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I love mill as a secondary win condition, so much so that I often make it the main condition of the deck.
take it slow, be willing to take a few hits to better make use of board wipes and spheres, and manage your resources wisely. Think Twice at the end of people's turns and play smart.
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Personally, I would take mind grind out altogether. Drownyards and memory adepts work fine on their own. I would use the slot to add in either more countermagic or creature removal. I would go with counter magic.
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Thanks for the input, I am still play testing around and have found the mind grinds to be great to do the work late game.
For as much as mind grinds cost mana-wise to do a lot of damage, I would sooner turn 4 a supreme verdict, turn 5 a consuming aberration, and then use your cheap-costing spell base to spam consuming aberration's ability and then swing for craptons of damage. (He has "Whenever you cast a spell, your opponents must reveal cards from the top of their library until they reveal a land, then place those cards in their graveyard."Basically, you get a creature that has a built-in mindgrind, and all you have to do is let him sit there until you can either swing with him or mill them out.