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This is my take on a Mill deck. The basis, obviously is to mill, but there's also other mechanics involved also. The sideboard has cards that would be more appealing to a multiplayer game instead of a one on one. I will say, this isn't really made to be cheap. But it's definitely worth the money, in my opinion.
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Cairn walker only gains flying, and 4/4 flyers can be picked better than that!Also, traditionallly mill has won more games with discard than counterspells.I'm a heavy advocate of not having counterspells in mill.I have recently broken my advocacy by using dimir charm and izzet charm, but I can justify them by their other effects.
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Cairn Wanderer says, and I quote, "As long as a creature card with flying is in a graveyard, Cairn Wanderer has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance." So, a simpler explanation would be that Cairn Wanderer will gain any of the above abilities as long as there is a creature with one of those abilities in an opponent's graveyard. Please read the fine print next time. No negativity intended. As for counterspells, it's all about your approach really. I will say that for a mill deck it would be more fitting for it to have something along the lines of Countermand or Psychic Strike (which I have in the sideboard). Dimir Charm is pretty nice, it's very dynamic for a simple cost of 2, as is Izzet Charm. I know there are decks out there that don't use counterspells, but I prefer to have a few in there for backup defense.I appreciate your comment, it was insightful. Thanks for the feedback, sir.
To clarify, you cannot depend on your opponents to have any of the abilities supporting it in their grave, unless you are playing something like multiplayer.Your deck is legacy/vintage viable which means that there are a lot of better choices than the cairn walker.For example tombstalker which always have flying and trample! It can better be supported by your deck than cairnwalker can, by putting in some fetchlands (even colorless ones if you are going for budget)
Cairn Wanderer is debatable depending on circumstances. I think it's still a pretty neat card, but I know what you're saying. I'll keep your suggestions in mind, haha.
I can also tell you that to improve your speed you need to cut down to only having 2 taplands, which shouldn't disable you in any way. Try playing 2 dismal, 11 island and 11 swamp. The minimum number of a number of lands supporting a color should always be at least 12. If you know legacy, take a look at merfolk decks and you will see that they use 12 islands to support a deck filled with merfolks for UU. You got plenty of color in my suggestion, hitting on the exactly necessary number in each color.I also like seing killing wave in there, It's a card that I have forgotten already. If you like to doublewhammy with it try and see if you can fit some suffer the past into your sideboard.