Keep the crab's, they mill an insane amount of lands even without fetchlands. lose the mind grind and replace it with mind funeral which is lightyears better! Here's my own WBU-mill: http://www.mtgvault.com/wickeddarkman/decks/modern-mill-v4-esper/
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There's been a couple of people who have used "hunted" creatures with leyline of singularity in modern. The leyline also stops elfcombo, splintertwin combo, tokens suffer a lot and aggro is usually slowed down a bit. Try it out, either in sb or main :D
Unless you have some way of tapping lands, get rid of the chronic floods, I've tried them extensively, and even against a deck with 18 lands they only mill an average of 0.2 cards. Even with as low lands as18, the card is to easy to play around. Also, exchange the 4 curse of the bloody tome with 4 mesmeric orb. The card hurts yourself, but in general it will hurt them more. Even with undead alchemist on the board you should be able to play it cleverly. If they attack, your wall of zombies increase (Wait for 1 giant attack before you mill yourself to death) if they don't attack set up your doorkeepers for some fun. Also, mesmeric orb will throw increasing confusion into the grave where you want it, and the same works with dream twist! I suggest that you exchange 3 chronic flooding and 1 curse of the bloody book with 4 hedron crab, which will enforce the mesmeric orb-theme as you can win by putting lands into play without tapping anything (discarding stuff like dreamtwist and increasing confusion during your waiting.) The rest of the curs3s can yield their space to mesmeric orb... Here's my WBU-mill... http://www.mtgvault.com/wickeddarkman/decks/modern-mill-v4-esper/
Yo SOULY! I know you like to play odd choices sometimes. What do you think of enter the infinite + shelldock island ? Think there could be something in such a choice?
I've tested chronic flooding extensively, and without any means to tap lands, it is the worst millingcard ever. (Mills an average of 0.2 cards against decks with 18 lands!!! It's too easy to play around) Keep the deck on a low creaturelevel and get 4 mesmeric orb, which is lethal, (And throw out 1 chronic, 2 curse of the bloody tome and 1 mind sculpt) Most people think this artifact is too dangerous, but it really isn't, trust me, I've can kill legacy goblins if I get 2 of these early game) It also combines well with dreamtwist, netting you an advantage over time, and you could also try it with some darkblasts in sideboard, which is one way to take care of critters. A lot of people will also think that when their lingering souls can be flashbacked, they will win the race of damage vs mill, and most of the time they miscalculate the rate at a high level, dying from either not attacking and being milled, or attacking and being milled much much faster. Here's some of my own work: http://www.mtgvault.com/wickeddarkman/decks/modern-mill-v4-esper/
I'm the friendly competitior of soulofmirrodin, and we both have a hobby of picking out everyone with mill and peck on them till they see our ways... That said, here are my ways! http://www.mtgvault.com/wickeddarkman/decks/legacy-mill-v11-esper/ http://www.mtgvault.com/wickeddarkman/decks/design-8/ http://www.mtgvault.com/wickeddarkman/decks/current-legacy-mill/
GREATMASTERZ: In legacy you hardly get to turn 10 with a millingdeck, so manasinking won't be relevant. When I test my mill, I always give it 5 turns, nothing more, and in reality it should be 3-4 turns, but mill messes with what they draw, so it sometimes work out fine at turn 5, and let me tell you, despite being able to kill, at turn 3 when lotto-lucky, turn 5 mill-kills will mostly work out at half of the matchups! Mind grind simply takes too long to be efficient! at 3 mana it eats to 1 land, 4mana it eats to 2 lands. 5 mana it eats to 3 lands. 6 mana it does the same as mind funeral does. but at 6 mana you have usually spent 6 turns, so it's off the scale. Lets say that you get extremely lucky and that for each land you also mill 3 other cards, (that's 4 cards removed in total) which is out of the ordinary, since most play 1/3 land, leaving 2 other cards than the land. At 3 mana mind grind mills 4, At 4 mana mind grind mills 8, At 5 mana mind grind mills 12, At 6 mana mind grind mills 16. But chances are, you are dead. At 7 mana = 20, but you are likely to be dead, if not you are not playing legacy. At 8 mana = 24, sure, as if you drew land enough each turn to play 8 lands. Even with 30 lands this is hard. At 9 mana = 28, and at this rate you'll cry if they counter it. At 10 mana = 32, why even think it's possible in legacy? Do we have something that does this better at turn 5? Yes, we have archive trap, which mills 13 cards = 1 card more than mind grind, but theres a chance that it may be played for free. Now the statistically correct mill for mind grind is more like the following: 3 mana = 3 cards. 4 mana = 6 cards. 5 mana = 9 cards. 6 mana = 12 cards. 7 mana = 15 cards. 8 mana = 18 cards. 9 mana = 21 cards. 10 mana = 24 cards. Why not go for glimpse the unthinkable (10 for UB) or breaking//entering (8 for UB) or just mind funeral?
Rite of consumption may replace fling, if you want the deck to be more black. And works well with wall of blood!
Mind funeral is lightyears better than mind grind.
PYROHEMIA-TECH: I wrote on the pyrohemiathread, but the text won't stay there, or it's visible for you only? So I'll write suggestions in here. What's your meta like? I'm thinking of echoing truth instead of pungyfy, since echoing will be effective against splintertwin as well. also if theres room for it, you could couple it with the R-cost red sorcery that lets both players draw 2 cards and discard them at random, which may fit in well with your extractions. Plaxmanta doesn't fit your colors, but I have seen some play it instead of the glass-thingy. Erhm. Need more meta-knowledge!
Destroy their lands first, take heavy damage, then start on destroying the creatures :D
Nah, the "beginner friendly" has always been their excuse to mess and toy with stuff that shouldn't be touched. (If it ain't broken, don't fix it! But you know that!). There is probably a rules department that has to change a certain number of rules each year, just to show that they need a salary, and they are probably in liege with some judges. If they don't change rules, they become obsolete and fired, so guess what, we just have to eatwhatever they feed us :( Perhaps magicplayers the world over should unite, and make sure that stuff like this doesn't happen. There is some weight to shove around after all, since the community managed to put a ban on mental misstep. UNITE!!!
Kill them with the 1/1 myr :D (Or with a 2/2 spirit guide if you go that way)
Misfortune? Doesn't it work?
WOW! Haven't seen this deck in this form. Looks very nice now. I especially love the singularity/orchard aspect, which will probably annoy your opponents a lot. I guess that each time they attack with the 1/1 you just tap for mana, or is that a rare event?
Isochron scepter? I'd also add red, and use both spirit guides and 2mana-lands.
When did you add oboro? That's a sweet card, I haven't counted the games where I wished I had a land to feed my crabs with. Sick tech! I have had good games against affinity with darkblast, since most moderndesigns has the low toughness of 1. Perhaps try out 2 darkblast and 2 infest to see which is the better? Darkblast also works wonders against infect which sees some play from time to time. River of tears is best when you have fetchlands in the deck too. I have never had trouble with it, but it takes carefull planning and in some cases slow you a turn. It's quite fun with fetch actually. I usually use some instant mill and use the blue mana at opponents end, and the black mana during my own turns. And finally, your older versions of this deck are still locked with access denied. I guess there is a bug in the system somewhere.
Isochron scepter! I'd also "mate" it with red. And both spirit guides, and 2mana-lands!
What? Blasphemous is expensive?
Blasphemous act + boros reckoner = win!
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