wickeddarkman

112 Decks, 4,559 Comments, 792 Reputation

Just be aware that shelldock isle is an alluring card, which demands slower opponents!

Here's what I usually write about it:

Shelldock isle:
Sadly this card is a pretty bad card for three major reasons.
1: It "steals" 3 mana, one by entering tapped, two by being activated, where an ordinary land would deliver 2 mana instead and not demand another land to tap it. When you are robbed of these three mana it turns out that you will be less able to cast mill-spells, and the direct result of that will be that shelldock island is slowing itself from being activated.

2: It's a non-basic, and frankly too many cards will destroy it before it ever takes effect. The very fact that it enters play tapped gives your opponent time enough to get it off the board in good time.

3: Putting a good milling card under it to exploit it's very purpose is actually a bad idea! It robs you of a good milling card, which you could have drawn instead of removing it from the deck with the isle. It's a very bad card indeed!

Your theme will not be affected by "reasons to avoid it" number 3, so I guess it wont affect you too much!

Take a look at my page, where I cover modern and legacy-mill extensively with my two "current" designs!

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Posted 26 March 2013 at 12:28 as a comment on Cthulhu (Not Eldrazi)

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JARWONDERS is right, since all formats except perhaps pre-releases? have a permanent 4 off each limit, which has been around for almost 13-14 years :)

I like this deck, and I was wondering if you could fit "grinding station" in there as well, which will complement the millingaspect ;)

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Posted 26 March 2013 at 12:20 as a comment on Artifact Flash-Flood

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Hail there, KINGHOLLDDER!

The best way to prevent running out of cards lategame, is to play with dreamtwist, and possibly increased confusion.

I play mesmeric orb, then tap out every turn to get them into my graveyard, which works very well. No matter how many orbs you manage to play and how many lands you manage to tap you will not die from selfmill before your turn 7, and only if you have 3-4 orbs in play. 1 orb makes it turn 10, 2 orbs makes it turn 9.

Take a look at my page, where I'm trying to build both a legacy and a modern mill-deck. Both of them have "Current" in their names :)

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Posted 26 March 2013 at 12:12 as a comment on Mono Blue fast mill

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Impressive build you got there RAVENKLATH.

I especially like the fact that you play 25 lands, as that is the "perfect" number of lands to play in order to hardcast archive trap without drawing TOO much lands. I myself cut 1 down in order to play a 4-off each build, which does occasionally stop me from casting the trap at turn 5.

I'm a lot into the numbers of how much each card can mill, so I can tell you that mind funeral mills an average of 11.2 against someone with 22 lands.

I have considered making my own deck 3-colored for a long time, but I design things very slowly, so it would be nice to exchange info.

Go take a look at my page, especially at the deck named "Current modern mill"

I'd like to exchange "warstories" so we can compare what works and what does not work.

My build is tuned to have good chances against tron, especially after sideboarding, and I'm 1turn/spell from actually beating merfolk!

My main strategy has been to use so much mill that it cannot be countered, and mill fast enough that beatdown loses before it kills.

I'm pretty close to that goal.

Last modern tournament I played I simply ripped an aura deck appart, and in general I win half of the matches I play in.

I have originally played with leyline of the void in mainboard, but found that it's not a good choice in modern, so I substituted it with 4 suffer the past, as they can rip either tron or eggs appart with a wellplaced move, also they may save you against lingering souls if you have milled too fast and they have the mana to flashback the souls, or it may help you a little against burnlike decks which seems to be one of your weaknesses :)

I can also suggest mesmeric orb against deathandtaxes and merfolks. Mesmeric orb is better than most millers think it is, and contrary to the main beliefs it DOES NOT kill you if you play it. I've made tests with it, and it takes between 7-10 turns for you to die depending on the number of orbs you play, and assuming that you draw a land and tap all out EACH turn.

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Posted 26 March 2013 at 11:56 as a comment on Mill Control

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AFLUXNIONS:
The trick is to mill fast enough for them not to beat you to death.

Mill can kill at turn 3 without a combo.

My own designs are getting closer to winning:

My "current legacy mill" was at a large tournament this weekend!
I ranked as number 29 out of 84 players.
At my usual gamingstore I rank as the 16th at having earned most points during the month.
I'm getting closer to my goals ;)

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Posted 25 March 2013 at 15:34 as a comment on Silence. I mill you.

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Not a bad idea!

How is your deck working out so far?

I have had some succes with my own.

My "current legacy mill" was at a large tournament this weekend!
I ranked as number 29 out of 84 players.
At my usual gamingstore I rank as the 16th at having earned most points during the month.
I'm getting closer to my goals ;)

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Posted 25 March 2013 at 15:31 as a comment on Dimir milling

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Perhaps try to get 4 flusterstorm. They are exceptional against storm.

My "current legacy mill" was at a large tournament this weekend!
I ranked as number 29 out of 84 players.
At my usual gamingstore I rank as the 16th at having earned most points during the month.
I'm getting closer to my goals ;)

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Posted 25 March 2013 at 15:27 as a comment on Scour your Thoughts

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My "current legacy mill" was at a large tournament this weekend!
I ranked as number 29 out of 84 players.
At my usual gamingstore I rank as the 16th at having earned most points during the month.
I'm getting closer to my goals ;)

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Posted 25 March 2013 at 15:13 as a comment on Esper control/mill

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My "current legacy mill" was at a large tournament this weekend!
I ranked as number 29 out of 84 players.
At my usual gamingstore I rank as the 16th at having earned most points during the month.
I'm getting closer to my goals ;)

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Posted 25 March 2013 at 15:12 as a comment on U Mill

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During the weekend I placed 29 out of 86 players :D

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Posted 25 March 2013 at 14:55 as a comment on not your modern mill

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I like it!

Take a look at my page, especially the "current" decks.

This weekend I ranked number 29 out of 86 players in a legacy tournament!

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Posted 25 March 2013 at 14:46 as a comment on Dimir Mill (Modern)

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You should trace down a couple of "sewer nemesis" from some of the planeswalker series.

Also for mill competitive in modern or legacy, check out my page and look carefully at my "current" decks.

During the last weekend I ranked as number 29 at a tournament with 86 players, so mill CAN be competitive ;D

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Posted 25 March 2013 at 14:43 as a comment on Dimir Mill (Magic newbie)

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STYLEE19:
What!!! Noone considered to suggest "quest for ula's temple" ?
It clearly represents R'lyeh as it will allow CTULHU/leviathans to rise from the deep when the start are right!
Love the theme.

If you want to study the mill-aspect closer, go take a look at my page, and look at the "current" decks in there!

Shelldock isle could be another version of r'lyeh if you need consistancy.

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Posted 25 March 2013 at 14:36 as a comment on Cthulhu (Not Eldrazi)

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I like "no mercy" in your deck.

Howling mine must be removed, as it gives your opponent a lot of card advantage (They always get the draw first)

Try out mesmeric orb instead! I know a lot of people are scared that it will mill themselves, but it will take 7 turns for you to kill yourself by playing 4 mesmeric orbs while tapping out all your lands all the time, so it's really not that dangerous to your own deck unless you want to try out the painter-grindstone concept.

Speaking of which, the painter variant is combo, which means that you will be vulnerable to counterspells, while a pure mill version of a deck is less vulnerable to counterspells but is hurt more by beatdown. Try specialising at taking out control decks :D

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Posted 25 March 2013 at 14:17 as a comment on Dimir Mill Combo

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Don't go with the mind grind! I've done a lot of analysis on mind funeral, and the result is that it mills 14 cards on avreage against decks with 22 lands, which translates into 3.5 cards per land the mind funeral is based on.

That means that mind grind will move the following amounts of cards at the following costs:

3 mana = mills about 3.5 cards on an average.
4 mana = mills about 7 cards on an average.
5 mana = mills about 10.5 cards on an average.
6 mana = mills about 14 cards on an average.
7 mana = mills about 17.5 cards on an average.

You will be better of with archive trap which costs 3UU and mills 13, and may be played for free if your opponent searches his or her deck for any reason!

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Posted 25 March 2013 at 14:06 as a comment on Mill

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Also ask me about almost any milling-card and I'll tell you how much it mills on an average :)

I'd also like you to report how your deck achieves in either legacy or modern if you don't mind. I'm working at making my own mill worthy of top 8 places. I'm pretty close!

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Posted 22 March 2013 at 12:23 as a comment on not your modern mill

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No problem :)

I have a lot of creatureless builds, so click my name and look at the two decks with "Current" in their names,
that should give you some inspiration for sideboard options :)

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Posted 21 March 2013 at 14:57 as a comment on not your modern mill

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Replace mind sculpt with glimpse the unthinkable :)

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Posted 19 March 2013 at 16:34 as a comment on not your modern mill

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For the sideboard, pick 4 leyline of the void and 2 grafdigger's cage.
this should allow you to win game 2 and 3 against dredge, reanimate and zombardment,
which covers about 8-12 % of the metagame in total.

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Posted 19 March 2013 at 15:48 as a comment on Black Blue Mill

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Pretty cool deck :)

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Posted 28 February 2013 at 12:42 as a comment on Blasted Faeries!

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