wickeddarkman

112 Decks, 4,559 Comments, 801 Reputation

If you ever want to change large parts of the concept, try:
4 mesmeric orb, 4 fatestitcher, 4 laboratory maniac and 4 gitaxian probe.

If you don't want to change the concept just add mesmeric orb which will speed up your deck.
(especially spiderspawning, increasing confusion and dream twist. Oh, and add crypt incursion to your sideboard!)

You might also want to add 1 or more oboro, palace in the skies for your hedron crabs.

http://www.mtgvault.com/wickeddarkman/decks/fast-reliable-modern-mill/

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Posted 21 October 2013 at 12:30 as a comment on Deathfed 2.13

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Mesmeric orb will boost your graveloving critters.
Ashiok, nightmare weaver is better than jace.
mind funeral beats mind grind.

http://www.mtgvault.com/wickeddarkman/decks/fast-reliable-modern-mill/

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Posted 21 October 2013 at 12:20 as a comment on Controlling the outcome

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I've seen a legacy variant of dragonstompy where all the creatures have been replaced with werewolves!
It should be modern-legal to do the same thing, so you might want to search for it!

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Posted 21 October 2013 at 12:16 as a comment on Modern All in Red/DragonStompy

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Replace mind grind with mind funeral. Mind funeral mills an average of 14 cards against someone with 22 lands.
(the less lands, the better)

Replace tormod's crypt with faerie macabre, which will add to your consuming aberrations growth and will allow you to act instantly and without fear of being countered.

Replace psychic surgery and sands of delirium with mesmeric orb, which combo's well with your increasing confusion. With hedron crab on the board you will really love the orb as you won't need to tap anything anymore. The orb will also allow your consuming aberration to grow. (this will count even better if you decided to replace tormod's crypt with faerie macabre).

Replace some islands with oboro, palace in the skies, which combo's well with your hedron crab.

Replace mana leak with remand, and replace relic of progenitus with surgical extraction and you will have a nice trick.

I like mill a lot so click my name and go through all of my decks, or look at this "teaser link" :D
http://www.mtgvault.com/wickeddarkman/decks/fast-reliable-modern-mill/

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Posted 21 October 2013 at 12:14 as a comment on Mill to your heart's content.

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If you want this deck to explode, add 4 mesmeric orb. Each time you tap you mill, so you can unearth whatever you will.

And if you use 4 fatestitchers you have an infinity combo with the orb that allows you to mill it all into your graveyard, so you might want to try out those laboratory maniacs :D (Remember to add 4 gitaxian probes if you do!).

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Posted 21 October 2013 at 11:55 as a comment on Modern Unearth

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Nice mana. Not many see the use in 4 ghost quarters, but with 8 extractors you can really kill a manabase and lock a deck down.

I can recommend oboro, palace in the skies which will "boost" your hedron crabs.

Also, mesmeric orb works wonders against aggro, especially with your 8 extractors.
(take out mind sculpt)

I also find that 2 shelldock isle works wonder in my own deck with only 20 mana, so you should be able to play two of these as well, and they will work gloriously with haunting echoes.

I've recently have some success with mill on my own:
http://www.mtgvault.com/wickeddarkman/decks/fast-reliable-modern-mill/

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Posted 21 October 2013 at 11:48 as a comment on (Modern) Archetype Mill

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The perfect number of lands for a deck like this is 16!

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Posted 21 October 2013 at 11:41 as a comment on 1 Mana Challenge

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undead alchemist works well with mesmeric orb against a creatureheavy opponent.

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Posted 21 October 2013 at 11:39 as a comment on Drowned Hordes

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Add mesmeric orb to mill both players :D

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Posted 21 October 2013 at 11:37 as a comment on MonoU: Self Mill

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Have you tried to add serum powder?
It increases the chance of getting the mantle in an opening hand, but might block the deck too. You could test it to see how well it works.

One way to do it might be to include faithless looting.

Other cards to think on:
1 edge of autumn. cycle your land to increase the chance of comboing off.
manamorphosis works well with simian spiritguides AND elvish spirit guide.
summoning pact will get you a needed weird or a spirit guide.

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Posted 21 October 2013 at 11:22 as a comment on Blistercoil Blitzkrieg

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replace the 2 shadowrift with something else and it's pretty legal. There's plenty of cards available that will do almost the same.

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Posted 21 October 2013 at 11:19 in reply to #405202 on Blistercoil Blitzkrieg

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That reminds me! Why not settle with 1 emrakul and skip out on the elixirs and library of leng? That move will give you 3 more cards to do some more disruptive stuff... Whispering madness will asure that you wont get stuck with emmy on your hand. So + 2 isochron scepter and + 1 whispering madness might be a plan?

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Posted 21 October 2013 at 11:06 in reply to #403081 on Mesmeric Madness

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do you know the decktype 12-post?

I don't know that much about the deck except that it ramps out emrakul via lands.

The variant I've linked is the one most "liked" in these forums, though it's modern.

Perhaps you could use parts of the ramp?

Essentially a land ramp is better than a hightide ramp unless you can win a massive counterwar. Lands can't be countered.

http://www.mtgvault.com/raggedjoe/decks/modern-monog-12-post/

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Posted 17 October 2013 at 10:05 in reply to #403081 on Mesmeric Madness

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That's fun, your the second to say that this week :D

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Posted 17 October 2013 at 10:04 in reply to #404035 on Mad?

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Well, when I look at other mill-decks it's mainly to see if I've overlooked something, then I test out new ideas that fit my own and playtest massively before playing reallife. Sometimes I proxy, and if the results are good, I go and get the cards.

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Posted 16 October 2013 at 11:51 in reply to #404031 on Infinite Life Mill

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No problem, and if you click on my name you can go through my mill archive which is full of explanations on why I add/remove cards. Look at them chronologically if possible.

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Posted 16 October 2013 at 11:49 in reply to #404035 on Mad?

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Well your deck features a mix of the two only milldecks that have ever won in modern, and all of it looked familiar to me, so prize yourself on knowing the good stuff by heart.
The exact cards used by both decks were:
4 hedron crab, 4 glimpse the unthinkable, 4 archive trap, 4 visions of beyond, 2 ghost quarters, 3 cadrs that bring cardadvantage (either 3 augur of bolas or 3 snapcaster mage), 2 cards that discard (Throughtseize or surgical extraction). From there they varied a lot and your deck looks like a hybrid.

What you might want to rethink are:
Adding deathtouch shaman. It can remove emrakul and things like vengevine or bloodghasts.
Adding remand. Coupled with surgical extraction you can likely remove a wanted spell.
Adding mesmeric orb. It's insane against aggro and boosts crypt incursion a lot.
At least 3 echoing truth in sideboard.

Here are links to both designs:
http://www.mtgvault.com/wickeddarkman/decks/dafrk3ins-modern-mill/
http://www.mtgvault.com/wickeddarkman/decks/azazel314s-modern-mill-2/

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Posted 16 October 2013 at 11:38 in reply to #404037 on Modern UB Mill

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Well, you are smart but perhaps stubborn, so take the negative as a backwards compliment.
To give an example, I've just had a discussion with another crank-player where he asked how to improve the deck. He used hedron crab to make the "kill-trigger" which demands that he plays a land, cathartic adept is a much smarter way of doing that, so you obviously made a smarter move. Now the advice I gave him was to fill in some more cards that would trigger the kill and help milling early, so I told him to add shriekhorn, ghoulcallers bell or codex shredder. I can also guess that you use invisible stalker as a "hard to remove" trigger, which is also a pretty smart thing to have. And finally I also told someone else that the only counterspells that work in mill are those that mill as well, (I also named remand as it comboes well with extirpate/surgical extraction) so all in all you do smart things, so to hell with other peoples oppinion about you. Go kill em.

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Posted 15 October 2013 at 09:58 in reply to #404031 on Infinite Life Mill

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Counterspells in mill is usually a paradox. You want to mill a deck as fast as possible to disrupt it the best, so having as many millcards as possible is the best option. If you add counters to stall an opponents strategy you stall your milling too as a consequence of having less mill. The more counters you involve, the more you stall your mill and the more counterspells you will need to compensate for that loss. The only exceptions to that paradox are counterspells that somehow add to the mill. Remand does that by letting you know what they have in hand so you can respond with surgical extraction or extirpate before they play the spell again.

If you play legacy I can recommend jester's scepter.

Or you can try discard as it lets you see and manipulate the future in a better way than counterspells, discard works better for mill than counterspells does, and it usually demands less cards to be efficient.

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Posted 15 October 2013 at 09:44 in reply to #404035 on Mad?

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Let me see:
My own defence against aggro is to sideboard crypt incursion into mainboard, and I simply win if I draw it and has the mana, since it's lifegain is so insane.

The mindcrank+duskmantle seems to be based on your opponent being milled, and one of your means are the hedron crab, so go full in on that aspect, and put in some shriekhorn, ghoulcallers bell or codex shredder. That will allow you to have turn 4 kills more reliably.

One of my oldest defences against aggro have always been mesmeric orb, which will fit the whole setup-theme perfectly, since your opponent HAS to move or die eventually. Mesmeric orb is evil, and in a mill-deck it usually kills the opponent first if you play intelligently. (In your case it will empower avatar of woe, and I know some play 4 orb and 4 avatars) I play it recklessly but have no creatures, but I know from others that it works in creaturedecks as well, as long as your opponent "moves"/untaps the most. If the orb doesn't work for you, just use the jace-enchantment that mills them for 1 whenever you draw.

Since my own deck already kills at turn 4 and is less disruptable I think I will skip out on the crank-theme :(

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Posted 15 October 2013 at 09:36 in reply to #404049 on where are your cards?

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