counter the spell, at least I tap their land in the process so that they cannot be used to cast additional spells. Obviously I would use counterspell over power sink first in the event of a counter war because otherwise I would just lose flat out if power sink gets countered (most of the time). As far as the land goes, I only have impulse which gives me the ability to potentially get extra land in my hand. Although I agree that more mana would be useful, the problem is the ability to generate mana in play, not draw lands. Cards like ancient tomb would be good, however I need to try and find some that don't have such a steep kicker. Any suggestions that won't break the bank?

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Posted 20 August 2013 at 00:00

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Rethink is not something anyone today would be playing. Most opponents can play 1-2 while you are stuck with 2u each time, but it's a good example of why not to play x-spells :)

On the odd side there is broken ambitions which may mill a bit...

On the land-side try out crystal veins, but be carefull on how you use them...
(same goes with city of traitors)

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Posted 20 August 2013 at 11:18

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