Perhaps the anti-aggro is in the sideboard and kept secret :D
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No problem. Just keep a close eye on how chancellor behaves! Most stop using them because they "feel bad" since humans tend to remember bad events more than good ones. If you play with friends try slipping a paperslip into each sleeve with chancellors. Whenever you draw them lategame and they work as a blank, write it down on the slip, and whenever you draw them at the opening hand, hardcast one or shelldock it into play, write that down as well and you will see how usefull the chancellors really are :)
Avoid weaknesses by making it dual colored :DI can recommend splashing noxious revival, which will allow you to play more sweep.I can also recommend that you add at least 2 lands to cast your sweep more reliably.The puzzlebox is good at stopping combo, but is pretty steep in it's cost. Is it worth the slot?Noodly ass? OMG emrakul is the flying spaghetti-monster!!?!
Sounds sound enough :DSometimes it's the whole of the deck that counts.How about this:Ancient stirrings is also able to get lands for you, so could it be a strategy for you to include ghost quarters?It's a bit random but may be of use to you. The stirrings can also get howling mine for you, meaning you might get to cut down a bit on dictate.Noxious revival, allows you to cut down on lots of other stuff and lets you get what you want when you need it. It will also be able to give an opponent something unexpected during their draw. The possibility of being able to cast a fog effect 16 times should be an allure for you :D
I've played something close to this a loong way back.spore frog was new to the meta and timetwister was legal.I played 3 colors, blue to let players draw and discard, green for fog and frogs and red for winds of change to keep combo away from it's vital hand. It did'nt go far, but I had some very fun games with it.The "prevent attacks" constantly can work, but can also be cut through at ease by some decktypes (And there are many in modern)Your biggest threat is emrakul.
Most "mono-colored" decks in any format tend to have other colors for one reason or another, and ALL of them use lands which are colorless, so any of these decks will only be milled 1 or two times by tutelage at each of your draw, which amounts to nothing in the world of mill. Collected company is the closest you get to milling around 6 cards on an average draw. Controldecks like splintertwin plays a lot of lands (24-26) which disrupts tutelage even more. Even when you mill 2 lands the mill is stopped due to the lands being colorless (Only color triggers the tutelage)Painters servant will fix all that and so needs to be drawn predictably :D
Surgical extraction and extirpate works best if the opponent has something in the grave.try changing 3 mind sculpt into 3 chancellor of the spires.If you draw a chancellor in the opening hand you will see a full array of what your opponent plays and you get to remove keycards at their upkeep with surgical if they start the game. What's not to like...If you want even more out of the chancellors try out 1-2 shelldock isle and play them when the opponent has 20 or less cards left.Ordinarily mill takes time to gain momentum, but playing with chancellors allow you to hit keycards early for the price of the occasional blank draw, but the price is is low considering that your opponent is slowed down considerably by surgical and extirpate as well.However, don't play more than 3, and don't play less than 3. 3 is the magic number :D
Looks like a very well thought out design.It's the best hybrid between UB and esper mill that I have seen so far.A few details stick out though:With aggro having a 51% presence in modern and both combo and control having lots of creatures, what is your general basis for placing path to exile in the sideboard?Is leyline of sanctity really necessary? It's probably there against combo, but wont surgical and extirpate handle that? Isn't ratchet bomb too slow and too narrow to have a real good effect?Based on my own milling experiences against affinity,elves, infect and merfolk, I can recommend that you replace 1 archive trap and replace it with a single mesmeric orb. (My own deck features 1 trap and 1 mesmeric orb) Most pro's don't use their fetchlands once they discover that you play mill.http://www.mtgvault.com/wickeddarkman/decks/the-story-so-far/
What's the best and worst matchups?
Unless you have something that taps lands, chronic flooding won't fool a pro as they will play around it.If you use it to selfmill with, it's actually a nice idea and I can recommend dream twist as well.However, mesmeric orb is a much better pick at either purpose.
Perhaps ancient stirrings to get painter faster?
THE "SHRIEKHORN IS BETTER THAN TOME SCOUR" CAMPAIGN:First of all, it's colorless, so if you are stranded with a swamp at turn 1, you can get going with shriekhorn already that turn.I've been playing with both tomescour and shriekhorn in my modernmill, and for more than 200 games I have been registering how much shriekhorn mills on an average. The basis is that I play 4 and play them within a priority to keep track of what happens to lategame shriekhorns, so the first numeric results are always for the most played shriekhorn, while the last is for the least played shriekhorn (which sometimes doesn't get played)I've tested against the fastest decks on the field (Well elves are not that fast, but I tested it anyways)SHRIEKHORN VS MERFOLK:5.571, 5.333, 5.142, 5.037At no point it drops below 5, so it is statistically better than tomescour.SHRIEKHORN VS AFFINITY:5.538, 5.2, 4.888, 4.5Half of the shriekhorns drop below 5 so two could be replaced with tomescour.SHRIEKHORN VS INFECT:5.111, 5, 5, 4.5They still stay above 4 so no exchanges.SHRIEKHORN VS ELVES:5.5, 5.5, 5, 4.888One drops below 5 and could be replaced.BUT WHAT ABOUT DECKS WITH ARTIFACT HATRED ???First of all, only a few nuts persons would target a shriekhorn to destroy it, and in general if they really really want to target your horn, then let them and play mesmeric orb or other superior artifact mill.SHRIEKHORN HAS OTHER USES:In legacy I've often used shriekhorn to disrupt cards set for counterbalance, but there must be modern decks where instantly disrupting the top of a library counts for something.Also, a lot of players favor echoing truth as a sideboard card in modern, and by echoing shriekhorn you gain a fresh mill-clock.
First instance of the card says "Each player shuffles his or her hand AND LIBRARY" So whatever you normally milled from any player is reshuffled, time wasted on milling!On the tutelage/day interaction the mill-ruling states that a player needs to draw a card to die, so putting cards away isn't lethal. I'd have to guess that the first parts of day first reshuffles decks, then 7 triggers stack on tutelage, then day ends the turn and remove the stack so cards never get milled anyway's. However I'm not good at layers and that stuff so if anyone more guru says otherwise I'll find the strategy fun enough :D Any way I can see the idea now.713.1 This new rule explains a bit more about Day's Undoing and ending the turn. Day's Undoing is the first card that has additional effects before it ends the turn. If any abilities trigger while players are shuffling or drawing cards, before the "end the turn" procedure starts, those abilities won't be put onto the stack. The "end the turn" procedure will essentially eat them. Of course, abilities that trigger during the "end the turn" procedure will go on the stack during that turn's cleanup step. (These abilities are pretty rare though.)So after all this, I agree that day can be used in a deck that mills, but not in ordinary mill.
It's your mana!It takes 25 lands to support hardcasting any 5cc at turn 5 reliably.It takes 22 lands to cast something reliably at a cost of 3cc.So casting something costing 4cc will demand 23-24 lands.
shriekhorn beats tome scour statistically. (I've done the research with 200+ games)
Somethings wrong with the legality of the deck. It has treasure cruise which is banned in modern.Also I've pointed out to another that when you play mill, you don't want to play day's undoing
You'd also gain ancient stirrings for the bridge. Green also has a lot of "selfmill" and selfmill creatures like ghoultree and gurmag angler.Here's my take on a mill deck with ensnaring bridge:http://www.mtgvault.com/wickeddarkman/decks/wicked-bridgemill/
This is highly experimental, so I'll add some experimental stuff.Simian spirit guide and nykthos can provide red mana, so splash in some red/black lands as well and you can make the deck R/B, which allows for several things. (Pyroclasm)Fulminator mage is wellknown for it's use against tron, so try it out alongside ghostquarter for more landdestruction.Your main problem will be generating lots of mana and creatures for your balustrade/undercity theme, so consider adding the final 2 nykthos with that in mind, and also consider æthervial.
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