Mill/Kill Standard (~$20)

by wm_long on 23 September 2013

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

Simple Mill/kill made on a budget of roughly $20 for standard. Price goes up a bit for a second Jace, Memory Adept. Also blue/black lands can run up a few bucks.

How to Play

(1) Mill to beef up Consuming Abberration, Wight of Precint Six.

(2) Mill/Kill by using mill card + dusk mantle guildmage. (EXAMPLE: Stack Duskmantle's first ability twice and then use Jace's 0 ability = 20 dmg for 6 mana.)

(3) Straight Mill- plenty of cards to diminish your enemy's library fairly quickly.

Deck Tags

  • Mill
  • Kill
  • Budget
  • Standard

Deck at a Glance

Social Stats

19
Likes

This deck has been viewed 3,219 times.

Mana Curve

Mana Symbol Occurrence

0382600

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Mill/Kill Standard (~$20)

suggestions anyone? i know its a bit weak on defense at first, but the ball does get rolling fairly quick and you always have counters to rely on early.

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Posted 23 September 2013 at 14:51

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i really like its potential for great damage because of traumatize. maybe take some dual lands for better mana fix.

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Posted 23 September 2013 at 19:07

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yeah dual lands would be a nice addition.

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Posted 23 September 2013 at 19:21

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I like mill deck, mine still don't know what it's missing. I'll give yours a try.
Have a like :D

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Posted 30 September 2013 at 02:03

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I'm very curious to hear updates on how well this deck had been doing for you. I really want this to work since I ran a nearly identical deck, and got steamrolled by fast aggro and midrange. When it worked, it was hilarious. Huge creatures and loss life on turn 6 or 7.

I only play-tested this a little, but I had big problems surviving until that point in the game. I discovered that Duskmantle Guildmage + Traumatize almost never happens since you need 8 mana at least. By then I had already won, all my guildmages were destroyed, or I was completing overwhelmed by the number of threats hitting the board and lost. Duskmantle Guildmage is one of my favorite cards but he is super slow. If you activate his ability early on, you don't have mana open for counters when you really need them. He's mostly just a 2/2 body until turn 6 or 7.

Missing any land drops and not being able to cast removal or those 5 mana spells was devastating. So was drawing a bunch of early mill cards and not enough removal. I got a lot of feedback and ended up losing almost all my mill cards to put in more control/removal and relying more heavily stalling the game out long enough for my 5 drops to mill them out or kill. Haven't tested that one out enough yet though.

Still one of my favorite kind of decks to play with casually especially for the cost. Far too slow to play at my local game store though.

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Posted 05 October 2013 at 23:23

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Its really not as slow as it seems, duskmantle guildmage + tome scour (4 mana) isn't that bad. i also like to pair him with jace. After playing a few rounds i noticed it can be a bit weak without a Wight in your early hand, so i dropped two guildmage and grisly removal for hover barrier. I play fnm at my local store and i havent came in first but i have placed fairly well with what i was going against.

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Posted 15 October 2013 at 11:52

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It risky to play sometimes like you said for fast aggro and mid range, but adding those barriers really helped out. It's hilarious to see the look on peoples faces when this deck plays flawlessly.

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Posted 15 October 2013 at 12:00

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Take Out Grisly Spectacle And Put In 2 More Doom Blades For Faster Removal, And Find A Way To Add Some Walls. That Will Help With Pesky Fast Aggro.

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Posted 12 October 2013 at 13:48

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I removed the grisly because after doing a few fnm i realized i never used it. added hover barrier and thats plenty enough to stall. and i did add doom blade. thanks for the tip

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Posted 15 October 2013 at 11:42

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