Looks very valid, but also safe :D
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replace curse of the bloody tome with mesmeric orb. I've played it a lot, and in the right deck it will really be cruel! In your deck it will allow you to play dream twist or increasing confusion from the grave!!!
Well, so far a few mill players have cut down on the visions or removed them all. Out of 28 people only 4 have managed to win top-places, ranking 5, 7, 7, and 8th place. I can proudly proclaim that I have the best ranking among these people with a 4th place, but if you include me it will be 5, and out of those 5 people 2 plays entirely without visions (ranking 4 and 7) while the remaining 3 plays 3 visions. The majority so far plays 4
So you consider visions to be a P9 equivalent?
And people said there would never come a time where pro's would play less than 4 force of will :D
A lot of people like to draw cards, thinking that card advantage will work for their deck. It won't work with every deck out there, and I have studyed the esper-mill intensely (4 thought scour, 4 visions of beyond, 4 snapcaster mage) and find it lacks mill enough to win faster. This is my experience of it. Having followed competitive modern mill designs a lot I can also say that thought scour has fallen into disgrace from it's past dominance, and I believe that visions of beyond will fall as well. I'm in the process of analysing modern mill to the bones, and there are plenty of weird stuff to be noticed, for example snapcaster mage is by way the most popular pick when set in front of augur of bolas, but when you look at the decks that have won with the augur, they are also the decks that have won at very large tournaments, which seems to indicate that snapcaster mage might be the best choice in your local meta, but augur of bolas seems to be the best pick when you face an unknown environment of decks. There are other fun things sticking out as well! It seems that when it comes to mainboard anti-aggro cards there is a rather large number of decks with exactly 15 preventive cards, despite many of the decks being radically different in all other aspects. What is meant by "anti-aggro" ? Cards that remove or bounce critters, creatures you can block with, cards that discard or extirpate the opponent's aggro from their hand, stuff like ensnaring bridge or darkness, and finally lifegain. And despite this covering a lot of different cards it really seems that having around 15 cards of this type seems to bring success. The main weight f these cards have secondary use inside the mill-deck, echoing truth may be used to throw a leyline of sanctity back on hand, hedron, snappy and augur brings more mill,, surgical extraction removes emrakul and so on. All of the anti aggro stuff except for direct removal/mass removal covers secondary functions in design. I will start putting up a post with research Immediatelly :D
Not bad! A lot of people play less than 23 mana and 12-13 cards costing 5cc, but you manage to restrict this very well.
I use both :D as well as a couple of other millcards: Here's a milldeck that I've won 4th place prices with: http://www.mtgvault.com/wickeddarkman/decks/small-4thplace-modern-mill/ But since I opted to sideboard the chancellor into the deck each game I'd recommend this instead: http://www.mtgvault.com/wickeddarkman/decks/noxmill/
If you are willing to experiment (and have enough time as well) you can use my "paper-slip" technique. I use it for a lot of different tests, but want to give you an example of how you can "simulate" without the need of being a computer programmer. In my suicidal draws deck there is 15 lands, and 2 of them are fetchlands. How did I get to the point where I found out that 13 lands + 2 fetches were the best solution? Easy. Take out 60 sleeves and 60 lands and put the lands inside the sleeves with the backside facing the transparent side. Use a scissor to make 15 slips of paper, mark 2 of them as fetch and put the rest inside of the sleeves as well. now set aside a sleeve with a paper in it. This is your measuring tool. Shuffle the rest of the deck sufficiently and draw 6 cards and reveal the top 7th card. If the sleeve you set aside is the only land or if the top card is a land, write fetch on the paperslip. that you got ready. Otherwise write normal land. Repeat this process with the same paper-slip until fetch or normal land is written 5 times more than the other choice. If you do all this you should have the result that the paperslip is ending up with most of the normal land setting. If not I may have written the wrong "script" to find out this solution. Anyway's the paperslip should always provide you with the same answer each time, though you may need to increase the number needed to qualify an answer from 5 to 10 if it's very close. Each answer will take between 4 hours to a full weekend depending on how complex you set up any paperslip structures. I currently generate milldecks by using it and have recently gotten 4th place prices with such a product. If you have the time I can instruct you a bit more on the use of paperslips!
Argh! I had happily forgotten all about morphling! Now you brought it all back. Have a friend who ran palinchrome + high tide instead of the morphling, which was just as anoying!
The mention of lands were just my memories on oldschool designs. At that time decks with counterspells had a reputation for playing many lands, which compared to now, is a small amount, and I just had that piece of knowledge stuck on my mind. Back then, counterdecks were almost nothing but counterspells, which solidly ended an era when dredge came into existance! On the watering down I'd like to pull forth mental misstep, which is the "newest" blue counterspell not costing above 2, and in the eye's of a dinosaur, new phyrexia aint that far away. There's also the "new force spike" from the current cycle, which is "brand new".
As far as I remember OLDSCHOOL blue played 22-24 lands! I think the above is traditional enough in the eyes of the less oldschool magic population. Face it, we are getting old (Have some grey hair now myself)
I play a lot of mill and have tried many designs, and I can say that this deck is not among the top performers, but it is unique and simply has "something" about it that many people seem to like. Here's some usefull info for anyone trying to improve on the deck. One of the least played mill-cards is chancellor of the spires, and I have done some experimenting with it in the past, but was not happy with the results. The secret to play this card is to play enough of them to have a reliable chance of getting it during the oppening hand, and on the other side you don't want too many of them so that you draw it later when you actually need cards that DO something. After having played close to 200 games I got the amount narrowed down into playing with a total of three! Playing with 4 is doable, but should only be done if you can use the chancellor in other way's like placing it under shelldock isle...
SOLARMOVIES tribute to the community: Nothing to see here, move along. This user hasn't built any decks yet, or maybe they just don't want to share them.
Can you please make him hurt too?
If you are fast enough you can go to each deck page and remove his comment as fast as possible. The auto linking is part of his message, so once his comment is gone, you will have no more link. After I told this to people the first time he instantly commented on all my posts, so in response I will remove my posts from public, clean them out and wait untill he's a goner. Someones likely to get pissed and hack him, and I'll cheer that someone on :D
Which is why you need to proxy it to see for yourself if it works. I could claim having playing it at so many ptq's with you still in disbelief :D So run the deck yourself or have a friend play it. I have to mulligan with it a lot, but usually not more than once in a game. It's a rarity with people who play such low amounts of mana, but I have seen at least 1 other boggle deck running 14 lands which is 1 less than me :D Also regarding simulated vs real mana, the simulated mana performs perfectly when runned in real life. One of my best manasolutions run like this: (in monocolor but can be cut into 2 colors without great losses) 22 lands 12 creature cards, 1/1 for 1 mana. 12 creature cards, 2/2 for 2 mana. 14 creature cards, 3/x for 3 mana. That solution is very good at killing at turn 4-5 against goldfishes. Here's the solution applied to a more realistic situation: http://www.mtgvault.com/wickeddarkman/decks/legacy-azorius-1/
Guess people are like that in general. I googletranslated anklamere into danish, and got the result "prosecutor more", but that can be because of a similarity to "anklag mere" regardless of what anklamere's real name it seems symbolic :D
Frankly said, then you haven't seen enough experimental decks :D I've worked with computer simulations for a large part of my magic playing, and later supporting my designs with a lot of weird test systems. In my experience a burn deck with 16 lands can support 12 cards costing 2 mana total as long as the rest of your cards only cost 1, and his above design fits that mana solution more or less but with 2 aditional lands... I currently toy with a 15 land boggle deck, which plays out fine as long as I don't face combo. Here's the design, try proxying it and see how it plays out against a friend :D http://www.mtgvault.com/wickeddarkman/decks/suicidal-draws/
"No rest for the wicked" :( It's the way of the world, and frankly I move about a lot when sleeping. I have experienced some sleepwalking close to "fightnight" I once woke up in the morning with a bag of toasts beside me, fully encased in blank labels. I knew I had the labels in a bag, and the toast was in a breadcloset, so during the night I must have gotten up, taken out the toast, taken out the labels and then proceeded to encase the toast in labels. I felt a little scared and checked out the door-lock first. Seems like I did it! I sometimes fear that I may have an alternate identity who had some fun that night :O
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