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26 cards that mill or can potentially mill seems like a good number.15 cards protecting ashiok also seems enough.You have contained the essence of espermill both in picks and numbers.Sideboard is also good, but I feel that you lean a bit agressively towards artisfacts :D+4 from here :D
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Woo! I'm actually having to drop the verdicts because it can take anywhere from 0 to 9 draws to get the 2 W mana up. It's especially bad since I put them in to deal with merfolk and they will spreading seas the shit out of me. Got any suggestions? I've seen an esper mill deck run 4 delver in the side but not sure why.
HMM!When you need to fix a manabase, have the following in mind. Merfolk which uses a lot of UU lords, always plays a minimum of 12 islands, so if you want a surefire manabase all of your colors have to somehow hold 12 ways to manifest. Fetchlands and duallands is one way of doing this, so find a way to fix your mana so you have 12 ways to play a land in each color. The easiest way to do this is to study the past of previous esperdecks and their manabases, but you can also start from scratch! Keep in mind that when playing against merfolk they will turn your non-basics into islands, so make sure you have exactly 12 islands and focus on the black and white landparts :D The above is an advice I have given to a lot of players in the past. Propper mana really runs this game :D
Try basing your mana on Godica's design. He is the singlemost player who have won the highest amount of victories with espermill in the history of modern.http://www.mtgvault.com/wickeddarkman/decks/godica-king-of-modern-mill/
At this point I'm considering how to deal with countermagic and reducing the creature count for removal slots.I am currently looking at spell pierce in the maindeck and adding Tormod's crypts to the sideboard. Graveyard removal will ensure I can win against grave-decks and means I don't need creatures as an alt win con which are difficult to run at best and prevent me from actually winning at worst.
My own strategy has always been to have so much mill that countering it doesn't help. I usually defeat WUR by first extracting snapcaster mage which will cripple them. Next target is any spell that burns and draw or counter and draw.My brute force strategy always center on milling fast and locking down the keycards at first opportunity, which has proven a solid strategy in all my years with mill. It's also why I prefer to have nothing but mill in the deck.To know what you want to keep/remove you have to have a gameplan on what you want to beat, what you sideboard against and what you just fold in on. Compile yourself a gauntlet of testdecks!What is the main "gauntlet" in magic ?So far most modern guides will tell you that a deck must be fast (And flexible) enough to beat infect, affinity and burn. Would you agree on that? (I certainly do)My current goal are these three + elfball as I was humiliated by an elfball player at the gp.If you can gear towards beating the trinity then your deck should be fast enough to deal with almost anything else due to speed alone. So far I'm testing against these decks, and the ones that I do worst against will be the ones I sb against. It's a good thing the sb will be similar in all three cases :D
By the way, a lot of millers seem to adapt spellskite into their mill these days, so I'm adding it as a possible sideboard. It might also be your way out of wur/UR