180+ Mill

by asmartfellow on 01 June 2010

Main Deck (60 cards)

Sideboard (8 cards)

Creatures (4)

Instants (4)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Please Rate, and any/all critiques and criticisms welcome in comments. Trying to make this deck Tournament Caliber.

STANDARD: The deck is all about Speeding into the Kicked Rite of Replication targeting a Halimar Excavtor. Because of the 3 part multiplier, this is a MINIMUM of 180 cards milled. That's if there are no other Allys on the table. Testing shows it to go off on turn 5-6 consistently. Vines of Vastwood is a MUST in getting it to work. Lots of times I find I can drop a Halimar Excavator and cast the kicked Rite on same turn, using mana from Druids, and cloned Druids. That's GG. Only need 2x Druids and 5 lands. Easy on turn 5. (using 2 lands to play the Halimar, then 3 lands and both druids for the 9 mana to cast w/ kicker). In this fashion mills for 183 at once bc of dropping him.

The Ondu will help if you're needing an extra stretch, and if he's used for the combo instead of the mill, you gain 180 life minimum. Pretty sweet!

Need help w/ SB. Only thing I'm certain of are Negates for Planeswalkers!

Deck Tags

  • Combo

Deck at a Glance

Social Stats

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This deck has been viewed 2,143 times.

Mana Curve

Mana Symbol Occurrence

0320012

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Legal in Legacy

Deck discussion for 180+ Mill

if you kick a rite of replication on a single excavator you will only mill 36. that's because five excavators enter the battlefield, so 6 abilities trigger 5 times (due to the five entering at once) each counting six allies. five times six is thirty-six. not 180.

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Posted 01 June 2010 at 12:13

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if we could get an actual ruling on this that would be great because while I was trying to see both your views on how you came to each conclusion, (both entity97 and asmartfellow) doing the math I came to another conclusion. the 1st excavator would see all 5 tokens come into play at once and his ability would activate per copy 5 x 6 = 30 but each token not seeing each other enter play would activate itself but see 6 allies for another 5 x 6 = 30 milling for a grand total of 60.

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Posted 01 June 2010 at 13:30

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It definately works that way Tevish. They all come in, THEN they check the number of Allies in play, THEN they all trigger off of one another. Each counts themselves, plus every other ally that is coming into play at same time. The formula is XYZ where X is the number entering play (always 5) Y is the number of Allies TOTAL, and Z is the number of allies which are Halimar Excavators. A ruling would be great, cuz I'd print it and save a TON of explaining everytime I play. BTW, milled someone for 240 yesterday at tournament on turn 4. Placed 4th. Need ways to deal w/ Planeswalkers.

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Posted 02 June 2010 at 07:54

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that's AWESOME and now i need 4 copies of each for that combo!

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Posted 02 June 2010 at 23:45

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Swapped the puddly creatures out for Mind Spring. Think this was a great improvement to the deck overall.

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Posted 04 June 2010 at 07:26

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Because you can generate a lot of mana, if you are able to reach 10 with Hrabaz, then Druid the Sadistic Sacrement- when kicked, removes 15 cards of your choice - nice candidate for sideboard. Another alternative for sideboard to help you deal with Planes Walkers - remove them from their hand and any other cards that happen do be in their hand is to replicate a Bala Ged Thief (Human Rogue Ally!) So he fuels your mana effect since it is an ally - put a swamp in sideboard to switch for plains. There is also a non ally black creature that makes your opponent discard on how much kicker you can pay the cost of... But the Thief adds synergy and would be excellent in your sideboard. Another idea for a second card is to add Rolling Terrain and a Mountain. You can knock out a PlanesWalker and destroy a Celestial Colonade at the same time! I'm using a Red/Blue ally deck - but I don't have your mana ramp/acceleration so actually do early damage with my small allys early and mill as many cards as I can before they Day of Judgement my allys. Then I surprise them with Rolling Terrain. Fetch lands just add to the damage besides the lands milled into their graveyard. I also like the red trap, Runeflare Trap which does damage based on number of cards in their hand when your opponent draws three cards on their turn. Many players are playing Time Walks and Howling Mines so Runeflare and Rolling Terrain can be devastating.

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Posted 05 June 2010 at 02:05

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Regarding the Combo: Fantastic idea. Great to see a new daring idea!

The problem is, your deck will be wiped out by a heavy red / black aggro, dominant in present tournies. Consume the Meek, Infest, Earthquake, Lightning bolts will wipe you right out. I recommend more bounces, counters, and kills. Since you have blue and white, and most of your cards are easy to pick off, you are prone to aggro, which most current tournaments are playing. Path to Exile (If you want, + Archive Trap combo), Cancels, Essence Scatter, Flashfreeze, Twincasts are all cards which can help you survive longer.

Regarding land choices: I'm not sure I could agree with the usage of the Terramorphic Expanses. They are especially useful for cards which are landfall based. (Hedron Crab, Scrib Nibblers) Without landfall cards, I'd recommend replacing them with dual-lands (Glacial Fortress, Sunpetal Grove) or just go basic lands. There is just no point drawing a land, sac-ing it and then finding another land in the library when you can use manafixers and just basic lands to do the job. You also risk triggering an Archive Trap. And running 1 plain is very dangerous if you play anyone with a land-destroy in their deck and you happen to need the 1 white mana.

As it stands, your harrows are not as effective as you think. It is a good card, but you lose a land to fetch 2 on turn 3. Many tournament based games will win or have determined results by turn 4 or 5. Your Harrows, by the time you play them, will be essentially useless. You can circumvent this with more bounces, counters, and game holders.

I recommend cutting out 2 lands and run 22 rather than 24. Your deck has a low manacurve. 24 lands seems a little excessive.

By playing blue, you have decided on "control" element. By playing green, you have decided on "rampage" elements. So use your control cards like counters and bounces to keep you alive while your mill slowly does the trick.

This also ends up being a personal play style, your local group of players, budget, and deck testing. Ultimately, you decide what works.

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Posted 05 June 2010 at 02:27

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I looked at this some more and while my dog chased me until I tricked him to go outside I rememberd an idea I had for your sideboard! Add a Swamp! (Replace it with Plains when sideboarding) Why?
Use your same concept to erradicate their hand with Bala Ged Thief - a black Ally that allows you to select a card from your opponents hand for discard! And I added a card to complement it. If you can't get enough cards milled into their deck then make them suffer anyway. Count the number of cards in their graveyard and hit them with the largest X in Suffer the Past your mana will generate! They lose life and you gain life. You can even replace Ondu Cleric (since this gives you life gain), but it will win too! And if you decide to replace the cleric you'll have room for other spells in your sideboard. I like the Vines of Vastwood, but if facing a discard nusance deck, then Canopy Cover can protect a key Ally.
What do you think about the Canopy. Finally, what have you used into the roil for in your play testing?
I ask because I like Call to Heel - I can save an Ally from destruction and I get to draw a card and recast him or her again! And I think the land count is a tad high, but one of your key spells, Rite of Replication cost 4 to play. The risky part of a third turn harrow, even though you will have four mana and can cast an Ally with the lands obtained is that you are tapped out. A burn deck or black creature removal can hit your Allys then - so it is worth thinking about that.

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Posted 07 June 2010 at 06:23

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@Whisperblade. The Harrow is not a useless card at all. This deck goes off on turn 4 or 5 FTW easily . The fetch lands do exactly the same thing as the Harrows, they thin the deck, thus lessening land draws. Sometimes the drawback or secondary effect of a card is more important than the card itself. 60 card deck, 7 in starting hand leaves 53. I drop a fetch land, sack and lower the deck to 52. I've lessened the chance of drawing a land by one, and replaced w/ drawing an effective and useful creature. As to the 24 lands....Unless playing green weenie, I never go below 24. You're asking for mana hosed if you do. That's the worst way to lose IMO. As for more control, yes there will be some more counter magic going in, as soon as I decide which I want to use.

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Posted 14 June 2010 at 09:26

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