He looks good, but is generally best against reactive decks.Once your opponent have a deck with no ins/sor he's gonna demand lots of mana.
Permalink
MUKTOL: what! You overlooked the damage done by critters? Your usually sharper than that, but yeah it's going to be tight with burn unless the opponent is really into fetch and pain lands.
That might do it. :)
With only 16 lands you won't get to traumatize very often.I usually start out with 26 lands to find the mana to run archive trap if it's unlikely that the opponents will fetch.I usually end up with 21-25 mana depending on the design.
How on earth did you manage to build a fully illegal deck?
Did you know that 200 years after jesus died, latin didn't include the devil in their texts ?I once wrote an essay about it, where I showcase the latin words that eventually lead to the "birth" of the devil. :)
You probably noticed that I'm going back to modern!If you haven't then it's a surprise.I'm still using paperstrips, and remember that you were a pretty valuable ally with the deadwardszombiebridge if you remember that.I'd like some comments on the current meta.Take a small look at my geomancer's mill gambit and give me a guess on what decks in the meta I should fokus on.I'm outdated on 1-2 years on the meta.
I got another take on ld-mill.
I have a take on ld-mill that you might want to comment on
Want to try more with ld-mill ?I could need some discussion
Heh this reminds me of my half deck era...I'm currently working on a ld-mill.
Nice work with assassin's Trophy.I'm going with assassin's Trophy and geomancer's gambit in my own mill.
Nice job.Just two archive traps show that you think about your numbers.
Fraying sanity belongs to a much more control like mill because it is rather slow, you will have better results with breaking//entering.I'm pretty versed in most mill-decks, but only got two listed in my pages.My newest one is a ld-mill under construction.
That gargoyle "wall" is damn sweet.About a year ago I was developing a phenax, god of deception deck with plenty of walls in it, and this fits right in.If you ever want to go that way I can rebuild the deck in here. (I deleted it)
Awww mindshrieker!I love that card. It's the only millcard in my "my experience with evolution" deck, which was quite nasty.I've worked on building a manabase for the ld-mill that can resist bloodmoon, and will keep refining it to perfection.I'm at a point where true landdestruction buys more time than geomancer's gambit and assassin's Trophy does.Fulminator mage and rancid Earth are stables by now.I'm also working on adding relic of progenitus but that's not listed in the deck yet.
When evolution builds a deck, there are a couple of things that it keeps on doingFirst of all evolution builds control decks at heart, it never designs a build where you cannot react to something the opponent does. Since I'm aggro player at heart this is a fact I hate, but follow.Second there are no cards in a deck built by evolution, that does not have multiple uses. Evolution strongly favors cards that have multiple functions, for example my newest mill build uses landdestruction to lock down the opponent and kills with mill. Geomancer's gambit does two things, it tries to destroy a land and it draws a card. It can potentially activate an archive trap. Rancid earth destroys a land and potentially kills some 1 toughness critters. Another card on it's way into the deck is fulminator mage which can block, and then destroy a land.It also favors just a tiny bit more of lands than you would expect from the decktype it's working on. For example in aggro it can favor 26-27 lands which seems extremely absurd to most players.Those three details are pretty much occurring everytime I run some evolution project on a deck, and I practically never guess the end result.
Heh, sometimes even a draw makes the difference. One draw is sort of 1 mill.
If you don't get it I will elaborate.
Where do I start?When you want a milldeck to be competitive there are 4 approaches so far.Control mill where you lock down the game and have a bunch of high quality millcards is the best ranking type of mill, like lantern mill,Or esper mill (old designs) overall ensnaring bridge and lantern of insight locks these games.Speed mill where you have nothing but millcards and 4-6 problemsolvers in the deck, the millcards used must be the ultimate millcards of all times. This is the method that usually gets the second best results in tournamentsCreature mill where you give up control and replace it with aggressive creatures, while the mill is there to stop their removal. This strategy ranks third.Combo mill, where you set up the combo and have counterbackup or ways to protect it. This wins the least at tournaments.Your deck doesn't fall into any of these groups, making it inconsistent:)Pick one and give it a go again.
2,961-2,980 of 4,558 items