everdev_22

10 Decks, 133 Comments, 21 Reputation

I mean, fraying sanity can end the game so fast it doesn’t seem fair sometimes. If it lands turn 3, any number of combo pieces can just close out the match. ex: traumatize ( insta kill), archive trap ( just 1 hits for 26, for free !) glimpse, mind funeral etc. Getting any kind of synergy like that is devastating to the opponent and I think warrants a fraying sanity to be in the deck.

Although, I’m with you on the Hedron crab. I want the crab to be the baller card i feel it should be. But it seems “dies to lighting bolt” is still a deckbuilders concern.

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Posted 22 December 2017 at 14:59 in reply to #610002 on Millstraction

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New update to the list. On second glance, mesmeric orb is actually much worth the 2 mana when I'm only untapping lands lol

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Posted 22 December 2017 at 02:53 as a comment on Millstraction

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This deck is sweet but it loses most of what's good about it rotates out soon. Check out my rotation proof eternal dun deck idea. Go for the win instead of more turns :P

http://www.mtgvault.com/everdev22/decks/eternal-sun/

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Posted 02 September 2017 at 13:36 as a comment on Why so extra?

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Hmm... Yea. after some play testing, bridge just can't get there. Who knew "destroy target artifact" was a thing ... Also, Abrade. Brutal.

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Posted 09 August 2017 at 18:06 in reply to #603152 on "3 Turn" Mill

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I can see what you mean. However, the breakdown between augur and snapcaster works like this for me.

Augur survives shock type damage and blocks 2/2's all day. Great vs aggro. Digging for a instant/sorcery 3 deep is also handy if your searching for your combo piece or kill card. My problem with it is if they can run shock, they can run lightning bolt. Which in modern is a no brainer. Fatal push, paths, pulse, decay etc. Doesn't care about toughness anyway. Also, can't kill ?/2's. Advantage augur for being able to block but loses points on dealing it back.

Snapcaster Mage dies to anything. Literally 1 point will kill it. Thus Augur will kill snaps in a trade. But I'm not looking for it to stick to the board when my main goal is mill. if I get into a situation were I'm having to swing in with wienies I'm going to want 2 vs 1 point getting in. Which, if that's the case, I'm already losing at being a mill deck.

Dig for 3, keep one lose 2 or recur 1. Guess for me getting a 5th copy of trap or glimpse is better then choosing 1 out of 3 to keep. My method is play it like its a red deck. Draw hit go. Draw hit go. Re-fueling my hand with visions and slagging mill as fast as possible. Mill will never be a tier 1 deck, so taking loses is only par for course. Snaps just gets me down the road faster then augur does and that's why despite the grand tourney stats, I feel like he's the better choice.

What I'm curious about is ensnaring bridge. Is it worth it?

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Posted 09 August 2017 at 00:29 in reply to #603152 on "3 Turn" Mill

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Was that a slam against aggro players or do you just prefer filter over recursion?

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Posted 08 August 2017 at 02:17 in reply to #603152 on "3 Turn" Mill

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Hmm, I don't own a shell dock isle. Seems interesting.

Mesmeric orb has a place in mill. no doubt about it, but I argue that glimpse is a better turn 2 then the orb especially since im aiming to mill as fast as possible. granted the orb would net me something like 10 cards in three turns typically, it's just not fast enough to warrant me losing out on my stuff as well. despite snapcaster, I just found it sub par in my build.

Startled awake is one of those wild cards that takes perfect timing. If fraying sanity goes down turn 3? Startled awake turn four can usually end it right there. Typically I drop glimpse turn 2 or trap and extract something key for 4 more.
Now with that being said, starttled awake can also sit there and look completely useless if game 1 your getting bum rushed and have to take your turns in response. typically I'll eat 3 or 4 hp and just drop it like its hot, but it often gets subbed out game 2 for answers.

As for the flip side, I typically wait till later to flip to the nightmare. End of main phase 2, then unsummon at the end of my opponents turn or to avoid a kill spell, then right into 13 mill on my next turn. it's good for a mana sink later in the turns, if nothing else is relevant and puts my opponent off game if they know it's back in my hand. it's actually funny to watch them sweat over it. :P

What I have been toying with is ensnaring bridge. Good? Bad? Ugly? Just don't know yet...

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Posted 06 August 2017 at 04:23 in reply to #603155 on Millstraction

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You can still hit removal with your mill. Unsummon is a silly card when all you need to is buy a turn or two. Plus, if your like me and run startled awake, it also hits persistent nightmare. Giving you a cheap return to 13 mill.

Also why I play surgical extraction. Hits anything graved, even the first turn if possible. Usually blood moon.

I'll be the first to admit however, mill isn't tier 1. Even with fraying sanity in the mix just simply because 60 is a bigger number then 20. But with being said, I often find it takes most off their guard with its speed and recursion. I find ignoring 90% of my opponents game plan gets me the most my wins. you gotta move quickly to win with mill. Every turn hits 5 plus cards if you can get it. ( except turn 1) Like someone have mentioned before, you can't mix very much without losing the mill speed. It's essential to the build.

Going midrange or 3 colors is harder I find. Allows any deck with resiliency or a solid control package to just take over. Fatal push is your friend in game 2 if you need to hit a mana dork or deaths shadow to buy a turn to land a glimpse or set up fraying sanity. I rarely use my counter magic but it's there if needed against infect aggro and the like

Also, I don't hit many real tournaments, other then FNM at times, because my area is small and completely off the radar of big events.

Mostly I play this deck like a burn deck because going slow will just get me killed to a cranial plating or Tarmogoyf. And nothing feels worse in mill then feeding into your opponents big bad without response. Except blood moon. We hates the blood moon.

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Posted 06 August 2017 at 03:43 in reply to #603152 on "3 Turn" Mill

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Here's my take on mill. I play in modern and constantly go top 8.

http://www.mtgvault.com/everdev22/decks/millstraction/

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Posted 19 July 2017 at 05:57 as a comment on "3 Turn" Mill

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Mesmeric orb, codex shredder, cathartic adept, paradox engine... Your welcome ;)

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Posted 20 March 2017 at 19:15 in reply to #577130 on M@l!gn@nt M!ll!ng

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Actually... Ghost quarter would be a great combo. Turn one island, play crab. Turn two delta, to watery grave play glimpse. Turn three ghost quarter. Sac GQ, target non-basic. Play archive. Play 2nd mill. Play extraction targeting non-basic. ... 7 for draw, 12 from crab, 4 from extract, 10 from glimpse, 13 from archive, 7 or 10 from bonus spell. Something like 50 cards graved by turn 4?

Emrakul / elixir was a pain for me, but relic and lost legacy usually hit them before they can hit me.

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Posted 20 March 2017 at 18:52 in reply to #597756 on Millstraction

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Cmc +2 or less... Effectivly you just trade a 4 drop for a 6 cmc. But you could tutor up any cmc creature in your target range. heartless gets you there too.... but like evolution, gotta weigh the difference. eco gets you a tutor... But you loose a body. Heartless gets you weaker beasties but just kills birds and so on.

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Posted 10 February 2017 at 08:25 in reply to #595656 on Dragons!! Jund Control

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I've played dragons for years... And the one thing that's always been their biggest problem is their speed. You've gotta find ways to get em out faster. I prefer the 3 creature sac in mine. http://www.mtgvault.com/everdev22/decks/dragons-mark-11/

However, eldritch evolution is a pretty interesting card... I just never got its synergy down for dragons.

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Posted 10 February 2017 at 08:00 as a comment on Dragons!! Jund Control

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Vorinclex?

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Posted 06 February 2017 at 04:38 as a comment on Rishkar's Hydra's EDH

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I've maintained a Dragon deck for years... This is the best I can come up with. Enjoy. http://www.mtgvault.com/everdev22/decks/dragons-mark-11/

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Posted 04 February 2017 at 08:06 as a comment on Stuffed w Magic Dragons

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Coat with venom ?

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Posted 13 April 2015 at 15:31 as a comment on Budget Decks: Rakdos Heroic?

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http://www.mtgvault.com/everdev22/decks/bloodchief-mill/

I think mono black runs better Synergy.... But I do like the red targeting power here. Good job

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Posted 13 April 2015 at 15:30 as a comment on Bloodchief's Mind Torture

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guess that makes me John Spike ;) I love a solid aggro deck... Hammering at life points ASAP is always my best tactic. But I've found over the last decade, using combos will inevitably get the job done quicker :P Assault stobe + ball lighting + fling anyone?

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Posted 13 March 2015 at 23:33 as a comment on Type of Players Type of Decks

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Awesome Recruiter works well with mortal Kombat but I'd be afraid it would be too slow for me, hence i run spirits

Good idea though ;) Maybe run some draw power? Browbeat for example...?

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Posted 10 March 2015 at 00:18 as a comment on Goblin Recruiter/Mortal Combat

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Mortivore?

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Posted 27 December 2014 at 02:12 as a comment on Zombievine

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