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Mono blue mill and control deck, Extended legal. The sideboard is too big for tournament, but it just contains cards that I wanted to use but had to leave out. Early game: Key cards for the deck early game are Hedron Crab, Tome Scour and potentially Archive Trap. Since it is not wise to waste counterspells early game, there is some creature control in the deck, in the form of Nevermaker and Plumeveil (with the amount of mill in this deck, Nevermaker can effectively destroy a creature with good timing, and Plumeveil is a good combat trick for killing a weenie). Mid game: Mid game is when the deck's counter magic comes into play. With care the deck's controller can pick out the key spells their opponent plays and counter them. If they have been drawn, now would be a good time to drop in a Jace so it can do some work before the opponent gets in full flow. Now is also the best time to play a Traumatize, before you have milled through too much of their deck. Late game: If we have not yet got a game winning card out, we can try to draw into something with Azure Mage, Jaces (although a Jace should probably have won by now if it was played early), Flow of Ideas or Visions of Beyond. The deck's game winning cards are Keening Stone and the two Jaces; if we drop one of these at this stage and have saved some counter magic and creature control/removal, then this should finish emptying the opponent's library.
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