Milling Monster

by Mrman47 on 03 June 2013

Main Deck (60 cards)


Planeswalkers (1)


Enchantments (4)


Land (16)

Sideboard (0 cards)

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Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

052000

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Milling Monster

I love a good mill build. Is this going for casual modern budget?

Here's some things to consider:

Psychic Corrosion is a better version of Curse of the Bloody Tome, but it's more expensive.

Fog Bank is delightful at blocking but dies to essentially every removal, will be a guaranteed target, and there are more advantageous versions of it if you really want the blocker. Go-Shintai of Lost Wisdom is immune from some removal, is a good blocker, and turns unused mana into mill. Hard Evidence hits the field turn 1 (very useful), and lets you get the +1 later when you need it or instantly if it's topdecked.

With 16 lands and no fetches, the crab won't be of much use compared to other builds. I'm also an advocate for upping the land count as well. Even with 26 one-drops, 16 lands is asking for mulligans, and if this build is on the play with a mulligan, it's in trouble.

Jace's Phantasm is a great damage clock, but you don't need one and a 4/4 blocker is nice but again, there are better versions of it outside situational matchups.

Index is nice but is a -1 in tempo, and you should probably run Preordain or Consider over it, and should 100% run Visions of Beyond instead of Index.

Psychic Spiral interferes with Archaeomancer. If you can afford it, running Snapcaster Mage over Archaeomancer would be for the best. But if not, I'd cut one or the other and enhance the theme. Realistically, I'd cut Psychic Spiral so you could run Mystic Sanctuary.

Surgical Extraction is basically a targeted Tome Scour, and should be considered even if you don't want to splash black.

Fractured Sanity is a win/win in a mill deck. If you topdeck it or have it in the opening hand, it comes with advantage and combos with lots of things in the build.


Just some ideas. I'd really recommend upping the lands to at least 18, cause you're looking at having to mulligan a land-dead hand about one in five shuffles, which is far too often. Upping it to 18 lands cuts that down to around 8%, so close to 12% better odds.

Just some thoughts.

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Posted 22 April 2024 at 00:03

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