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Modern mill using the most efficient milling cards played similarly as burn.
It's pretty straightforward. Play land and mill them as fast as possible. If you start with 2 Hedron Crabs in your opening hand, prioritize them over a glimpse on turn 2 i.e.-Turn 1- Land, CrabTurn 2- Crab, Land - mill 6 (or 12 if a fetch is cracked)I prioritize the spells as such: Glimpse, Breaking, Mind Funeral (I don't include Archive Trap in this list since you're always to play it when it's free!). Mind Funeral consistantly mills 8-15 cards for me, but it has the potential to finish the game if enough lands are milled previously, which is why I play the others first. (Surgically Extracting opponents' fetches or non-basics helps with this in a pinch!)The sideboard is the toughest part for me. Others like to make this deck Esper for the synergy Path to Exile has with Archive Trap, but I find that even when I Ghost Quarter people after they know what my deck does, they simply choose not to search for the land. I imagine the same is true for PtE since losing a creature often isn't as damaging as losing a land, so I fear they just won't search when it resolves. Although I agree that a 'free' PtE is good, it doesn't help my wincon as much. Another reason people run white is for sideboard hate. Rest in Peace is a very popular card to deal with graveyard recursion (including Persist, Undying, Dredge, Sun Titan, along with normal recursion spells). The downside is that RiP affects my graveyard as well, turning off Snapcaster and any possibility of Visions of Beyond getting to activate for 3 cards. Nihil Spellbomb only affects the opponents' yard, so I still get to use Snappy and at least have the chance to draw 3 with Visions if the game goes on long enough. I do splash green for enchantment/artifact hate, because quite frankly Leyline of Sanctity shuts down our deck, and affinity is a popular modern deck nowadays. Blood Moon also sees some play, so I'm wondering if I should run a single basic forest in the side to deal with that if it ever comes up? Thanks for reading and leave comments if you think I can improve one of my favorite decks-MILL!
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I can see from your deck that you either have seen some of the decks I've listed, or that you know your stuff (or both?)I've had some succes with mill in modern lately, so I can fill you in with a link.I've had the same experience with archive traps, so I've taken the final step and removed it from my deck.Here's my newest modern mill-deck. It kills at turn 4 or 5 most of the time unless interupted in some way.I've won against 3 out of 6 opponents in the two latest modern tournaments I've been in, and this sort of mill normally nets me a minimum of 2 victories at every tournaments, though 3 victories twice indicates that the deck is close to being good.Also I'm a lousy player so a skilled one should get 4 wins with my deck instead of 3, and I know this for certain as I made a really bad mistake costing me a game I should have otherwise won...http://www.mtgvault.com/wickeddarkman/decks/fast-reliable-modern-mill/
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Thanks for commenting! I haven't looked at any of your decks before reading your comments here, at least on this site(If you're on mtgsalvation under a different name, maybe). I've had help from other sites with ideas to come up with this deck, but to be honest most of it I've had before I ever realized there were forums and crap online to help make decks! I've been playing burn-mill (as opposed to combo-mill) since Glimpse came out in the original Ravnica set, and whenever a new/better mill card came out, I just added it in. I was super excited when I realized my kitchen-table mill deck was now legal in the new Modern format, so that's when I started investing some time and $ into it. Other than the Snapcasters and fetches (which I borrow from a friend when I play) I own all the paper cards and have had some pretty good success with it. My buddy's Merfolk deck can't win after a crypt incursion, and I can extract most everything Pod/Tron needs before they can combo out/play Emrakrul. Also, I wasn't arguing that archive trap should be taken out, b/c it's really just amazing when you occasionally mill 26-39 cards before your first turn of the game when your opponent cracks a fetchland (I've never had all 4 in my opening hand yet!). I was just saying how I don't add white for the path to exile/enchant hate, but instead go green for nature's claim to remove leyline of sanctity for claim's cost effectiveness and the downside that doesn't hurt this deck's wincon at all. Some people will think I'm crazy for not including the 'best removal in modern' especially when it has the possibility to help me win faster with a trap in hand, but I like to keep the consistency of using mostly 2 colors as much as possible. I do appreciate the feedback though, and if there's anything that I can improve (especially in the sideboard), I'm more than willing to try it out!
Well your deck features a mix of the two only milldecks that have ever won in modern, and all of it looked familiar to me, so prize yourself on knowing the good stuff by heart.The exact cards used by both decks were:4 hedron crab, 4 glimpse the unthinkable, 4 archive trap, 4 visions of beyond, 2 ghost quarters, 3 cadrs that bring cardadvantage (either 3 augur of bolas or 3 snapcaster mage), 2 cards that discard (Throughtseize or surgical extraction). From there they varied a lot and your deck looks like a hybrid.What you might want to rethink are:Adding deathtouch shaman. It can remove emrakul and things like vengevine or bloodghasts.Adding remand. Coupled with surgical extraction you can likely remove a wanted spell.Adding mesmeric orb. It's insane against aggro and boosts crypt incursion a lot.At least 3 echoing truth in sideboard.Here are links to both designs:http://www.mtgvault.com/wickeddarkman/decks/dafrk3ins-modern-mill/http://www.mtgvault.com/wickeddarkman/decks/azazel314s-modern-mill-2/
That leyline is indeed really annoying, so I guess there is no way around splashing green. If you have all the fetches it should be pretty possible.Also, what about Maelstrom Pulse instead of abrupt decay, for the sole reason that it gives you another out to a turn 1 Leyline? Or might it be too slow against affinity?
It is pretty slow in that situation. Plus Decay can't be countered vs U/W/R control which is a thing in modern, so it has multiple uses vs other decks in the format. (Not to mention that I already side in 8 cards vs Affinity! ;) I do own the 3 Mistys, but I'd like to get ahold of 3 Marsh Flats in the future to help out with it a little more (and to easily switch to esper if I feel like it in the future).