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Got bored of combo mill, so I built an all-out mill.Suggestions welcome! and needed. (would prefer to keep it creatureless)-----------------------------------------------------------Edit 1:In: 3x Shelldock Isle3x Mesmeric Orb4x Shriekhorn3x Infinite Obliteration (SB)1x Surgical Extraction (SB)Out: 2x Tree of Perdition (SB)2x Wall of Frost (SB)1x Aetherize1x Tome Scour3x Vapor Snag2x Startled Awake2x Island1x Polluted Delta
Mill, mill, mill.... what else would you do? Other than not die.
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Traumatize and Consuming Aberration. Best cards for a mill deck. Traumatize is kinda cruel, though.
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Only problem with those though is they aren't fast enough to be consisant mill while I agree they are really nice cards I don't think they would work for him in a build he is trying to do
Yeah, in an all low cost mill deck they aren't choice. But Consuming Aberration is always a good choice regardless of mana cost. My opinioin.
I actually did have two copies of Traumatize in here, but I believe I dropped them for the Visions of Beyond for two reasons: It needed more card draw; and its mana cost was too much, especially for a fast pace deck like this. Consuming Aberration is a good card, I agree. And he would fit in here, I just don't know what to drop? Maybe one or two of the Increasing Confusion?
Increasing Confusion is too good of a card to get rid of. Especially in a mill deck. Do NOT get rid of Increasing Confusion. That's too good to get rid of. I suggest Breaking and Entering cards you don't need. I'd also do away with the fetch lands that take your life. With no creatures for defense you'll be left wide open and sacrificing your own life is only helping your opponent. Maybe simple Evolving Wilds would do best. If you want low cost, Paranoid Delusions would be a good addition. Even better with creatures. Also, I would suggest adding more land capable of mana production rather than getting more lands. That being said, Mind Grind could utterly destroy your opponents. I made my own mill deck a while ago if you want to check it out.
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I love mill honestly. I am gonna build a mill deck irl for events when I can.To me and my standards of a mill deck I believe it should be very fast and very heavy hittinganything more than a cc3 drop I wouldn't run except the few exceptions of Chancellor and Archive Trap.Here are cards I love running and why,Hedron crab: drop him turn 1 and he just mills and could even block.Breaking: it's almost as strong as GlimspeThought Scour: Mill 2 and Draw, not a great mill card but you dig for more millShriekhorn: Mill 6 for 1 just takes some time thoughSurgical Extraction: I main board this just in case I run into a combo deck, Mill their key cards like scapeshift and remove it allMind Funeral: Pretty good finisher once you mill most their land.Chancellor of the Spires: Turn 0 mill 7, only downside if you dead draw him.BUT that wouldn't be a problem because you should run a lot of draw in mill decks.Other mill cardsMind Grind: I prefer Mind Funernal but up to youMind Sculpt: 7 not bad but I prefer not using it cause I have plenty of draw for better cardsLand problem, currently with 24 land with no fetches I think you will be flooded with land I would tone it done for this current build I say 20 or 21 for other builds like the one I am running I do like 16 or 18Here is my list if you want to see: http://www.mtgvault.com/trackingdevice/decks/super-mill/Hope this help
Thanks for the advice! There are lots of great mill cards out there, and lots of great mill creatures as well. I find it almost funny that this deck contains no creatures, and kinda feel like I wanna keep it that way... It's very possible to build a good creature-based mill deck however. I've run into problems using Mind Funeral however, because most good decks will have a fairly consistent land placement throughout their decks, and it's ruined me many-a-time. Mind Sculpt is probably one of the easier to access good mill cards, but it's not the best (unless it's a mono-blue deck) as both Breaking and Glimpse both mill for more, for the same CMC. I did add two copies of Surgical Extraction to the sideboard however, because most combo decks won't work against mill decks the first time, plus this deck has ways to return creatures.As to the land problem, I see what you're saying. I feel like 20 lands is a little to low, as that's the amount I personally tend to run in Aggro/Ramp decks. In most mills that I build, I tend to run between 24 and 26, but that's just me. I have adjusted the lands to help fix this tho, and added a bunch of fetch lands, while dropping some of the other lands.I would love to build this deck irl, but there is no way I could afford it atm... so I'm stuck with just viewing it on here :(
> Mesmeric Orb: A deceptively powerful Mill card. In addition to being colourless, it Mills everyone just for playing stuff. Sure, it Mills you too, but when every card in your deck is mill, it hurts the opponent way more than it hurts you. If you're really worried about it, the self mill can also be lessened by playing cards like Dimir Aqueduct and Lotus Bloom.> Shelldock Isle: This may enter tapped, but getting a free mill card once the opponent has 20 or less cards left often closes the game. > Mind Funeral: Arguably the best 3 mana mill card. It's unpredictable as to how much will be milled, but it hits a lot of cards at once. At worst it Mills 4, but 4 is a very rare case. > Surgical Extraction: Very good in mill for removing cards you do NOT want the opponent playing. Mill one, extract the rest. Also hits nonbasic lands, like fetch lands and Valakut. > Infinite Obliteration or Lost Legacy: A must have sideboard against cards like Emrakul, the Aeons Torn which can shuffle the whole graveyard back into the library. Surgical Extraction may help here, but the opponent still gets to shuffle back at least once.
Dream twist: It mills 6 if it is given time, 3 in an emergency. Is great with mesmeric orb.Hedron Crab: It can mill a lot if left alone, however when targeted it only mills either 0 or 3 unless set up carefullyMemory Sluice: It may only mill 4, but it allows you to play it if one colorhalf of your lands have been slaughteredMinister of Inquiries: It's a 1/2 that blocks. It mills 6. If it dies before, a later minister can mill even more.Shriekhorn: It mills 6 over time, some may abrupt decay this instead of mesmeric orb. Superior due to colorless.Surgical Extraction: Potentially mills 3 cards or less. Slows down the opponent.Tome Scour: Can Mill 5 once drawn.Opting for speed: Sometimes you've done the initial work, and you need to win with the card that you just drew:1 turn before you die:tome scour mills 5 in 1 turn.memory sluice mills 4 in 1 turn.dream twist mills 3 in 1 turn.surgically extraction mills "3" in 1 turn.shriekhorn mills 2 in 1 turn.2 turns before you die:hedron crab mills 6 in 2 turns.dream twist mills 6 in 2 turns.shriekhorn mills 4 in 2 turns.minister of Inquiries mills 3 in 2 turns.How do you use this knowledge?You will need to build a deck that gets the opponent down to as few cards in the library as possible, which demands that you play a lot of the cards that mills as much as possible over 3 turns, then you need to draw just enough of the 1 turn before you die cards to actually win that 1 turn earlier than other millers do it. Just how this blend will look depends on the rest of your deck, but the heavy hitters are hedron crab, minister of inquiries and shriekhorn, meaning that they should be 4 of each in a speedmill deck.
(responding to both DedWards and wickeddarkman)Firstly, thank you both so much for all the advice! I greatly appreciate it!I've implemented some of your suggestions into the deck (see all my changes in the deck description), but holy crap, some of those are brilliant! I decided not to put any creatures in, for a few reasons. Creatures that can mill are just too weak to be worth it sometimes. Not in terms of milling, but in staying out to mill. And it's also just funny to me that this deck has no creatures, and it's become like a joke that it doesn't, one that I'd kinda like to keep.Specifically DedWards:I agree, Mind Funeral is arguably the best cmc3 mill card out there, but I have a personal vendetta against it, as it's screwed me over many times. Also, It hits 4 lands, really quickly, fairly consistently. It just doesn't pack the punch that it needs to about 50% of the time. I love the card, but I don't think it's quite worth it...Specifically wicked:You've got some of the best mill advice I've ever seen in that comment. Thank you. However, I didn't make this deck as a speedmill deck (although I guess it is....) It's just kinda a deck with EVERYTHING (good) that mills... But this is diffidently going to impact how I build mill in the future. (also, Tome Scour is already in there.)Thanks again to both of you!-TheVanished
@wickeddarkman, can you perhaps use your numbermancy on the viability of Mind Funeral? I understand what TheVanished is saying about having a vendetta against it as I have personally seen it fail more often than I believe it should from a statistics standpoint. I've not tun the numbers on Mind Funeral itself, but comparing how it's worded to other cards I've done number crunching on, it feels like it should be more consistent than either TheVanished or myself have seen.
THE VANISHED:Heh, you love my advice now, but I am quite the troll about mill, and you might end up hating my comment's in the future, when I tell you never to play this or that.I really love creatureless mill myself, and use evolution and lots of paperstrip to design decks for me, and I'm about to go all in on a new speed-mill deck. I follow modern quite closelly and knows that at the current meta there are no annoying emrakul's that reshuffle decks, so NOW is the time to play mill. I have one design that got 4th place at a tournament despite playing no echoing truth, and still defeated someone who had leyline of sanctity in their mainboard. It was a reckless decission, but there is less than a 40% chance of them winning due to having 4 leylines.So when I give out advice, I give it with experience as well, so if you go creatureless I'm your man :DTry out this design http://www.mtgvault.com/wickeddarkman/decks/small-4thplace-modern-mill/(Just replace 4 hedron crab with 4 shriekhorn) DEDWARDS:I have mindfuneral measured at an average of 14 cards against a 22 land deck, against less land it becomes better and against more land it gets worse. Since most decks remain below 22 it's usually better. You have to remember 1 thing about mind funeral, and it's that it takes out 4 lands no matter what, so statistically the opponent is unlikely to draw a land as the next card, which is very valuable knowledge when judging how to play the rest of your deck. People playing ghostquarters and surgical extraction can also improve the performance of mind funeral. This is why I usually play noxious revival. Archive trap can just about compete with funeral, and having both cards usually wins the game if they fetch.
Hey wicked. What you said of trying to mill as much as possible within 3 turns of your death really got me thinking, so I put together a deck list based on that idea. Let me know what you think?http://www.mtgvault.com/thevanished/decks/3-turn-mill/