Again it depends :DIf your playgroup is large you might want to use as many cards as possible that mills EACH player, like winds of rebuke and mesmeric orb. This will also make you a heavy target among the others, so you need a blend of a very efficient defence and as many mill-effects that hits everyone as you can get.In a small group, go with everything that mills a lot, mind funeral, archive trap, glimpse the unthinkable (again, take a look at the link I provided)
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I've gone against "commander decks" before with mill, but never used traumatize, but it makes sense to use it against a large deck, just don't use more than two.Best multiplayer millcard is mesmeric orb and don't fear it yourself, you will mill ahead of the others.
Both compelling argument and winds of rebuke offer something for the professional millers, so they might be good for you too.The thing mill has lacked for years have been mill that does something in addition to milling, and new releases are slowly adding this to mill as a concept, so if you keep on collecting the mill from each release you will end up having a great theme deck, though it may take some years, but I can see you got some of the nasty stuff as well.I can recommend chancellor of the spires if you can also get surgical extraction and/or extirpate. Nothing rips appart a deck like the chancellor, and lategame you can use breaking // entering to animate it, though this demand that you play red, possibly with faithless looting.I also love talent of the telepath which is a great way for mill to both mill and "do something other than mill"I have lots of mill-designs on my page, with indepth analysis of many of the involved cards, so go take a look and you might see something that fit your needs.I can tell that shriekhorn outperforms tome scour at all times, and I've measured it to mill an average of 5.something so in essence it always beat the averages of what tome scour can do.This link will give you access to a group of competitive millers and their builds.http://www.mtgvault.com/wickeddarkman/decks/forum-competitive-modern-mill/
I remember it too. It linked to some marvel movie.There was a way to bypass it, but you had to move the mouse extremely fast and click on a certain part of the page.It took me around 20 tries each post I wanted to read.
some of the newer series have some interresting mill-cards.What's the competition level?
cascade would be best to get heartless summoning, but how do we get to grinning ignus?
Simplyfy it!heartless summoning, grinning ignus, grapeshot and the rest is filler. (thin out with manamorphose , faithless looting, street wraith and other)protect it with pact of negation or silence.
grimoire thief is too rogue to be used by patron wizard :Dsanity grinding + large UU cost can be really fun. I wonder how large amounts of UU cards out there use more than 4 u's in their cost!I once built a deck that used noxious revival to retrieve ghost quarters to really go landdestroy on the others. noxious revival and brainstorm can do wonderfull stuff together with archive trap.
I built a similar deck perhaps 8-10 years ago, at a time where I strived to defeat legacy with commoncards. after 6 very thorough builds it ended up looking like this:http://www.mtgvault.com/wickeddarkman/decks/project-silhana-v6/4 sigil of sleep 2 flying men (flying 1/1)4 looter il-kor (unblockable 1/1, better draws) 2 floodbringer (Unexpectedly usefull against low mana) 4 weatherseed faeries (against burn)3 neurok spy (unblockable)4 treetop scout (unblockable)2 scryb sprites (unblockable)4 silhana ledgewalker (unblockable)2 mire boa (Against black & jitte/goblin) 4 nullmage advocate (Against jitte/enchantress) 3 treetop ranger (unblockable)It was a very competitive environment, and as you can see the overall focus ended up on attacking without being blocked. The sigil would stall opponent creatures and I had solutions against a lot of legacy decks. (in sb)
let's say you meet a deck which is immune to ping and deathtouch somehow, then you have 18 dead cards (10 deathtouchers and 8 pings)Pro decks have a minimum of 5 cards and a maximum of 8 cards in specific categories and strive to have a lot of different cards and functions to avoid being caught with a weakness.Let me use an example:I'm working on a deck with ensnaring bridge, which can stop all attackers from reaching me, and I also play with leyline of sanctitiy which will prevent me from facing discard and burn.I play with 4 sage of epityr, 2 ensnaring bridge and 2 leyline of sanctity. Having 4 sage of epityr will enable me to draw into any of the two cards if I don't draw them in the opening hand.Since I only have 2 of each of these keycards I will never have more than 4 dead cards against anyone immune to both cards, and in general I will usually only have 2 dead cards to deal with.All of that enables me to fill out the deck with other cards to foil the most known strategies in modern.Minimum risk, minimum waste, maximum strength.
You actually only need as much as 5-6 deathtouchers and pingeffects to run the deck.If you use 5 of each type and add 4 sage of epityr it can become very stable and you will have room for maindeck muddle.There is also no real need to play rootwater hunter, when you can play the crab in main :D
Don't confuse the newbies :D
The boa's are a defensive measure, like if your opponent play's thrun, the troll, a 4/4 untargettable with regenerate, how would you defend against that, except by using boas?No, you transmute by the amount of mana on the transmute card, and muddle has a cost of UU, Theres another transmuter which is often seen with decks using muddle the mixture, think it's called wall of phantasms which has a cost of 3, so using both is possible, but often end up thinning the deck in the end.
This must be a puzzle or a code :D
I tested mill versus ad nauseam this morning, and mill would more or less win game 1, so I went on to playing with sideboards.I tested with ad nauseam always having a leyline of sanctity in the opening hand (drawing 6 other cards normally)I also tested with my own hand starting with manic scribe in my own hand. (drawing 6 other cards, but not the 8th)I also exchanged 3 crypt incursion with 3 echoing truth (I usually only use 2 echoes)In general ad nauseam wins this matchup unless you get an early lucky mill and use surgical extraction.I tried out some other configurations, and the most interresting is when you sideboard 3 chalice of the void, but stony silence was also a bit fun, but even then, the major flaw is that you can only beat it through surgical extraction.(weird idea, spoils from the vault to get surgical or archive traps in early games could be a fun idea)Next I tried out affinity, which tends to win unless you draw crypt incursion. 3 chalice of the void coupled with 3 hurkyl's recall was really interresting to play with, but stony silence was also rather cool to slow it down with. I never tried to selfmill to activate manic scribe, but can see the logic in doing so against ad nauseam because you wont target it with anything, so almost the entire deck is dead cards anyways.In general I think more and more about cutting archive trap permanently from my own designs, which is something I have done in the past with okay results.By the way!I'm trying to start up on a pro grixis variant of modern mill.Since the difference between esper and UB is just a pick between path to exile or damnation, then anger of the gods is sort of a hybrid between those two, which calls for a grixis versionhttp://www.mtgvault.com/wickeddarkman/decks/hot-grixis-mill-for-modern/
Either pyroclasm and anger of the gods will take your creatures, or stuff like krosan grip will stop your combo.river boa and mire boa can survive mass removal and block larger creatures that cannot be targeted by ping.muddle the mixture can serve as a counterspell or as a combo-searcher.
Well, since your friends hate this deck, I think they are more in the casual category, because the deck is not that tough to break :DIf they ever discover how to beat it, post me, and I'll help you out :D
Demanding friends are the bane of fun, but so is friends who always play the same deck :DSo all of you should occassionally either build new decks or switch them around to avoid falling into boredom.I can rebuild the list, but it will take some time to do that, and it had some differences from your build.I have played since unlimited, and always played against the pro's with rogue builds, so I can "fix" my mana by using different techniques, so lands shouldn't be a problem. (in this case I'd split it into 11 islands and 11 forests, and if it was for competition play I'd go with 10 forest, 10 island and 2 tropical island or some other dual) The golden rule is to be able to get 12 lands in each color, and fetchlands counts toward this. I can even adapt a threecolor deck to be able to play reliably around a turn 1 bloodmoon :D It looked something like this: http://www.mtgvault.com/wickeddarkman/decks/silhana-project/
No no, 5 of each "concept", you can use 3 hermetic and 2 psionics, there's a green creature close enough to imitate the crab, and a green version of curiosity, so you can actually play up to 8 of each of these concept cards, but only 5 are needed to combo reliably. There's also muddle the mixture which can get you the combo pieces or counter some spells.as for fearing big creatures, they can be put into play by different means, bypassing arcane laboratory.there are also spells that cannot be countered that might kill a crab which was why I started using snakes (they regenerate)
Do you selfmill for that purpose? (not counting mesmeric orb)The most positive thing about manic scribe is that it bypasses leyline of sanctity, which has only been done by mesmeric orb so far.
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