Shelldock isle:Sadly this card is a pretty bad card for three major reasons. 1: It "steals" 3 mana, one by entering tapped, two by being activated, where an ordinary land would deliver 2 mana instead and not demand another land to tap it. When you are robbed of these three mana it turns out that you will be less able to cast mill-spells, and the direct result of that will be that shelldock island is slowing itself from being activated.2: It's a non-basic, and frankly too many cards will destroy it before it ever takes effect. The very fact that it enters play tapped gives your opponent time enough to get it off the board in good time.3: Putting a good milling card under it to exploit it's very purpose is actually a bad idea! It robs you of a good milling card, which you could have drawn instead of removing it from the deck with the isle. It's a very bad card indeed!
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SOULKNIFE: Well, I'm simic in nature and plays a dimir mill, so I guess it depends on how much codehunter want's to ruin his own day then :)I play in legacy with my own mill, (Click my name to see my mill in legacy and modern) so being competitive is everything for me.Flooding scores 0.something milled card against legacy-decks with 18 lands. Worst score.
I know a lot about mill, and have build up an archive on almost all cards.Yet I never knew sewer nemesis existed!?You should update this deck, since there is a new 1B creature card in gatecrash that also grows from cards in opponents graveyard.
In your deck tags:It's spelled "sorcery";)
If you want to win with this in legacy, you need something against force of will, daze, thoughtseize and inquisition of kozilek.Adding 4 surgical extration to the sideboard might help you get closer!On what turn do you kill on an average?
add to the list:4 manamorphose4 street wraith4 gitaxian probe1 edge of autumnNow you just need 7 cards more in that deck
I changed in my above post.So reread :)
I'm not sure if 4 sol rings are legal in any format :(You may want to research on the dragons too, since there are a couple of them that has haste, and let's you kill the same turn they enters play. Hellkite overlord has 7/7 and is haste, so you could storm for just 3 with these.
Depending on what type of multiplayer you play, consider playing mesmeric orb, which is devastating against any opponent who for some reason cant touch you (Attack left/right variants) It wont be nearly as good in free for all, but it may let you mill a lot anyways!
If your format allows it, also replace curse of the bloody tome with mesmeric orb.I have been playing mesmeric orb in so many decks, and it's very reliable.I personally decktest a lot against legacy, and even against decks with artifact hatred the mesmeric orb is wild enough to mill 5-6 cards against the worst matchups and about 12-13 cards against the best matchups.Or you can start testing the cards yourself.In general assume that your opponents kill you with creatures at turn 4 in modern, and turn 5 in legacy.Consider every turn and what would happen if you played a card at either the beginning or just before you die.For example cathartic adept would mill 4 cards if played at your turn 1, while it would mill 0 cards if you played it the turn before you die (Consider it to be turn 4-5 depending on format)so the adept mills 4, 3, 2, 1, and 0 cards if it's play is measured over all 5 turns. Divide by total turns (5) and you get the average number of cards it would theoretically mill (2 cards)Then consider if another card mills more for the same mana (Tome scour = 5 cards for U)It's best if you play against live decks, and put coins on a card for each card a card mills, that way you can add all scores of the individual card and divide it with the times it milled anything, or 0.You will get a fairly accurate number in about 20-30 measures. I have lists on how fast almost all milling cards work, so post any questions about cards you consider, and I'll deliver the data. (Except cards from ravnica revisited and gatecrash, I'm not done with all mill in those) Take a look at my page (Click my name) to see my versions of mill in modern and legacy.
Chronic flooding is a very useless card unless your deck somehow taps their lands.Get rid of it!
If you still seek to improve this deck, I can recommend to use wall of blood an ragged veins in it.The wall will make it possible for your death to see play, and if they block your death use the vein.If you are sure they haven't got removal or disruption, then wait for their attack, pump everything into the bloodwall except 1 life, then hit their critter with ragged veins and block!
Use archive trap for sideboard with some of the following cards:path to exileghost quarternoble benefactor
When you want a milling deck to work, you somehow need to mill them at every turn it's possible, and as fast as possible.Since you play lingering souls, I will suggest ghoulcallers bell, which works well with dream twist. Dream twist allows you to mill them at your turn 1, letting you know what they play and how you should proceed. Also try out codex shredder, and if possible include any card in your deck that allows you to see the top card of any deck(I don't know is there is such in standard, but stuff like lantern of insight or wand of denial might be what you need)
Dear dender, I have been through almost every milling card in existance, testing them against both goldfishes and live decks.The worst card ever in any test I have performed is chronic flooding.If your deck does not involve tapping, then It's vital that you remove it from any kind of millingdeck.
A design like this would really do well with 4 mesmeric obs.
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