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Ever thought of a deck that mills your opponents deck and doesn't let him play something useful?I did and this is the result.
The main goal is mill your opponents deck.Doing that you'll be facing a lot of things that might kill you. For this purpose I've added some defender creature like fog bank, who will never die by combat.This defense should give you a good position against many decks where you just can stand back and mill.For the others, where your opponents exile or destroy permanents, you better use the counterspells i put in. Those should eliminate specific cards, like Godsend or Lux cannon or simple destroy spells like doom blade or mad cap skills.if this deck is played wisely it should be able to take the fight up against most other decks and end well.NOTE: this deck is not really been tested.
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Have you considered Ghost Quarter to force your opponent to search their deck for a guaranteed Archive Trap trigger.
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Thx, I'll try the quarter.I also noticed that chronic flooding doesn't help me in end game. My opponent usually got more mana so he can simply ignore the enchanted one.Can you suggest an alternative?EDIT: I exchanged chronic flooding with Curse of the Bloody Tome. tapping land is not always given.
Locking down land is tricky, and usually isn't worth it unless your really going to commit to it and build a deck completely around it. Even then there are other, better, funner ways to build a control deck. Especially in blue. Counter spells abound in blue. Although my favorite control deck is a red black mix that you can look at here http://www.mtgvault.com/stylee19/decks/insult-and-injury-2/For milling here is my Simple Blue Mill deckhhttp://www.mtgvault.com/stylee19/decks/simple-blue-mill/And I'm gonna look up some land lock down stuff cuz I don't know for sure what's out there. If I find anything I post it here.
Here's a bunch of the best land lock down cards I could find:http://www.mtgvault.com/stylee19/decks/land-tying/
Instead of locking down the lands, throw out 4 curse of the bloody tome and insert 4 mesmeric orb
but that would also hit me as well.
If you build your deck right mesmeric orb hurts your opponent far more than you.
Even if he doesn't build it right the orb will hurt them more. Even if you play 1 land each turn and play orb at turn 2, 3 and two at turn 4 and tap all your available mana each turn your orbs will not kill you before your turn 7, by which you should have won if your deck works :D And remember that you have mill-spells so you will win the race unless the opponent is trained in facing mill, has a good deck and is devious enough for it to matter...
This decklist recently won 4th place in a modern tourney with 115 people.
wut?!? wasn't me. Can you link me a reference? the exact same list?...damn someone came up with that idea before me.
http://www.mtgvault.com/wickeddarkman/decks/mike-doninis-modern-mill/Forgot the link :D