To clarify, you cannot depend on your opponents to have any of the abilities supporting it in their grave, unless you are playing something like multiplayer.Your deck is legacy/vintage viable which means that there are a lot of better choices than the cairn walker.For example tombstalker which always have flying and trample! It can better be supported by your deck than cairnwalker can, by putting in some fetchlands (even colorless ones if you are going for budget)
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If you are adept at rearranging your mana you could try out replacing visions of beyond with faithless looting.By adding red mana you can also exploit the "entering" part of breaking/entering.I've tried this strategy myself in a BRU mill I'm building myself.I'm currently testing heavily against blood moon and GW's lockdown of fetchlands, so I might be able to producethe manabase for splicing red into it all.http://www.mtgvault.com/wickeddarkman/decks/tournament-ready-killnmill/
Cairn walker only gains flying, and 4/4 flyers can be picked better than that!Also, traditionallly mill has won more games with discard than counterspells.I'm a heavy advocate of not having counterspells in mill.I have recently broken my advocacy by using dimir charm and izzet charm, but I can justify them by their other effects.
I'm working on perfecting a BRU mill. It won't be finished soon, but it does work better than any of my past designs!http://www.mtgvault.com/wickeddarkman/decks/tournament-ready-killnmill/
If only ingest had milled when the cards deal damage to anything :(I think you should try out talent of the telepath in this deck.Talent is likely to hit an opponent's removal, which is something you need, and it mills 7.
I'm back from testing your sb!I went full freak and played all games with blood moon and a glimmerpost in all opening hands + 5 random.Blood moon was less usefull than I thought it would be. It locked down my lands okay, but gave me the mana for running the deck more as a BR. Blood moon locks down 8 flyers in your deck which has often been a problem for my deck, and with all the removal I have blood moon locks affinity down. Based on this, my suggestion of scrapping vault skirges instead of galvanic blast were wrong, though I can still recommemnd that you keep the blasts somehow as hedron crab works well as a blocker and a miller. Instead of blood moon I would try to use ghirapur æthergrid as all games turned out to be quite long. At times each deck would draw 10-12 cards in a row that were either dead or cancelled each other.
I have gotten used to letting paperstrips decide my builds these days, so I can only advice you to try it out on both of your questions.When deciding what to cut:Put a paperstrip in each cardsleeve of a card you think you can cut. Then play a lot of games. Try not to use these cards for as long as possible, and if you can't stay alive without using a card, give it a smiley for keeping, and if you managed to win without using a card give it a sad smiley for cutting.Soon you will see that one of your picks will have more cut's than keeps, and once a card is exceeding happy smileys with 5 sad ones, cut the card...What land to chose:Use the sleeve of the card you've finally cut, then put in a blank card and a paperstrip where you write deceit, island swamp and nephalia.Play a lot of games, but instead of the usual 7 cards in an opening hand you draw 6 and always start with the paperstripped land in hand. Carefully study your hand and decide which land it would be best to have during each opening hand. Give each choice a smiley whenever you decide. Sometimes you need to look at your topcards in the library to decide your pick, just be consistent in your choice of methodology every time.
Add one more land to make it very reliable on mana.I once did a lot of experiments on how many lands I would need to hardcast archive trap.I use a special method to analyse amounts involved (Paperstrips!) And results were 25 lands.Since you use a lot more 5cc than I did, 25 mana will be really important...
If you are afraid of other milldecks you should try out "talent of the telepath" since it is really good against mirror mill! Talent of the telepath also hits a hell of a lot of other stuff from various decks, like aggro usually has removal, so when you are up against those, the talent uses their own removal on their critters. Other decks than aggro are fun to hit with it, and nothings more fun than getting to play an enemy's collected company when you've locked it down with a grafdigger's cage. In your case it would get you some walls. I use chancellor of the spires, and collected company cast by my talent can play a chancellor for me, which can recast the company and try to get me multiple sphinxes.Having hedron crab in play and using talent, then hitting a scapeshift will allow you to change your 4 lands into fetchlands, triggering a total mill of 12 from the crab. Then you start fetching...Another good "anti-mill" card is shelldock isle, which is already being played in most mill. Once anyone has 20 or less cards in their library you get to play a free spell (possibly talent of the telepath) and whatever is under the isle is protected from surgical extractions and the like.I can recommend you to replace traumatise with talent of the telepath.If you use shelldock, use 1 or 2, but not more than that! (Based on your mana I would use only 1)
The +side looks really good, but I think removing galvanic might be a mistake. In most games against affinity it's the hedron crabs that mill most of all my mill cards as they can mill whenever I get land. I think you would be better of with -2 vault skirge instead as my main game plan is not to remove all your life. With the added info on hedron crab, would you reconsider your sb or keep it?
No no no!I wanted YOU to tell me what you would sideboard against ME with your affinity :DBe as evil as you can, really try to close me down.I have a suspicion that you might want to use bloodmoon as I have a lot of nonbasics, though I can get rid of it before it hits the table (chancellor + surgical during your opening upkeep)Knowing my decklist AND sideboard, how would you sideboard your affinity to kill me?What do you take out, what do you put in. I'll use it to play against myself :DIn return for the knowledge I'll give you the feedback of how it changes the matchup, and what works against me or not, so if you ever meet something like this, you'll know what to do!
Hey there, I've been testing against affinity with a new milldeck for a long time.I've been playing without sideboard with both decks so far, but I want to moveon and use the sideboards now.Can I get you to take a look at the deck and decide on how you would sideboard against it?http://www.mtgvault.com/wickeddarkman/decks/tournament-ready-killnmill/I would probably side in a shatterstorm, one more kolaghan and the two echoing truth.Your input will be much appreciated.
Hey there, I've been testing against affinity with a new milldeck for a long time.I've been playing without sideboard with both decks so far, but I want to moveon and use the sideboards now.Can I get you to take a look at the deck and decide on how you would sideboard against it?
Well, bell-twin seems to do the job without cavern of souls!http://tcdecks.net/deck.php?id=18144&iddeck=137096
Why does so many millers fear the orb? I am really stumped by the sheer number avoiding it until they get it demonstrated!Imagine a game where you play a land each turn and the orb at turn 2, 3 and twice at turn 4. Imagine that you tap out all your unused lands too, just to see how much it hurts! When do you die to the orb?Let's say you are second to play, drawing 8 and one card every turn from there. At turn one there is 52 cards left in your library.At turn two there is 51 cards left in your library.At turn three there is 48 cards left in your library.At turn four there is 41 cards left in your library.At turn five there is 24 cards left in your library.At turn six there is 3 cards left in your library.At turn 7 you die... but you can manage to cast some instants just before the end.If your mill deck cannot win within these frames, it's not worth it.Mesmeric orb is not that powerfull without other mill to support it! In my above scenario you go for the ultimate punishment by orb, and dies at turn 7... Real life play will punish you a lot less than this setup.Orb is in the playlist of almost all decks that have milled their way to the top in modern...And ZAKLAX is solid! Listen to him.
I've played mesmeric orb in modern for quite a while :D It's pretty legal... (Most topdecks that have won with mill in modern, have won with 2-4 mesmeric orbs in their decklists)I once tried to see just how fast you can kill yourself with the orb, and if you play 4 in a row (turn 2, 3 and two at turn 4) as well as tap all your lands all the time, they only kills you at your 5th upkeep... At turn 5 you are usually dead anyways so using mesmeric orb does not take extreme measures to avoid selfmilling yourself. I have never in all my career of playing magic understood why millers fear the orb. By playing mill your opponent will always be lowest on cards in the library. Playing both dream twist and increasing confusion really invites you to play the orb...Here's the milldesigns that have won at modern...http://tcdecks.net/archetype.php?archetype=Mill&format=Modern
I've played mesmeric orb in modern for quite a while :D It's pretty legal... (Most topdecks that have won with mill in modern, have won with 2-4 mesmeric orbs in their decklists)I once tried to see just how fast you can kill yourself with the orb, and if you play 4 in a row (turn 2, 3 and two at turn 4) as well as tap all your lands all the time, they only kills you at your 5th upkeep... At turn 5 you are usually dead anyways so using mesmeric orb does not take extreme measures to avoid selfmilling yourself. I have never in all my career of playing magic understood why millers fear the orb. By playing mill your opponent will always be lowest on cards in the library.
I've played mesmeric orb in modern for quite a while :D It's pretty legal...I once tried to see just how fast you can kill yourself with the orb, and if you play 4 in a row (turn 2, 3 and two at turn 4) as well as tap all your lands all the time, they only kills you at your 5th upkeep... At turn 5 you are usually dead anyways so using mesmeric orb does not take extreme measures to avoid selfmilling yourself. I have never in all my career of playing magic understood why millers fear the orb. By playing mill your opponent will always be lowest on cards in the library.
My grixis mill is finally on the move...Current design is here:http://www.mtgvault.com/wickeddarkman/decks/kill-n-mill/Someone else has also brewed up a page for competitive players:http://www.mtgvault.com/puschkin/decks/the-deckhelp-alliance/
My grixis mill is finally on the move...Current design is here:http://www.mtgvault.com/wickeddarkman/decks/kill-n-mill/Someone else has also brewed up a page for competitive players:
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