wickeddarkman

27 Decks, 4,586 Comments, 786 Reputation

Oboro, palace in the clouds (Trick learned from SOULOFMIRRODIN) works well with hedron crabs.

http://www.mtgvault.com/wickeddarkman/decks/modern-mill-v4-esper/

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Posted 01 July 2013 at 14:34 as a comment on Mill 2.0

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Use mind funeral instead of mind grind!

http://www.mtgvault.com/wickeddarkman/decks/modern-mill-v4-esper/

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Posted 01 July 2013 at 14:30 as a comment on Leave Your Deck at the Door

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For selfmill there's allways mesmeric orb :D
But you need to rethink how to activate your draw! Stuff like gitaxian probe or streetwraith might be a nice added theme, and will thin the deck into being faster. Also consider pact of neagtion...
http://www.mtgvault.com/wickeddarkman/decks/modern-mill-v4-esper/

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Posted 01 July 2013 at 14:21 as a comment on self mill casual D:

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Ach!!! Make it so...
Or maybe I'll think something up.
U seen my statements on putting mesmeric orb in creature+mill? (Use the sewer nemesis by targetting yourself, then just play critters, tap lands and attack, attack attack!)

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Posted 01 July 2013 at 14:15 in reply to #372661 on New Midrange Mill

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If this is a thematic deck, maybe fertilid could fit in! It does "mill" them for 2, and is the only creature in magic forcing an opponent to search their library, making it fun with archive trap!

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Posted 01 July 2013 at 14:13 as a comment on TREES!!

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Nope, :D, the less lands, the more it mills. Very cool against charbelcher and "look ma, no lands"/balustrade combo ;)

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Posted 01 July 2013 at 14:09 in reply to #372574 on Mill(under construction)

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Add shelldock island for the primordial.

http://www.mtgvault.com/wickeddarkman/decks/modern-mill-v4-esper/

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Posted 01 July 2013 at 14:07 as a comment on Into the Grave

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If you keep on playing with the chancellor, you should consider supporting it with surgical extraction. Both in an oppeninghand can be crippling for the opponent.

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Posted 01 July 2013 at 14:00 as a comment on Mill(under construction)

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SOULOFMIRRODIN:
The average on mind funeral is based on opponents number of lands. Against those with 22 lands I have it at 13-14 cards milled!

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Posted 01 July 2013 at 13:57 in reply to #372574 on Mill(under construction)

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Upgrade your deck and answer when people talk to you son!

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Posted 01 July 2013 at 12:39 in reply to #345896 on Gone in a Glimpse (modern)

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Wow, is this a timewalk or not?

Erm, if you ever get tired of maralen, try out fertilid, the only magiccard with an activation that forces your opponent to search...

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Posted 01 July 2013 at 12:38 in reply to #345776 on Maralen Mills

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I've been discusing mesmeric orb in creature-decks in the past, and most say it's not doable, but I have thought of a small twist with it.
If you have the mesmeric orb in play, you have several ways of exploiting it:

1: Target yourself with sewer nemesis, and "move" by playing stuff and constantly attacking.
2: play a carefull game, only attacking with 1 large critter, preferably jace's phantasm.
3: Play a real waiting game, just play hedron crab and from then on play as many lands as possible and as few creatures as you can live with.
4: It can really support avatar of woe.

My own stuff as a commercial:
http://www.mtgvault.com/wickeddarkman/decks/modern-mill-v4-esper/

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Posted 01 July 2013 at 12:24 as a comment on normalizer "mark 2"

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How about mesmeric orb?
I know that it can potentially become very selfdestructive, but I can imagine that if you get it in play and only attack with jace's phantasm, or have hedron crab and just keep on playing lands, your opponent will be forced into moving enough mana/critters around for the orb to be very efficient!

My own take on WBU-mill in modern:
http://www.mtgvault.com/wickeddarkman/decks/modern-mill-v4-esper/

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Posted 01 July 2013 at 12:13 as a comment on Modern-Mill

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Keep the crab's, they mill an insane amount of lands even without fetchlands.

lose the mind grind and replace it with mind funeral which is lightyears better!

Here's my own WBU-mill:
http://www.mtgvault.com/wickeddarkman/decks/modern-mill-v4-esper/

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Posted 01 July 2013 at 11:57 as a comment on Mill em' then Kill em'

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There's been a couple of people who have used "hunted" creatures with leyline of singularity in modern.

The leyline also stops elfcombo, splintertwin combo, tokens suffer a lot and aggro is usually slowed down a bit.

Try it out, either in sb or main :D

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Posted 01 July 2013 at 11:51 as a comment on Oh dear me, I'm hunted!

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Unless you have some way of tapping lands, get rid of the chronic floods, I've tried them extensively, and even against a deck with 18 lands they only mill an average of 0.2 cards. Even with as low lands as18, the card is to easy to play around. Also, exchange the 4 curse of the bloody tome with 4 mesmeric orb. The card hurts yourself, but in general it will hurt them more. Even with undead alchemist on the board you should be able to play it cleverly. If they attack, your wall of zombies increase (Wait for 1 giant attack before you mill yourself to death) if they don't attack set up your doorkeepers for some fun. Also, mesmeric orb will throw increasing confusion into the grave where you want it, and the same works with dream twist! I suggest that you exchange 3 chronic flooding and 1 curse of the bloody book with 4 hedron crab, which will enforce the mesmeric orb-theme as you can win by putting lands into play without tapping anything (discarding stuff like dreamtwist and increasing confusion during your waiting.) The rest of the curs3s can yield their space to mesmeric orb...

Here's my WBU-mill...
http://www.mtgvault.com/wickeddarkman/decks/modern-mill-v4-esper/

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Posted 01 July 2013 at 11:47 as a comment on Mono Blue Mill Mk2

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Yo SOULY!

I know you like to play odd choices sometimes.

What do you think of enter the infinite + shelldock island ? Think there could be something in such a choice?

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Posted 01 July 2013 at 11:17 as a comment on New Midrange Mill

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I've tested chronic flooding extensively, and without any means to tap lands, it is the worst millingcard ever. (Mills an average of 0.2 cards against decks with 18 lands!!! It's too easy to play around)

Keep the deck on a low creaturelevel and get 4 mesmeric orb, which is lethal, (And throw out 1 chronic, 2 curse of the bloody tome and 1 mind sculpt) Most people think this artifact is too dangerous, but it really isn't, trust me, I've can kill legacy goblins if I get 2 of these early game) It also combines well with dreamtwist, netting you an advantage over time, and you could also try it with some darkblasts in sideboard, which is one way to take care of critters. A lot of people will also think that when their lingering souls can be flashbacked, they will win the race of damage vs mill, and most of the time they miscalculate the rate at a high level, dying from either not attacking and being milled, or attacking and being milled much much faster.

Here's some of my own work:
http://www.mtgvault.com/wickeddarkman/decks/modern-mill-v4-esper/

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Posted 01 July 2013 at 11:04 as a comment on Mill

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I'm the friendly competitior of soulofmirrodin, and we both have a hobby of picking out everyone with mill and peck on them till they see our ways...

That said, here are my ways!

http://www.mtgvault.com/wickeddarkman/decks/legacy-mill-v11-esper/

http://www.mtgvault.com/wickeddarkman/decks/design-8/

http://www.mtgvault.com/wickeddarkman/decks/current-legacy-mill/

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Posted 01 July 2013 at 10:29 in reply to #372439 on Some real Mill

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GREATMASTERZ:
In legacy you hardly get to turn 10 with a millingdeck, so manasinking won't be relevant.

When I test my mill, I always give it 5 turns, nothing more, and in reality it should be 3-4 turns, but mill messes with what they draw, so it sometimes work out fine at turn 5, and let me tell you, despite being able to kill, at turn 3 when lotto-lucky, turn 5 mill-kills will mostly work out at half of the matchups!

Mind grind simply takes too long to be efficient!
at 3 mana it eats to 1 land,
4mana it eats to 2 lands.
5 mana it eats to 3 lands.
6 mana it does the same as mind funeral does. but at 6 mana you have usually spent 6 turns, so it's off the scale.

Lets say that you get extremely lucky and that for each land you also mill 3 other cards, (that's 4 cards removed in total) which is out of the ordinary, since most play 1/3 land, leaving 2 other cards than the land.

At 3 mana mind grind mills 4,
At 4 mana mind grind mills 8,
At 5 mana mind grind mills 12,
At 6 mana mind grind mills 16. But chances are, you are dead.
At 7 mana = 20, but you are likely to be dead, if not you are not playing legacy.
At 8 mana = 24, sure, as if you drew land enough each turn to play 8 lands. Even with 30 lands this is hard.
At 9 mana = 28, and at this rate you'll cry if they counter it.
At 10 mana = 32, why even think it's possible in legacy?


Do we have something that does this better at turn 5? Yes, we have archive trap, which mills 13 cards = 1 card more than mind grind, but theres a chance that it may be played for free.

Now the statistically correct mill for mind grind is more like the following:
3 mana = 3 cards.
4 mana = 6 cards.
5 mana = 9 cards.
6 mana = 12 cards.
7 mana = 15 cards.
8 mana = 18 cards.
9 mana = 21 cards.
10 mana = 24 cards.

Why not go for glimpse the unthinkable (10 for UB) or breaking//entering (8 for UB) or just mind funeral?

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Posted 27 June 2013 at 10:06 in reply to #369785 on Legacy Dimir

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