I built a budget version for $5, and it is legal in modern and extended. http://www.mtgvault.com/jonahmargolis/decks/amazing-mill-5-budget-modern/. Depending on your budget you can add back in in Isochron Scepter & Jace's Phantasm and it will still be under $20.
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Primal surge says "may" so you can choose to stop any time you want. Put as many as you need to win with an overkill then stop with some cards still left in the deck.
TY. It never made it to the Hot page, it got knocked off the New Decks page pretty quickly by other decks. I don't think many people saw it. I will probably make in unloved to get more people to see it.
Happy accidents!
And now its legal in extended :)
Breaking // Entering works well, although I will only be using the Breaking half.
Oops, good catch. Thank you.
For a little extra money throw in Isochron Scepter and Twin cast and laugh.
yeah, It is really amazing in a deck with a lot of draws and low mana cards like this.
Oops, I made a last minute change and didn't notice. I'll fix it.
What the Mill
Ultimate Mill Deck
Ok.. ok...If you really want to play these high mana cards, then you need to morph this into a reanimate deck.This is what you do. First use a card like Buried Alive or Entomb to put your biggest creatures into your grave yard. (Their are alot of ways to get the big creatures into your graveyard, you can even use a mill card against yourself)Then use cards like Recurring Nightmare, Patriarch's Bidding, Whip of Erebos, Reanimate, Animate Dead, Pyrrhic Revival to bring them back to life. (Black has a ton of cards to bring creatures back to life. Powerful creature cards combo well with blues ability to clone creatures)definetly get Sheoldred, Whispering One into your deck and make it one of the first cards you reanimate.Turn 1: EntombTurn 2: Reanimate (Preferably a creature like Sheoldred, Whispering OneTurn 3+: Sheoldred, Whispering One keeps bringing big creatures back to life.Turn 4-6: WinReanimate decks can be fun, some cards have a downside like "discard a card" this suddenly becomes an advantage in a reanimate deck. Their is a massive number of cards that revolve around reanimating. Going Blue/Black instead of just black can help your reanimate deck alot.Remember dont hold back with a reanimate deck. No one says the card has to be black since you wont be paying its mana cost anyways. I like throwing in cards like:Iona, Shield of EmeriaPlatinum AngelIt That Betraysand more
Hmm I have been looking into some mill deck cards and have put them into my side deck, it might make sense to make this into a blue/black partial mill deck. What would you suggest I add in?
Mill decks are nice, but mill decks can sometimes have trouble dealing with the few creatures your opponent does play. This is should be able to do everything a mill deck can do and more. This deck is pretty fast since you opponent never has any blockers, just attack with all your creatures each turn, you can win reliably by turn 5 or 6 every game.Isochron Scepter and Surgical Extraction alone are like a two card mill deck. add in Eradicate, Memoricide, Sadistic Sacrament and it is a mill deck that can target specific cards rather than random ones. This can also destroy a mill deck by removing the cards it depends on.It is also super powerful with bonedancer if you don't need it to be modern.
At this point you will have the makings of a decent vamp deck. You should start looking at some powerful vamp cards:Captivating VampireGatekeeper of MalakirKalastria HighbornBlood ArtistAnowon, the Ruin SageBloodghastBloodline KeeperMalakir BloodwitchUrge to Feed
You have a good start to a vampire deck, a few too many lands, way too many high mana cards.
This deck can go many ways. But the first thing is to trim off 21 cards to get it down to 60.You almost never need more than 24 lands, so you should remove 3 swamps.You have 15 cards that are 6 mana or more. You will be wasting your draws on cards that you cant play for many turns, this will lose you more games than it will win. Besides it usually only takes a few high mana cards too win a game, no need for 15. I would personally remove all of the 15, I think you have plenty of powerful lower mana cards that will win you the game.A little math on high mana cards. If your deck is 40% lands, you would have to draw 20 cards before you get 8 lands. Since you start with 7 cards, it will take 13 turns before you get to 20 cards. Over 90% of my games end before turn 13. So if you want to play high level cards, you need a way to speed up your strategy, draw more cards, generate more mana, or ramp up more lands.
Its funny when your opponent runs out of creatures and can only sit their.
Good point, maybe a Carrion Feeder
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