New modern mill :D http://www.mtgvault.com/wickeddarkman/decks/nanihas-ub-modern-mill/
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Just spotted a new modern mill deck. Check it out on: http://www.mtgvault.com/wickeddarkman/decks/nanihas-ub-modern-mill/
No problem. One of these days I will return to mill :D The environment seems to be "ready" for it. With all the affinity, infect, gruul, pod, splintertwin and twiddlestorm around mill should have good days!
Add erradicate for removal of 4-16 creatures from the deck. Also play noxious revival to replay any of your removers again. Lategame sadistic sacrament might be fun! Perhaps chrome mox will speed it all up? You may also find that shelldock isle might be an alternate way to play counterbore, and it might support any other card in here when enough cards are gone. If you need earlygame speed, consider chancellor of the spires with 4 surgical removal and 4 extirpate. (Chancellors go well with chrome mox and shelldock isle too)
Hmm! Normally I prefer to play the first crypt incursion at my turn 3 or at their attack, which cost me 3 mana. Casting thoughtscour to play incursion demands 4 mana which usually means I'm dead against aggro. When I play thoughtscour I prefer to cast the first one early to draw into land enough to play a turn 3 crypt incursion! I play in a really competitive environment :D This is also why I focus so much on cheap mill like tome scour and it's like. Usually I've milled an opponent for 10-15 cards by my turn 2 making crypt incursion large enough to drive me forward, and then I noxious revive the crypt incursion. My order of play is weighing heavily on everything else, and I do stuff like playing hedron crab at my turn 2, never turn 1, as I won't mill anything with a turn 1 crab, and opponent's will have 2 turns to remove it while it can only mill a total of 3 cards anyway. By playing it at turn 2 I get to use stuff like tome scour on turn one, and I can play the crab, then play my turn 2 land and then take it from there. Thought scour simply messes with my carefully built up playorder :D
I'd actually like to play this design, but I lack 4 visions of beyond. I also have a grudge against thoughtscour for some reason. I've tested with it in other designs, and it does seem to speed things up, but I somehow don't like to play it as I can't figure out where to put it in my strick order of playing each individual card! (I always play for maximum mill each turn!)
Replace memory erosion with sanity grinding! Augur of bolas works well as a poor man's snapcaster :D
Mesmeric orb (if it's legal) will boost your graveyard theme.
How about spellstutter sprites in sb ?
True :D But I'm glad I picked up the better card in this version!Since everything can be done in so many ways it's impossible to pick the best card for other halves, so perhaps stuff like that can go into the "how to build!"
Someone started to play cosi's trickster in legacy.I've had some fun with it myself in a weird U/G version of merfolk, so seing someone else playing it tells me that it might catch on in future merfolk-builds, and that said, you might find that usefull in your overextended designs!
Bloodbraided elf was banned in modern, so there is a chance that it would have to be banned in overextended as well!(P.S. you've forgotten to live out your "half" of our "deal" :D)
I've been thinking!Isn't innocent blood a better pick than diabolic edict? It can both remove one of your opponent's creatures and will split the wurm in two. Couldn't that be more usefull???
You might want to add:"tag-search for [halfdeck] to see other halfdecks that you can combine with this one":DI'll add you to our halfdeck primer that can be found here:http://www.mtgvault.com/wickeddarkman/decks/halfdeck-primer/And when you have made enough halfdecks you might want to add some advice to our "how to build halfdecks" primer:http://www.mtgvault.com/wickeddarkman/decks/guide-how-to-build-a-halfdeck/
Wow! Looks powerfull! I could imagine that the second halfdeck would need a bit of a mana-fix? Have you tested it with anything random so far? I could imagine it to be coupled with some of the emra-tron designs, or with counterheavy halves!
Then build it and join in on the fun :D
I do what I can to spread the general concept, but hope that others take over that role later, as I am not the best type of a leader, since I'm too erratic, and might get lost in some other idea that fancies me, so I try to bring as much life into this concept as possible before I lose it. So far I'm starting to use halfdecks at tournaments, and when I've built something that works at my usual playlevel I think it will catch on in my playarea as well, since it has the design-challenge inherited that some magic-players actually need, and others may like it for the combination-thing because they can scout out some halfs that they see the potential in, then build them into a new decktype and then leave the overall halfdeck-concept behind. It's a usefull concept, so I hope it gains it's own life!
That would really kickstart the concept, but then I would probably lose grip on who's who, but someone might do a better job than me at keeping the idea out there! So far I've started to "like" every single deck involved in this, and I'll be liking designer comments as well to boost the reputation of participants, which might lure in some more designers! If we all did that we could probably take over the entire site :D
There are some who don't stop the infinite engine, but rather stop the kill instead, because it's a way to preserve card advantage by letting the opponent play 2-3 combopieces and then stop the important part!
At the moment we are now 9 designers with 46 halfdecks(You and your designs included)I'm currently trying to build something competitive enough for both legacy and modern and will use the same designs for both formats.It's all covered in the "how to build a halfdeck" primer:http://www.mtgvault.com/wickeddarkman/decks/guide-how-to-build-a-halfdeck/
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