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After failing with my Mill/Control deck, it seemed the issue is that current game rolls around killing quickly; so any attempt to controlling the game long enough to survive and Mill your opponent out would be usually unsuccessful. I figure a decently cheap (card-wise) fix would be to change into a minor mana acceleration strategy based around pulling out an early and powerful Haunting Echoes or Keening Stone. Archive Trap, Hedron Crab, Tome Scour can be used for early deck destruction for the Haunting Echoes/Keening Stone. Since there are high chances of having too much mana and too little to do, I added Decimator Webs, I'm sure there are better options; but it seems like a good way to spend extra mana. I would also consider the possibility of lowering basic lands to 6/6 and increasing the number of elixir of immortality, Tutors, Jace; also the possibility of swapping decimator web for enclave cryptologists. Won't really know until I try it! It also lacks a considerable amount of Black spells now; however since Sadistic Sacrament should always be on the sideboard to deal with legendary Eldrazi, and it costs 3 Black.. I suppose another alternative is increasing the number of Leaden Myrs and Khalni Gems (or use Voltaic Keys) and keep just the drowned catacombs/Jwar Isle Refuge, take out the swamps altogether and lower the land count; to replace with even more spells.
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Drop anything that doesnt mill or protect you. Lose the Angel, if your doing myr consider Myr welder + Galvanic myr + Grindclock Darkslick shores are better then Refuges. More Planeswalkers isnt ever a bad thing, perhaps try getting a Jace, Memory Adept. Lose the Suffer the Past, it isnt good enough, if you need to remove cards from a grave yard use surgical extraction, or nihil spellbomb. If you have halimar Excavator play them, even if it only mills one card it is a blocker too :D. Also if you feel like experimenting get blue unblockable and use sword of body and mind. Just some thoughts, as I'm putting my mill together right now.
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