9. Look Ma, No Deck.

by mtgben77 on 31 August 2019

Main Deck (60 cards)

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Deck Description

This is my take on a Dimir mill deck! There are several ways to build a mill deck and I decided to go with a much more sorcery-based strategy to get your opponent's deck to 0 cards. Like I said, the majority of cards in this deck are sorceries and there are almost no creatures (1 to be exact). This deck is pretty budget, the only cards that are relatively expensive (besides the shock lands) are Glimpse the Unthinkable. For awhile I was wanting this deck to be full of walls and then use Phenax, God of Deception to try and mill my opponent out but I decided to stick with this strategy.

How to Play

*Main Win Condition- Keep casting spells that make your opponent mill cards. Once they attempt to draw a card with 0 cards in library you win the game.

*Secondary Win Condition- N/A

Here's how the individual cards in the deck work:

*Tome Scour- An amazing turn 1 play. This card is incredibly self-explanatory since you just cast it for 1 blue mana and mill your opponent for 5 cards. Doesn't seem like a lot but every little bit helps when you are playing mill.

*Breaking//Entering- The second of three spells that are 2 mana that mills your opponent. Has a bit more of a restrictive mana cost but makes up for it because it mills them for 8 cards. As a side note, don't worry too much about the other half of this card since you'll never use it. I didn't put any red sources of mana in this deck to utilize Entering.

*Glimpse the Unthinkable- The last of the 2 mana sorceries that mill your opponent. This is pound for pound the best card in the deck that mills your opponent. It costs the exact same as Breaking but mills your opponent for a whopping 10 cards.

*Maddening Cacophony-

*Fractured Sanity-

*Mission Briefing- A major issue with this deck is that you can very easily run out of gas before you completely mill out your opponent and go into the dreaded 'top-deck mode'. To help alleviate this Mission Briefing is incredibly useful. This card allows you to kind of give your mill cards extra utility by allowing you to cast them again from the grave. Not only that, but you also get to surveil 2 once you cast this spell. That might seem minor but it really isn't since you'll be able to help filter the top 2 cards of your deck.

*Psychic Strike- I needed some form of control in this deck and I think this is a great option. Obviously not the most efficient counterspell in MTG but I think it is every favorable with the Dimir theme of the deck. This card is very straightforward, you counters a spell and mills your opponent for 2 cards. The mill 2 is just the icing on top of being able to get rid of one of your opponents haymakers. It is essential to counter the spells that can potentially be a real threat to your strategy. Remember that we only have one creature so if your opponent has any kind of aggressive strategy then this deck can be in major trouble.

*Into the Story- This is another precaution in case you run out of gas and are top-decking. This spell will almost always cost 4 mana unless for some reason you haven't milled them for anything or you exiled their graveyard with Ashiok, Dream Render without knowing you'd draw Into the Story. Still, being able to cast this for 4 mana to refill your hand at the end of your opponents turn is such a big deal. This is the exact thing you need to keep applying pressure and finish the game off.

*Ashiok, Dream Render- I love this card which is why I'm running 4 copies. Ashiok, Dream Render has the benefit of preventing your opponents searching their deck, period. The reason this is so good is their -1 ability. Being able to mill 4 cards is useful and if Ashiok doesn't die then you get to mill up to 20 cards in total. The hands down best part though is that every time you activate the -1 ability and you mill 4 cards, Ashiok exiles your opponent's entire graveyard. This might not seem like a big deal but it really is. It prevents graveyard strategies from running rampant and it prevents your opponent from shuffling their graveyard into their library which is our biggest fear with this deck. It is also reassuring that once the graveyard is exiled those cards are permanently gone for the rest of the game. One big note is that if you exile the opponent's graveyard Into the Story can't be cast for 4 mana anymore. If you have Into the Story in hand and have Ashiok, Dream Render on the field that's fine just make sure you cast Into the Story before you activate the -1.

*Jace, Wielder of Mysteries-

*Jace, Memory Adept- This is the homeboy. This is Jace in his edgelord high school scene phase. I adore Jace, Memory Adept because he is the mill planeswalker that the people deserve. This guy is incredibly useful if the game goes to turn 5 and you just need a little extra push to deck your opponent. His +1 is great if you need card advantage and is useful to activate every turn for a consistent extra card. The extra card milled isn't groundbreaking by any means but is a little helpful. His 0 ability is where it's at though. Having a repeatable Glimpse the Unthinkable is insane and even just activating this twice will make the mana spent on this planeswalker worth it. Your opponent will have to deal with this guy soon or you'll deck them with this ability. If I'm being honest, I don't get to the -7 very often because I'm so focused on using his 0 ability. Still, if you need extra cards and are using his +1 every turn you'll eventually get to 7 loyalty. His ultimate is pretty nuts and essentially wins the game. If your opponent for some reason still has more than 20 cards in library by turn 8 something has gone wrong. Remember that you can target yourself to draw 20 cards since to finish off the game in case something has gone wrong.

*Fraying Sanity- This card is nuts. Having this on the field makes all your mill explosive. Essentially you mill your opponent for double every end step. Glimpse the Unthinkable now mills for 20 cards. Keeping this in mind, Fraying Sanity can win you the game very quickly. I'm not playing 4 copies because, while this card is a lot of fun to play, it is so annoying to play against. I made these decks to essentially play with friends and consistently milling out your opponent by turn four is not fun for them.

Deck at a Glance

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Mana Symbol Occurrence

0532230

Card Legality

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

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