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Dreadwaters had always struck me as a bit of a waste. It was good, but tragically OverPriced to be viable in any MonoBlue mill deck. And Black/Blue mill just can't give up a spot for Grisly Spectacle or Paranoid Delusions for Dreadwaters possible T6 payoff. So it was shunted aside. Then one day I chanced across Boundless Realms. Looking at it, it dawned on me, that I could now make a Mill deck with minimal Creatures, and heavy emphasis on land production. With Ranger's Path and Urban Evolution I can churn out Boundless Realms and quickly have 20+ land in play. While I'm stalling with Fog and Cancel, and using Archaeomancer to recycle what I need, my opponent is scratching his head wondering why I need 10 islands in play. Then I cast 3 Dreadwaters and each one mills you for 18 cards. You then let your jaw hit the table as you go from a 47 cards to 4 in a matter of seconds. Then you realize I can just play Archaeomancer if I want to reuse Dreadwaters again on you :D
T1- Forest, Elvish Mystic *1 Land* T2- Island, Elvish Mystic *2 lands* (tap EM for Fog if Needed)T3- Island, Urban Evolution, Island, Elvish Mystic *4 lands*(Fog/Cancel)T4- Island, Ranger's Path, Boundless Realms *14 lands*(Fog)T5- Archaeomancer, Boundless Realms *28 lands* Dreadwaters, Dreadwaters(Fog)T6- Archaeomancer/DreadwatersGAME.
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It looks potent, but I will tell you that wild-wood rebirth, while powerful, is fully outdone by Revive, which allows you to just grab a green card instead. Also, while mill is powerful, I would suggest a back-up win condition, and with land acceleration that comes in the form of some hyper-macho creature that you might draw. May I suggest something like Giant Adephage, whose very trample is enough to be scared of?
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Yeah sweet. I will have to tinker with it a bit.
The main reason I went with WWR over Revive was because I use it mainly to cycle Arcaeomancer who is blue.
Would you mind giving some thoughts on my other decks? IDC which just any at all?