Mill Deck

by Caboose192 on 06 January 2011

Main Deck (62 cards)

Creatures (8)


Instants (3)


Planeswalkers (2)




Land (24)

Sideboard (0 cards)

No sideboard found.

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Deck Description

Deck based on milling using only cards from M11 or the M10 block
Any Ideas?

Deck Tags

  • Mill

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,764 times.

Mana Curve

Mana Symbol Occurrence

043000

Card Legality

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

Deck discussion for Mill Deck

Terramorphic Expanse and Evolving Wilds are usually for multicolor decks. I can see where you use them for Hedon Crab for 1 or 2 landfall effects but that also means you mus wait for land to come into play and, they come in tapped. Because Lands aren't spells, that lowers their reuse by Echo Mage.

The deck lacks defense. At first it looks fine but, if you miss your chance to win early game, there could be some problems. Getting a creature to begin with is probably one of the bigger problems this deck may encounter.

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Posted 22 January 2011 at 09:55

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so take out the teramorphic and evolving wilds and put in a couple defenders like gaurd gamozoa or wall of frost?

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Posted 22 January 2011 at 11:57

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why not use fetch lands? misty rainforests and scalding tarns(4 of each). I'd go 4 traumatize, 4 keening stones, 4 archive traps. You really want to hit them for mill alot in one go, not whittle them over time, unless you're playing prison. everythign else should be control. counterspells, into the roils, ect... preordain > augury owl, I'd also add tectonic edges.

hope this helps=]

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Posted 22 January 2011 at 16:05

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what is tectonic edge? also was trying to build around what i had but i can see where preordain would be better, how would misty rainforests and scalding tarns play in? im trying to stay strictly blue only

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Posted 22 January 2011 at 18:44

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tectonic edge is an uncommon from worldwake that allows you to destroy nonbasic lands so long as your opponent has at leaest for land. It's great against other control and valakut(where nonbasic lands is often how they win the game).

fetch lands are almost always good...it allows you to pull land out of your deck without needing green. Just because they give you the option to pull out other types of basic land doesn't mean you have to.

Why do you want to pull out the land from your deck? well becuase during late game, i'm sure you know how frustrating it can be to really need that doomblade, or that into the roil or whatever your looking for...only to draw a land. fetches prevent that from happening because when you play a fetch land it reduces the land count in your deck, therefore increasing the % of you drawing a nonland card.

I don't have the mathmatical proof(becuase I'm too lazy to look it up, but the logic is there :P )

of course if you dont' want to spend $80 on land just to increase your deck's averages, than I can't blame ya =]

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Posted 23 January 2011 at 09:30

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ya id like to not spend alot of money lol but i can see where that helps thanks for the info =)

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Posted 23 January 2011 at 13:05

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Traumatize is a card you probably don't want for of. It's very good if you cast it early game, but starting with 2 in your hand would suck, it's so expensive mana-wise, you might only play once every 3 games.

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Posted 24 January 2011 at 10:25

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Have you considered Leyline of Anticipation to make nonland cards gain flash (making then 'instant's).

Traumatize becomes increasingly less useful over time. It costs 5 so 7+4 (or 11) cards should have been already played before you can even begin to use it leaving the opponents who use 60 card decks with at most 49 cards, milling 24. Afterward, it becomes far less and archive trap that costs the same mills 13 no matter what. Because you have Hedon Crab and Tome Scour, I assume the opponent would probably be milling less than the 24 to begin with if you cast it that early as well. You should probably side deck 1 or 2 more and add more archive traps. People like to search their decks nowadays.

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Posted 24 January 2011 at 00:52

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that makes sense but ive only got 2 archive traps right now so im workin with what i got and traumatize 3 times over from an echo mage can still do quite a bit of damage taking that 49 down to 6

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Posted 24 January 2011 at 04:54

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and i did have leyline of anticipation in there but it didnt seem to be very useful whenever i had it out.

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Posted 24 January 2011 at 04:56

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If you were working on leveling up Echo Mage, he wouldn't be ready with his final level until turn 5 and then you would have no mana, and that is assuming a close to ideal draw. Since you'd be only running 3 Echo Mages, the chances you wouldn't get him are pretty high.

Ya I just rechecked your deck about the Leyline... Since you aren't using any counter cards, casting your mill cards on their turn wouldn't matter too much. The only nonstandard card in your deck right now is ponder too, it's kind of funny. ^_^

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Posted 24 January 2011 at 10:36

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ya check out my other deck and let me know if you ahve any suggestions too.
http://mtgvault.com/ViewDeck.aspx?DeckID=132719

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Posted 24 January 2011 at 15:05

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now that innistrad came out there is an insane turn one combo with ghost quarters and archive trap...

pretty much run 3 quarters and 4 archives.

this is how the combo works and can be done on the first turn:
step one play ghost quarter.
step two tap sac destroy opps land forcing them too search there deck.
step three now you can free cast as many as 4 archive traps.

this is one card combo that i find fucking nuts for extended mill:P

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Posted 08 October 2011 at 20:25

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and i might play jace 3.0 and not jace 1.0
just because jace 3.0 has a 0 ability that mills for ten

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Posted 08 October 2011 at 20:27

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