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One of my favorite mill ideas because you have an about equal chance of either milling your opponent or killing them outright; something you can't say about many mill decks (at least the ones I've seen).I came up with this for 2 reasons:1 - I wanted a mill that could work for a two-head giant game2 - If someone was a smartass and brought out a 250 card deck to use Battle of Wits, I could be an equally big smartass and still mill him out.
It's actually quite beautifully simple - summon your creatures. That's it. Get as many excavator's out as you can (Jwari/Clone/xmutes are there to help), then summon more allies to continue milling. I've had a maximum of 5 Excavator's out before the game ended, but even with 3, adding the next ally will mill at least 12 cards from the other player. It's a nice practice in escalation. And even if you draw no excavator's, they're still allies that all get stronger the more you summon.If you need help processing the mill, I will explain. Let's assume I start from scratch:Summon 1st Halimar Excavator = mill 1 cardSummon 2nd Halimar Excavator = mill 4 cards (both excavators activate the ability)Summon 3rd Halimar Excavator = mill 9 cards (3 for each of the 3 excavators)Summon 4th Ally of your choosing = mill 12 cards (and remember, there are clones to help)So assuming you get stocked with creatures and none of them get killed, you can pull this off by turn 4. That's 10 cards your opponent draws out naturally assuming he went first, and 26 he's milled. So at the start of turn 5, he has only 24 cards to draw from assuming you didn't also catch a tome scour or he drew any additional cards from his deck. Not a bad mill by any means, and assuming you can keep your creature's alive (yay double duty on Muddle the Mixture), it escalates rather nicely.
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