Life Mill

by tbw1057 on 13 July 2010

Main Deck (62 cards)


Sorceries (9)


Instants (4)


Artifacts (4)



Land (24)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Mill and life drain so eldrazi shuffle ins are irrelevant because milling isn't the main win condition

Deck Tags

  • Mill

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 928 times.

Mana Curve

Mana Symbol Occurrence

0233400

Card Legality

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

Deck discussion for Life Mill

sideboard in sadistic sacrament it will stop the shuffle ins and can remove threats

0
Posted 13 July 2010 at 12:15

Permalink

I would be tempted to remove the howling mines. Any card that is going to give your opponent card draw is going to put you in a difficult situation. Since there is so much nasty mill in there, i'd concentrate on just decking your opponent fast, rather than the damage it can do by this so would also suggest removing Bloodchief ascension? This should free some space up and would maybe offer up opprtunity to place some control in main deck since you're already playing blue? Counterspells and possible creature destruction would allow you to ensure you last long enough to get the creatures out you need.

Maybe suggest mask of riddles to twin with the nemesis of reason? free card draw and fear never hurts. Failing that, maybe some acceleration such as dark rituals to get your 3,4 and 5 casting costs down quicker. Like the idea though. Thumbs up!

PS. What format were you thinking of playing this in?

0
Posted 13 July 2010 at 14:01

Permalink

Just tried a quick half hour has at what I would look at moving towards. Substituting Bloodchief Ascension with Planar void helps to reduce your mana curve, and solves the problem of the eldrazi style anti mills. Twin this with Bojuka bogs and you've got full graveyard removal covered. Kept Jace in his removal skill still running 4x diabolic tutors to help you find the card quicker. Extirpate works beautifully once you have run sadistic sarcament and know what he has in the deck (if he still has a graveyard by this point hence there only being 2). Sideboard I would look at creature removal and creature control as beat decks would really make this deck suffer. Not as much control in as I would like. Would possibly look at using painters servant/grindstone combo moving forward taking some of the lower mill cards out because this combo is always a beaut, but tried to keep it close to your original idea for now. TBH, by the time you mill half the opponents deck, especially if you have removed his kill cards with Sadistic Sacrament you are probably going to find they concede. I'm playing a few casual games with a friend on Thursday this week so I'll give it a test and see how it runs and edit from there. He uses tournament decks thoguh and i'd consider this more of a casual play deck, but we'll see how it gets on. The link is below if you want a quick scan.


http://www.mtgvault.com/ViewDeck.aspx?DeckID=75606

0
Posted 13 July 2010 at 15:48

Permalink

the idea is that the eldrazi shuffle ins don't matter because they still loose the life from bloodchief ascension when they are milled. if bloodchief ascension has three counters on it, attacking with nemesis of reason wins the game. the point is not to mill them but to use mill effects to activate bloodchief ascension. other effects that trigger when something is put into a graveyard from anywhere are the effects I'm looking for. i'm not planning on making this solely a mill deck, i've made plenty of those, I want to try a different way to win with mill

0
Posted 13 July 2010 at 16:23

Permalink

Yeah, the idea of the mill with bloodchief ascension is a beautiful idea, but the problem I think you'd have is getting the damage through to opposing player to get your quest counters on the ascension. With only 7 cards that can cause damage out of a 60 card deck that can cause any form of damage, both of which are 5+ casting cost you may find you struggle to get the deck going. Perhaps mixing in some form of drain life/consume spirit would give you the extra cards for direct 2 point damage, but you are still looking at 3/4 cost. Nice deck idea though. I like it. :)

0
Posted 14 July 2010 at 07:02

Permalink