The Try-Hard Mill (Modern)

by SystemSCSnake on 28 January 2014

Main Deck (58 cards)

Sideboard (15 cards)

Creatures (3)


Sorceries (2)

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Deck Description

Ever wanted to try to mill someone really bad? This deck is the ticket to doing so. With a pretty tight curve at 5 and a fair B/U mana base with few tapped lands, this deck manages to keep some consistency while playing it.

How to Play

Mill your opponent and if they run Eldrazi put in your entire sideboard!!!

Deck Tags

  • Blue
  • Black
  • Modern
  • Mill

Deck at a Glance

Social Stats

9
Likes

This deck has been viewed 1,741 times.

Mana Curve

Mana Symbol Occurrence

0371500

Card Legality

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

Deck discussion for The Try-Hard Mill (Modern)

Not bad check out my modern mill its called double it

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Posted 28 January 2014 at 22:42

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Any reason why you're not running fetch lands? They stack really well with Hedron Crab and Watery Grave.

I would main deck Crypt Incursion. It works well against Eldrazi and ensures that you get up your life total, since most Mill-decks are a race against the clock.

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Posted 29 January 2014 at 15:14

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To make the deck more affordable but you are definitely correct

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Posted 12 February 2014 at 20:10

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Check out my decks! I love this mill by the way, but I think that it needs kraken hatchlings. :)

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Posted 30 January 2014 at 02:27

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I think that ashiok is too vulnerable in this design, as there is only a few creatures in your build : (

And now I spam you with my own work, and some news on the newest modern mill-designs...

You should see some of my work.
I got a very reliable modern mill killing at turn 3-5 (mainly 4-5)
I've scored 9,9,6,9 and 12 points with it at the last 5 tournaments I played with it (I changed deck because of a new project)
(In case you don't know, 3 points equal one defeated opponent)
http://www.mtgvault.com/wickeddarkman/decks/fast-reliable-modern-mill/

I also copy the newest mill-decks in modern whenever someone gets top 8 with one:
The one below was winning a thirdplace, played by someone named naniha...
http://www.mtgvault.com/wickeddarkman/decks/nanihas-ub-modern-mill/

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Posted 20 February 2014 at 17:36

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Well the idea is anything that will detract them from focusing on me is a big help, but yeah that deck is the works. This deck is focused on doing it's work relatively quickly. It does manage to win believe it or not.

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Posted 20 February 2014 at 19:30

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What are the average kill-turn in your estimate?

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Posted 21 February 2014 at 13:59

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You mean like win the game? Like 5 or 6 but if you get lucky with Archive Traps it can be faster

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Posted 23 February 2014 at 00:24

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True :D I've had 1 turn 1 kill with archive traps :D
But yeah, win the game turns. 5-6 is okay, considering that you have blockers. I have to run faster and be more vulnerable by not having many critters.

I saw that you only had 8 creatures early enough to defend ashiok. didn't see the geth's verdict!
11 sourcess should be enough.

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Posted 23 February 2014 at 12:05

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If Ashiok really doesn't work out, they will become Snapcaster Mage probably.

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Posted 04 March 2014 at 19:21

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I've tried some legacy yesterday. 9 cards that forced an opponent to sacrifice creatures was close enough to lock death & taxes for a while. perhaps enough to save ashiok, so 11 sourcess should do that job unless you have bad luck.

I'm also trying to build a phenax defender mill with birthing pod:
http://www.mtgvault.com/wickeddarkman/decks/phenaxpod-v1-modern/

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Posted 05 March 2014 at 07:48

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Added Noxious Revival- card is ridiculously good!

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Posted 06 March 2014 at 16:58

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It really is :D
Have you tested shelldock isle vs drownyard?

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Posted 07 March 2014 at 08:07

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No- Drownyard has yet to help (I've been on a streak against aggro decks) but I might give Shelldock a try soon. I made a ton of changes- dropped Ashiok and Geth's Verdict both weren't helping at all, in favor of Mind Grind. Land mill is really good considering how relevant fetches are and how Ghost Quarter can filter out lands to increase the mill.

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Posted 07 March 2014 at 18:40

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I also added Scalding Tarn to justify running only basic Islands and not swamps. A simple deck modification that should just add consistency.

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Posted 09 March 2014 at 06:21

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I've always found mind grind to be too lategame for a speedy mill, but you have 12 creatures which might buy you the time, and 23 lands as well. If it shows out to be too slow for you to throw it out and use breaking//entering.
I'm also a fan of shelldock island, and I play two. Most designs that have won top-place in legacy uses three so there might be room for 3 shelldock.

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Posted 10 March 2014 at 11:22

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I'll see if I can put in shelldock somehow but I know for sure that Mind Grind is definitely against the current meta of tons of fetch lands 2 for 1 lands, so Mind Grind even for two has a chance to prove incredibly profitable.

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Posted 10 March 2014 at 18:13

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In my area there's a lot of gruul being played by lowlevel players, so in many games I have to count on being dead after my own turn 4-5. Ordinary mind funerals mill an average 14 cards, as it mills until 4 lands. Mind grind has to be set to cost 6 mana to duplicate this. Doing primitive math, if a 4 land mind grind mills 14 a 1 land mind grind should mill about 3.5 cards, (Or 7 for 2UB) which breaking//entering can do better for UB mana :D

This is also one of my major reasons for playing noxious revival! By reviving a mind funeral I'll be playing a new mind funeral for 1ub and 2 life.

I've never had visions of beyond, but I can imagine how archive trap and noxious revival would work when drawing 3 cards in response to a lategame fetch :D

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Posted 11 March 2014 at 07:48

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