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Unless you have some way of tapping lands, get rid of the chronic floods, I've tried them extensively, and even against a deck with 18 lands they only mill an average of 0.2 cards. Even with as low lands as18, the card is to easy to play around. Also, exchange the 4 curse of the bloody tome with 4 mesmeric orb. The card hurts yourself, but in general it will hurt them more. Even with undead alchemist on the board you should be able to play it cleverly. If they attack, your wall of zombies increase (Wait for 1 giant attack before you mill yourself to death) if they don't attack set up your doorkeepers for some fun. Also, mesmeric orb will throw increasing confusion into the grave where you want it, and the same works with dream twist! I suggest that you exchange 3 chronic flooding and 1 curse of the bloody book with 4 hedron crab, which will enforce the mesmeric orb-theme as you can win by putting lands into play without tapping anything (discarding stuff like dreamtwist and increasing confusion during your waiting.) The rest of the curs3s can yield their space to mesmeric orb... Here's my WBU-mill... http://www.mtgvault.com/wickeddarkman/decks/modern-mill-v4-esper/
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Two milldecks recently went top 8 in modern. Since there were two very different designs winning, I think the cards they shared in common should be a hint towards what actually works for mill... Here's what the two winning designs got in common: 4 hedron crabs 4 archive trap 4 visions of beyond 4 glimpse the unthinkable 3 cards giving slight card advantage (either snapcaster mage or augur of bolas) 2 cards discarding important stuff (either thoughtseize or surgical extraction)