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UPDATED: 14/08/15 - While playing with friends I found that I wasn't getting the Duskmantle Guildmage/ Mindcrank combo as much as I'd like. Also, the Traumatize wasn't really doing a lot of good as by the time I could play it half the opponent's deck didn't really add up to all that much.To over come this I've added back the 1 Duskmantle and Mindcrank from the sideboard to the main deck and taken out the Traumatize. I'm considering maybe even adding a Liliana Vess for her search ability but I'll see how things go with the current configuration.______________________________________________________________________________UPDATED: 3/08/15 - This deck has gone through a lot of changes since I originally posted it about a month ago. The first major change was actually to the sideboard. At my old FNM location I came up against two decks running Emrakul which of course completley negated my mill. Thus, I've added Leyline of the Void and Relic of Progenitus to hopefully get around Emrakul hitting the graveyard. Similarly, should Emrakul come onto the field I have Devour Flesh. I realise that it is possible the opponent won't choose Emrakul to sacrafice, but I'm hoping the 15 life will be enough of a draw they they will. And life doesn't really matter to mill.Originally I took out the Riddlekeeper because he wasn't Modern legal (my bad, thanks Razorarrowz) and the Undead Alchemists because I almost died during a game to the zombies they produce.Since then I discovered the Mindcrank/ Duskmantle combo (thanks xgodofwaterx) so have added three of each. However, last FMN I played two agro goblin decks. Due to Goblin Piledriver I was smashed each time. In order to combat this I've tried to make the deck a bit faster by adding Mind Sculpt. I've also added kill i nthe form of Reave Soul and Wall of Frost to block and take a creature out of the game for a turn. I also added some Negates to stop control getting rid of my spells.Of course, the addition of these cards meant some sacrifice so most cards are now only 3x ofs. I also put Ghost Quarter and Archive Trap down to 1 each as it was so uncommon that I'd get the combo/ play them.Please let me know what you think of the changes in the comments. I'd love to hear your thoughts!______________________________________________________________________________This deck was heavily inspired by KingFever256's The Best Mill Deck...(?) over at TappedOut.com, although I have changed it a bit. It HAS NOT been played as of today (3/7/15) but I will post an update once it has.I was looking to put together another Modern deck, but as with all my decks cost in a consideration thus mill appealed to me as it is an affordable option. Also, it is not often played at my local FNM.
UPDATED: 14/8/15 - Play style remains pretty much the same as the previous update, just hopefully I'll get the Mindcrank/ Duskmantle combo out faster.______________________________________________________________________________UPDATED: 3/8/15 - Due to the meta game at my FNM I've had to change this deck to deal with creature deck more effectivley. The Wall of Frosts and Soul Reaves have been added to help deal with that. I've added Mind Sculp so that the mill can start quicker; hopefully I can play a Hedron Crab turn one then turn two play a land and a Mind Sculp to mill for 10 turn two.Other than keeping creatures off me the idea is, as before, to keep milling as much as possible. Of course if the Mindcrank/ Duskmantle combo can be pulled off without interuption that will be game won, so that is the ultimate aim.______________________________________________________________________________ When Mill is played at my local FNM, those playing it tend to ignore creatures in favor of sorcery and/or instant spells. The result of this was that they are beaten easily as people can take them out while they set up their mill conditions, especially if they have flying creatures. This is an issue I wanted to overcome, hence having a larger number of creatures.Most of the cards here should speak for themselves, however I will explain the inclusion of Springleaf Drum. Most of the cards you really want to be playing in this deck cost 3 coulourless + (usually) two colour mana. Waiting until turn 5 to be able to play them is too long, hence the addition of Springleaf Drum. Hopefully you can play a few Springleaf's early in the game to get the more expensive cards happening. The Hedron Crab and Riddlekeeper are the creatures you'd tap as their ability will still work and you don't want to loose them off the board.
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Riddlekeeper is not modern legal :)
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Ooooops. I didn't realize. Thanks for the heads up.
Too few creatures is definitely a problem I've often faced in my mill deck so I definitely appreciate this deck. This overall looks great, though find issue with Undead Alchemist. He directly weakens Consuming Abberation and can't have his zombies or himself utilize Mindcrank. Might I suggest Wight of Precinct Six as it is only 2 mana to play and yet quickly acquires a large presence on the field. Or for 4 colorless mana, Bonehoard will come with a free germ or suddenly give hedron crab some serious presence on the battlefield.
I agree, Undead Alchemist is not a good card to have here. I thought it would be alright in late game, negating the zombies it creates with its mill, but that didn't work. It almost lost me a game, actually. So yeah, Ill be taking it out. I quit like the idea of Might I suggest Wight. I prefer this over Bonehoard as it's cheaper to cast and most of my cards are expensive anyway.I don't have any Wights so I'll see what I can substitute until I can get some. Thanks for the suggestions. :D
NP, Happy to help!
I was looking to remake my mill deck and starting combing through some cards and noticed Duskmantle Guild Mage. His first ability would create a loop with Mindcrank for an infinite mill or till they die from damage. Just thought I'd share.
That's an awesome idea! Gonna have to try and get me some now. Thanks for the tip!
Just wondering, would this be a legal infinite combo? You need to be able to stop it to be legal, right?
Yeah, I'm pretty sure it isn't legal because the combo can't be interrupted/ stopped.
Yes it is legal from my understanding. After each trigger is resolved the game checks to see if anyone has won. So when the last mill/damage trigger that kills your opponent goes off it will check for a winner and then game and loop will end. However, if you decide to pull this combo off for some reason when a player has a platinum angel out, the loop will never end and so it becomes a draw. All infinite loops are legal. However some will only amount to a draw. An example of one is three Oblivion Rings on an empty field. The loop is mandatory and yet will result in no one winning which will make the game a draw in a 1v1 match.
Hmm, interesting. I will have to research further.
Drowner initiate to replace riddle keeper? There's a little more to it but water is right.
That's an interesting card. Will have to check it out. Also, the combo doesn't end in a draw - http://www.gatheringmagic.com/Forum/viewtopic.php?f=15&t=42186
Oh very true, no cards no loop.
Deck updated!
When using high toughness creatures "Phenax, God of Deception" can be a real interesting card to mill with. I also would cut "Traumatize" and "Mind Sculpt" and use "Mind Grind" instead. The only card you have in this deck that benefits from early mill is "Jace's Phantasm". Personally I would replace the Phantasm with "Kaijin of the Vanishing Touch". It's "just" a 0/3 defender but it forces your opponent to take his attacking creature back on his hand and cast it again. A simple card to shut down Emrakul and other graveyard based decks would be "Yixlid Jailer"GreetingsMuktol
Thanks for the suggestions, Muktol. I'm not sure about taking out the Phantasms as I think flying creatures make a good addition to any deck. However, I can see the Wall of Frosts being replaced by Kaijin of the Vanishing Touch.
Deck Updated.