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I love mill decks, but I pretty much play multiplayer exclusively and my focused mill decks rarely succeed in taking out more than one player. But this deck aims to fix that and mill everyone down at the same time. I may eventually thin the list to being standard legal, but for now it'll be a real mess of cards.
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I love the idea of building a deck like this, and once my "serious" decks are finished I may begin to work on one like it. I have a deck concept already, on my other profile. A few things to note, however. You are using card draw to pseudo-mill your opponent's library. Your only win condition is Elixir of Immortality, to prevent yourself from decking yourself. There are a few inherent problems with this, the most obvious being that a single Elixir of Immortality isn't difficult to eliminate. Less obvious, is that if you cast Venser's Journal, you could very well end up with 20 cards in your hand, and Elixir of Immortality be in the last 20 cards of your library. There are a few ways to solve this. First is to make sure your opponents lose cards from their library faster than you do, and you do that with Jace's Erasure. Even though it is targeted, it still speeds up the removal of your opponents' decks much faster. Then there's Words of Wilding, which reads "{1}: The next time you would draw a card this turn, put a 2/2 green Bear creature token into play instead." That is potentially huge, right there! In one or two turns, you could quickly end up with an army of 2/2's, if not enough to overrun your opponents, then at least enough to defend yourself. 13 "Fog" spells is a lot, but you could find yourself vulnerable very quickly if opponents decide to gang up on you once you've given them enough cards. And finally, there's Trinket Mage, which allows you to tutor Elixir of Immortality out of your library, as well as provides another chump blocker. Another card to look into is Mikokoro, Center of the Sea. If you can fit a colorless land into your mana base, it's more card draw, and it's in a form that doesn't typically see a lot of removal. A few more cards of note that you can look up on your own are Stoic Angel, Static Orb, Propaganda / Collective Restraint / Ghostly Prison, and Archmage Ascension. At any rate, best of luck! I love this kind of deck, they provide a very interesting dynamic in multiplayer games. Players love you at first, everybody loves free cards! But then, at some point they will have to turn against you, and you've just spent the whole game giving them card advantage! Fun stuff :)
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Also, Boomerang is your friend. When you cause each player to discard their entire hand, cards like Boomerang essentially read "Destroy target permanent."
First thing when I look at your decklist is that this isn't really a mill deck but more of a discard deck. You force your opponents to draw and discard. Whereas milling is done from the library. If you want to play discard, you need to include stuff like Megrim, Underworld Dreams and Liliana’s caress, that makes your opponents pay for discarding. This way it will take way too long to mill your opponent. For discard I would drop the green and go all black. Add lots of controle cards, Doomblades, Go for the throat,… Add No Mercy (very hateful in MP) for further creature controle. If you want to make a mill deck you should include some big mill finishers. In my mill deck I use the combo traumatize/keening stone. As SavageTheCabbage indicated, you can use some cards to tutor it, like Fabricate for your Keening Stone. Hedron Crab is also great it will kick-start your mill and will help your Keening Stone. And keep small creatures like one or two drops at bay. Also GrindClock is a beast in multiplayer, games take longer in MP and GC only gets bigger. Memory Erosion is a must in a MP mill deck. Make your opponents mill even when they cast spells. I like both mill and discard, good luck tweaking your deck!
Gavan, I have a deck similar to the mill your talking about.........check it out and let me know what you think.....It's called millinfect........I'd appreciate your comments
This deck is pseudo-mill / friendship. The mechanic is not literally "top N cards of target player's library into his or her graveyard" but the effect is the same. Mill operates by reducing the cards in your opponents library until eventually nothing's left, and that is exactly what this deck does. But what this deck isn't, is DEFINITELY not a discard deck! Discard operates by reducing your opponents card advantage (cards in hand) until they have nothing left to cast. This deck does the /opposite/ of that, and gives your opponents crazy good card advantage, and hides a mill win condition between the lines. Because of that, decks like this create interesting games of politics in multiplayer. You actually help your opponents early game, and because of that they want to keep you around.. but it's like dealing with the devil, and players know this. So long as you remain helpful, though, they will have a more important threat to contend with -- dealing with every other opponent that you've helped as well. By including cards like Megrim (Liliana's Caress), Memory Erosion, and anything player specific, you throw the "friendship" out the window. Which because you've been giving opponents cards all game long, means you'll likely die very quickly unless you've got your pieces in place and are ready to start taking players out.
Wow! Thanks for all the comments so far, I'll be taking everything into consideration when I playtest this deck this weekend and figure out what it needs. As some people touched on, multiplayer is a very political beast and you have to disguise yourself as a friendly foe sometimes (especially since we do 6-8 person free-for-alls, mostly). That's why I intentionally left out cards like liliana's caress! Also, while arguably unethical, this deck can also fog at any point and save someone else who was getting overrun.
That's the whole idea of a friendship deck :)
Forced Fruition could be a nice card in your deck.
with all the extra card draws you need jaces erazure, also take out green and put in guard gomazoa unstead of wall of the tangle cord, and u have enough white prevent damage until end of turn cards to get rid of fog
I like Rites to Flourishing a bit too much to get rid of green, while it speeds up my opponents' decks a bit it also ensures I get out of mana-leak range. Also while Guard Gomazoa is nice, it's wiped by slagstorms/lightning bolts (and I'd have to burn a safe passage to save them, which is one less fireball to my face I can't be saved from) whereas Wall of Tanglecord stays alive from that stuff. Tanglecords protect enough from the early stuff, and once my opponents are playing big bombs (titans, eldrazi) it serves as a chop block and then I can start using fogs. Still thanks for the suggestion though, I'll playtest this weekend and if my green theories backfire I'll consider dropping the color alltogether!