Mana and fetchlands focusing on blue.
The shelldock isle is the new stuff on this deck. Have not seen play, but the condition is not difficult to achieve.
// Spells
4 [RAV] Glimpse the Unthinkable
4 [ARB] Mind Funeral
4 [ZEN] Archive Trap
3 [SC] Brain Freeze
The mill spells.
4 [M10] Jace Beleren
The drawer not the miller, the deck already has 15 cards to mill.
Cast it, use the -1 hability twice, then the +2 and repeat this process until the opponent realizes that hes not getting cards because you want to look cool with the -10 hability.
4 [R] Swords to Plowshares
4 [AP] Vindicate
3 [PLC] Damnation
Board control cards.
3 [OD] Haunting Echoes
Something to finish the game a little faster, it makes most players concede.
// Sideboard
SB: 4 [US] Planar Void
SB: 4 [GP] Leyline of the Void
For the recurring decks, just take out the haunting echoes. Still working.
-------------------
I know the existence of the brain freeze, reset, combo mill deck but do not like that deck, Im trying to make something more casual.
-----------------------------
If you are wondering about the other 5 versions here they are. If not feel free to skip to the next post.
Mana base, focus blue, 10 fetchlands for hedron crab.
// Creatures
4 [ZEN] Hedron Crab
This crab is amazing.
Best case:
turn 1 island.
turn 2 crab then fetch, mill 6.
Other case: mill 3 without fetch.
This guy has gotten a lot of attention, red elemental blasts, stp, lightninig bolt, 1 fow... thats got to tell you something. If the opponent does not kill it, the mill is amazing.
// Spells
4 [RAV] Glimpse the Unthinkable
4 [ARB] Mind Funeral
4 [ZEN] Archive Trap
The mill cards.
Archive trap is fun, people stops from playing fetchlands because of it.
Mind funeral mills from 8 to 18 cards, very good spell.
Glimpse 10 cards, not bad.
4 [CHK] Sensei's Divining Top
4 [CS] Counterbalance
Something was missing and these 2 cards are the ones. In these slots where jace beleren and branstorm, draws, counters, etc. They where ok, but not as good as the counterbalance-top engine.
SB cards. Still working on it, most is grave hate, i need to get something for combo.
The deck works fine. More games to confirm it, but I just beat 8 of them with this version, tier 2 decks, but what amazes me the most is that I beat a tier 1 merlfolk and I decided to post the version.
I don't think the crab should be in the deck. Because if you go creatureless (much like the burn deck) you gain a LOT of virtual CA. Just think about it, what would your opponents do with a StP if you don't play the crab? You don't have any other targets, so it's always a good play for them and a bad one for you. Maybe it's worth it if you play it and play a fetchland the same turn, but then it's "only" 6 cards. I think twincast/sanity grinding would be better even though the crab has some potential if you can protect it (another point, damnation anti-synergy)
My thoughts last week :), being creature less is very annoying for most decks.
But everyone deserves a chance, and I tested the crab and it works well, even if this enables the removal spells of the opponent.
I have tried sanity grinding and it needs more blue mana symbols on the cards, most of the time it only gets from 6 to 10 at most on my build.
Twincast... is cool in theory but not so much in practice. The spell must be enabled by a milling spell, so its like trying to achieve combo. I might test it again in future builds.
The Damnation antisynergy is not a big issue. Most of the time theres only 1 crab on play IF they let it live (it amazing the flag bearer level XD). But take out 2 to 4 of their creature that most probably kill you in 1 or 2 turns makes it look well. And besides, if the crab was there by turn 4 it means that at least it has milled 9 cards minimum, 18 if you used fetchlands, so it has made a very good job investing only one blue mana (more than tome scour has to say), but sacrifices must be made to win games.
Hey Renier I like your style, could you give my your advice on splashing white for vinacate, and swords, does it play well?
Thanks.
The method I use is: I count the number of colored simbols, in this case is 8 W: 4 in the vindicate and 4 in the stp.
So your deck must be able to generate at least 4 white, in my build 3 tundras and 2 plains do the job.
The vindicate and the stp are working well, but i have issues with wastelands, discard and sinkholes, most of the time they shut me down on a color and in worst cases all of them. So I was thinking to cut the white and play the deck with fows and dazes as I see in your versions.
Hey man I used to play mill only for type 2 during ravnica days. Have you tried this in real tourneys?
No, I have not tried this in real tournaments, I live in Monterrey, Mexico and over here people do not play legacy because "is expensive". But they play T2 and extended... and they buy a lot of cards on the spot even if they cost 20 bucks LOL.
I can only play legacy on mws or with my friends on some ocations, I play more on the mws. If you or anyone would like to take the deck to a tourney Ill be glad to see if it can make it to some top list. Just give me credit for designing the deck
That's typically the problem I run into with mill, is that you need to present enough ways with which you can speed through your deck and mill them asap, but you also need protection/control in case they manage to slow you down, or you don't get a good draw.
Mill has usually found play in my experience as an alt. win-con rather than a deck theme. For instance the Painter's Servant-Grindestone combo or something as simply as maindecking 4 Archive Trap which will almost always be able to go off due to the incessant use of fetches/tutors.
Forlorn Egoist
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yeah, but then you run into decks like burn that don't care about your fogs and love the howling mines you provide them, or something like thresh hold which will just counter the two or three fogs needed to kill you. you would definitely need a backup plan.
Well with the current list, burn would still run over you. It doesn't matter if you have no fog or fog. You can't win every M/U but I think since most decks would have creatures as win condition. Mill/Fog seems like a good choice.
The method I use is: I count the number of colored simbols, in this case is 8 W: 4 in the vindicate and 4 in the stp.
So your deck must be able to generate at least 4 white, in my build 3 tundras and 2 plains do the job.
The vindicate and the stp are working well, but i have issues with wastelands, discard and sinkholes, most of the time they shut me down on a color and in worst cases all of them. So I was thinking to cut the white and play the deck with fows and dazes as I see in your versions.
Wow you thinking about taking my build while i was thinking about adding Vindicates. With my version I am "Still" having agro issues take that into account ahead of time.
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That's typically the problem I run into with mill, is that you need to present enough ways with which you can speed through your deck and mill them asap, but you also need protection/control in case they manage to slow you down, or you don't get a good draw.
Mill has usually found play in my experience as an alt. win-con rather than a deck theme. For instance the Painter's Servant-Grindestone combo or something as simply as maindecking 4 Archive Trap which will almost always be able to go off due to the incessant use of fetches/tutors.
Forlorn Egoist
I went "through the deck" path and did not have good results. The control path has proven good results letting the deck actually win against non tier 1 decks and a few tier 1 decks.
Yes, mill seems like an alternative win condition, but in some expansions they print a mill card and I build a mill deck, play for a week or two just to confirm that is not viable. But with this build I am winning matches, and not by luck like past attempts .
yeah, but then you run into decks like burn that don't care about your fogs and love the howling mines you provide them, or something like thresh hold which will just counter the two or three fogs needed to kill you. you would definitely need a backup plan.
Well with the current list, burn would still run over you. It doesn't matter if you have no fog or fog. You can't win every M/U but I think since most decks would have creatures as win condition. Mill/Fog seems like a good choice.
I did a quick research about mill decks that where build in t2 or extended. Mill fog was one of them and those where my first impressions on the deck, but I did not like the idea of enabling cards to the opponent.
It seems like an interesting idea through, worth trying at least with the legacy modifications of course, I might try it out when I see a dead end in this milling deck.
Wow you thinking about taking my build while i was thinking about adding Vindicates. With my version I am "Still" having agro issues take that into account ahead of time.
LOL, did not know you where trying my version. Im trying to take out white since the deck gets owned with wastelands. I am trying force of will instead of vindicate and its working so far. I need to work on a draw engine.
Notes:
Force of will is a very powerful card in the format, no surprises there.
Daze its the crab friend on the alternative cost, counter a spell then mill another 3 cards, its fun.
Damnation is a very good response to aggro since they get all their cards in the board and its difficult for them to get back to their feet quickly.
This is the deck I have made. It is SO Inconsistent. it isn't funny, I tried adding white and your idea. I found the same issues. Works okay, but dies harshly to a few well placed Wastelands. I am thinking about canning the Countertop but it my best idea so far. Any advice, I am not sure of any other control ideas that have same idea other then countertop.
~Keeper is awaiting the words that you might write.
This has Vegas Style Wins - Win Rarely and hard, LOSE ALL OTHER TIMES.
Why only for traps MD? I think 4 of that is perfect for this format. I think you should run Damnation/Wrath effects. Aside from counters and dedicate more on milling your opponent. Maybe cut out the balance and dazes
This is the deck I have made. It is SO Inconsistent. it isn't funny, I tried adding white and your idea. I found the same issues. Works okay, but dies harshly to a few well placed Wastelands. I am thinking about canning the Countertop but it my best idea so far. Any advice, I am not sure of any other control ideas that have same idea other then countertop.
Since the deck dies to wastelands I lowered the white of the deck making it splash only.
The counter top engine works very good on the deck, especially the top with a new addition on version 18 at the end of this post.
~Keeper is awaiting the words that you might write.
This has Vegas Style Wins - Win Rarely and hard, LOSE ALL OTHER TIMES.
// Spells
2 Archive Trap
4 Force of Will
4 Mind Funeral
4 Glimpse the Unthinkable
3 Counterbalance
3 Sensei's Divining Top
These cards are fine.
I would add +2 archive traps, +1 counterbalance (its fow food) and +1 to top for library manipulation, works excellent with 10 fetchlands
3 Ponder
3 Brainstorm
These spells do not do much on the deck, I have tried them over and over and the top works better here. The deck needs a draw engine.
4 Counterspell
Counterspell is not good here since all the mill cards are sorcery, so you cant waste turns guessing if you should let the lands untaped or do mill.
4 Daze
It was a good idea, but the alternative cost makes the deck even slower, its not good in the deck.
2 Propaganda
Damnation works better. Propaganda will only stop them for a few turns, damnation erases the problem and lets you live longer.
Why only for traps MD? I think 4 of that is perfect for this format. I think you should run Damnation/Wrath effects. Aside from counters and dedicate more on milling your opponent. Maybe cut out the balance and dazes
4 archive traps it what makes the deck finish the mill.
Yes, I agree with the damnation add, wrath not so much, you will be needing more white mana source.
I also agree with the daze cut.
2 marsh flats, used to play bloodstained mire forgetting new enemy fetchlands are now available, now it can be used for swamp or plains.
// Creatures
4 [ZEN] Hedron Crab
The crab now is more important mill source since I now have FOW to protect him.
4 [RAV] Dark Confidant
Dark confidant is the drawing engine the deck needed. I tried standstill first, but if the crab was not on play on turn 1 it did not see play because of the board position, most of the time was fow food. Confidant on the other side is working good, and makes the top be more useful: counterbalance, bob and library manipulation (brainstorm, ponder).
// Spells
4 [CHK] Sensei's Divining Top
4 [CS] Counterbalance
Counter top engine.
4 [CFX] Path to Exile
New addition, a friend did not like the idea of running ghost quarter and recommended path to exile if I returned to white. I used to play STP in these slot since I did not cared how much life the opponent was, but path to exile enables archive trap. So I remove the mayor creature thread and have more chances to mill 13.
3 [RAV] Glimpse the Unthinkable
4 [ARB] Mind Funeral
4 [ZEN] Archive Trap
Mill spells. Mind funeral is very good at this.
3 [PLC] Damnation
Board sweeper
4 [AL] Force of Will
A counter. I run a lot of blue, and with the new draw engine the alternative cost is not a big issue anymore.
Does Version 26 work well without counterbalance what was your reason for not having it. OR was this just another Spark in a different direction?
It was a spark in a different direction. Counterbalance was not bad on this deck, but without top or more permission magic it came only to serve as Force of Will food (fow is great telling you what blue card you use the least). So a friend suggested mesmeric orb, and I went that direction.
It was a spark in a different direction. Counterbalance was not bad on this deck, but without top or more permission magic it came only to serve as Force of Will food (fow is great telling you what blue card you use the least). So a friend suggested mesmeric orb, and I went that direction.
I agree with the Force of Will showing what card is a dud in the deck. I am still working on the list but my current list is UBW and it land starved or land locked and MWS can't shuffle a deck that badly that many times. I am having debates if I should run the CounterTop but I find if i don't use it I get Slaughtered.....You said you went the way of mesmeric orb but i don't see it in your list. Care to clarify.
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I agree with the Force of Will showing what card is a dud in the deck. I am still working on the list but my current list is UBW and it land starved or land locked and MWS can't shuffle a deck that badly that many times. I am having debates if I should run the CounterTop but I find if i don't use it I get Slaughtered.....You said you went the way of mesmeric orb but i don't see it in your list. Care to clarify.
Try to reduce white to minimum so you do not have land problems.
If you are going to use counterbalance you need more permission spells to support it while it gets online.
Mesmeric orb did not mill as fast as I thought, its more focused to a more controlling version of the deck, maybe something monoblue. I think ill test it again just in case I have missed something.
I am running a very similar deck except im running bounce mill ussing boomerangs, remands along with Jace, Mind fun., glimpse, exirpate,archive traps and if you wanna run a creature I suggest Circu demir lobotomist. But anyway I like your deck and hope it does well
Mana and fetchlands focusing on blue.
The shelldock isle is the new stuff on this deck. Have not seen play, but the condition is not difficult to achieve.
// Spells
4 [RAV] Glimpse the Unthinkable
4 [ARB] Mind Funeral
4 [ZEN] Archive Trap
3 [SC] Brain Freeze
The mill spells.
4 [M10] Jace Beleren
The drawer not the miller, the deck already has 15 cards to mill.
Cast it, use the -1 hability twice, then the +2 and repeat this process until the opponent realizes that hes not getting cards because you want to look cool with the -10 hability.
4 [R] Swords to Plowshares
4 [AP] Vindicate
3 [PLC] Damnation
Board control cards.
3 [OD] Haunting Echoes
Something to finish the game a little faster, it makes most players concede.
// Sideboard
SB: 4 [US] Planar Void
SB: 4 [GP] Leyline of the Void
For the recurring decks, just take out the haunting echoes. Still working.
-------------------
I know the existence of the brain freeze, reset, combo mill deck but do not like that deck, Im trying to make something more casual.
-----------------------------
If you are wondering about the other 5 versions here they are. If not feel free to skip to the next post.
A straight U/B list may be the way to go to stabilize the manabase. The addition of Extirpate would also be pretty good since you can target the nonbasics with it that were milled. It's a great way to color hose as well as lower the land count in your opponent's deck for Mind Funeral
I have been developing this deck since archive trap got spoiled on zendikar. Im posting it because someone got interested in the deck.
This is version 6 of the deck.
// Lands
3 [LRW] Island (4)
2 [EUL] Swamp (3)
1 [EUL] Plains (2)
4 [R] Underground Sea
4 [R] Tundra
4 [ON] Flooded Strand
4 [ON] Polluted Delta
1 [R] Scrubland
4 [LRW] Shelldock Isle
// Spells
4 [RAV] Glimpse the Unthinkable
3 [SC] Brain Freeze
4 [M10] Jace Beleren
4 [ARB] Mind Funeral
4 [ZEN] Archive Trap
4 [R] Swords to Plowshares
4 [AP] Vindicate
3 [PLC] Damnation
3 [OD] Haunting Echoes
// Sideboard
SB: 4 [US] Planar Void
SB: 4 [GP] Leyline of the Void
----------------------
Explaining the structure of the deck.
// Lands
3 [LRW] Island (4)
2 [EUL] Swamp (3)
1 [EUL] Plains (2)
4 [R] Underground Sea
4 [R] Tundra
4 [ON] Flooded Strand
4 [ON] Polluted Delta
1 [R] Scrubland
4 [LRW] Shelldock Isle
Mana and fetchlands focusing on blue.
The shelldock isle is the new stuff on this deck. Have not seen play, but the condition is not difficult to achieve.
// Spells
4 [RAV] Glimpse the Unthinkable
4 [ARB] Mind Funeral
4 [ZEN] Archive Trap
3 [SC] Brain Freeze
The mill spells.
4 [M10] Jace Beleren
The drawer not the miller, the deck already has 15 cards to mill.
Cast it, use the -1 hability twice, then the +2 and repeat this process until the opponent realizes that hes not getting cards because you want to look cool with the -10 hability.
4 [R] Swords to Plowshares
4 [AP] Vindicate
3 [PLC] Damnation
Board control cards.
3 [OD] Haunting Echoes
Something to finish the game a little faster, it makes most players concede.
// Sideboard
SB: 4 [US] Planar Void
SB: 4 [GP] Leyline of the Void
For the recurring decks, just take out the haunting echoes. Still working.
-------------------
I know the existence of the brain freeze, reset, combo mill deck but do not like that deck, Im trying to make something more casual.
-----------------------------
If you are wondering about the other 5 versions here they are. If not feel free to skip to the next post.
Version 1. Getting started.
// Lands
9 [LRW] Island (4)
3 [EUL] Swamp (3)
4 [ON] Polluted Delta
4 [R] Underground Sea
// Creatures
4 [PR] 1996 World Champion (testing the archive trap slot)
// Spells
4 [PLC] Extirpate
4 [M10] Tome Scour
4 [RAV] Glimpse the Unthinkable
4 [M10] Jace Beleren
4 [ARB] Mind Funeral
4 [NE] Daze
4 [M10] Twincast
4 [EVE] Sanity Grinding
4 [AL] Force of Will
------------------------------------
Version 2. Testing online, make the deck work then fit the archive trap when it is released.
// Lands
5 [LRW] Island (4)
3 [EUL] Swamp (3)
4 [ON] Flooded Strand
4 [ON] Polluted Delta
4 [R] Underground Sea
// Spells
4 [M10] Tome Scour
4 [SHM] Memory Sluice
4 [VI] Vision Charm
4 [PLC] Extirpate
4 [RAV] Glimpse the Unthinkable
4 [SC] Brain Freeze
4 [M10] Jace Beleren
4 [ARB] Mind Funeral
4 [EVE] Sanity Grinding
4 [M10] Twincast
----------------------------------
Version 3. Focusing on library manipulation to get the mill done faster.
// Lands
5 [LRW] Island (4)
3 [EUL] Swamp (3)
4 [ON] Flooded Strand
4 [ON] Polluted Delta
4 [R] Underground Sea
// Spells
4 [M10] Ponder
4 [MM] Brainstorm
4 [M10] Tome Scour
4 [PLC] Extirpate
4 [RAV] Glimpse the Unthinkable
4 [SC] Brain Freeze
4 [M10] Jace Beleren
4 [ARB] Mind Funeral
4 [EVE] Sanity Grinding
4 [M10] Twincast
---------------------------------
Version 4. Getting creature removal, getting killed very quickly by them.
// Lands
2 [LRW] Island (4)
1 [EUL] Swamp (3)
1 [EUL] Plains (2)
4 [ON] Flooded Strand
4 [ON] Polluted Delta
4 [R] Tundra
4 [R] Underground Sea
// Spells
4 [M10] Ponder
4 [MM] Brainstorm
4 [RAV] Glimpse the Unthinkable
4 [SC] Brain Freeze
4 [M10] Jace Beleren
4 [ARB] Mind Funeral
4 [EVE] Sanity Grinding
4 [M10] Twincast
4 [CFX] Path to Exile
4 [R] Swords to Plowshares
// Sideboard
SB: 4 [PLC] Extirpate
SB: 4 [TSB] Tormod's Crypt
-----------------------------------------
Version 5. YEI, archive trap arrives . Getting more board control, starts to win to non tier 1 or 2 decks.
// Lands
3 [LRW] Island (4)
2 [EUL] Swamp (3)
1 [EUL] Plains (2)
4 [R] Underground Sea
4 [R] Tundra
4 [ON] Flooded Strand
4 [ON] Polluted Delta
1 [R] Scrubland
// Spells
4 [M10] Ponder
4 [MM] Brainstorm
4 [RAV] Glimpse the Unthinkable
3 [SC] Brain Freeze
4 [M10] Jace Beleren
4 [ARB] Mind Funeral
4 [ZEN] Archive Trap
4 [R] Swords to Plowshares
3 [PLC] Damnation
3 [OD] Haunting Echoes
// Sideboard
SB: 4 [AP] Vindicate
SB: 4 [US] Planar Void
SB: 4 [GP] Leyline of the Void
// Lands
4 [LRW] Island (4)
3 [EUL] Swamp (3)
2 [EUL] Plains (2)
3 [R] Tundra
3 [R] Underground Sea
4 [ON] Polluted Delta
4 [ON] Flooded Strand
2 [ON] Bloodstained Mire
// Creatures
4 [ZEN] Hedron Crab
// Spells
4 [CHK] Sensei's Divining Top
4 [R] Swords to Plowshares
4 [CS] Counterbalance
4 [RAV] Glimpse the Unthinkable
4 [ARB] Mind Funeral
4 [AP] Vindicate
3 [PLC] Damnation
4 [ZEN] Archive Trap
// Sideboard
SB: 4 [OD] Innocent Blood
SB: 3 [US] Planar Void
SB: 4 [GP] Leyline of the Void
SB: 4 [PLC] Extirpate
This version of the deck works smoothly.
Explanation:
// Lands
4 [LRW] Island (4)
3 [EUL] Swamp (3)
2 [EUL] Plains (2)
3 [R] Tundra
3 [R] Underground Sea
4 [ON] Polluted Delta
4 [ON] Flooded Strand
2 [ON] Bloodstained Mire
Mana base, focus blue, 10 fetchlands for hedron crab.
// Creatures
4 [ZEN] Hedron Crab
This crab is amazing.
Best case:
turn 1 island.
turn 2 crab then fetch, mill 6.
Other case: mill 3 without fetch.
This guy has gotten a lot of attention, red elemental blasts, stp, lightninig bolt, 1 fow... thats got to tell you something. If the opponent does not kill it, the mill is amazing.
// Spells
4 [RAV] Glimpse the Unthinkable
4 [ARB] Mind Funeral
4 [ZEN] Archive Trap
The mill cards.
Archive trap is fun, people stops from playing fetchlands because of it.
Mind funeral mills from 8 to 18 cards, very good spell.
Glimpse 10 cards, not bad.
4 [R] Swords to Plowshares
4 [AP] Vindicate
3 [PLC] Damnation
Control elements.
4 [CHK] Sensei's Divining Top
4 [CS] Counterbalance
Something was missing and these 2 cards are the ones. In these slots where jace beleren and branstorm, draws, counters, etc. They where ok, but not as good as the counterbalance-top engine.
// Sideboard
SB: 4 [OD] Innocent Blood
SB: 3 [US] Planar Void
SB: 4 [GP] Leyline of the Void
SB: 4 [PLC] Extirpate
SB cards. Still working on it, most is grave hate, i need to get something for combo.
The deck works fine. More games to confirm it, but I just beat 8 of them with this version, tier 2 decks, but what amazes me the most is that I beat a tier 1 merlfolk and I decided to post the version.
My thoughts last week :), being creature less is very annoying for most decks.
But everyone deserves a chance, and I tested the crab and it works well, even if this enables the removal spells of the opponent.
I have tried sanity grinding and it needs more blue mana symbols on the cards, most of the time it only gets from 6 to 10 at most on my build.
Twincast... is cool in theory but not so much in practice. The spell must be enabled by a milling spell, so its like trying to achieve combo. I might test it again in future builds.
The Damnation antisynergy is not a big issue. Most of the time theres only 1 crab on play IF they let it live (it amazing the flag bearer level XD). But take out 2 to 4 of their creature that most probably kill you in 1 or 2 turns makes it look well. And besides, if the crab was there by turn 4 it means that at least it has milled 9 cards minimum, 18 if you used fetchlands, so it has made a very good job investing only one blue mana (more than tome scour has to say), but sacrifices must be made to win games.
Thanks.
The method I use is: I count the number of colored simbols, in this case is 8 W: 4 in the vindicate and 4 in the stp.
So your deck must be able to generate at least 4 white, in my build 3 tundras and 2 plains do the job.
The vindicate and the stp are working well, but i have issues with wastelands, discard and sinkholes, most of the time they shut me down on a color and in worst cases all of them. So I was thinking to cut the white and play the deck with fows and dazes as I see in your versions.
No, I have not tried this in real tournaments, I live in Monterrey, Mexico and over here people do not play legacy because "is expensive". But they play T2 and extended... and they buy a lot of cards on the spot even if they cost 20 bucks LOL.
I can only play legacy on mws or with my friends on some ocations, I play more on the mws. If you or anyone would like to take the deck to a tourney Ill be glad to see if it can make it to some top list. Just give me credit for designing the deck
Mill has usually found play in my experience as an alt. win-con rather than a deck theme. For instance the Painter's Servant-Grindestone combo or something as simply as maindecking 4 Archive Trap which will almost always be able to go off due to the incessant use of fetches/tutors.
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Wow you thinking about taking my build while i was thinking about adding Vindicates. With my version I am "Still" having agro issues take that into account ahead of time.
No, you can not, that was the first mistake in my early versions.
I went "through the deck" path and did not have good results. The control path has proven good results letting the deck actually win against non tier 1 decks and a few tier 1 decks.
Yes, mill seems like an alternative win condition, but in some expansions they print a mill card and I build a mill deck, play for a week or two just to confirm that is not viable. But with this build I am winning matches, and not by luck like past attempts .
I did a quick research about mill decks that where build in t2 or extended. Mill fog was one of them and those where my first impressions on the deck, but I did not like the idea of enabling cards to the opponent.
It seems like an interesting idea through, worth trying at least with the legacy modifications of course, I might try it out when I see a dead end in this milling deck.
LOL, did not know you where trying my version. Im trying to take out white since the deck gets owned with wastelands. I am trying force of will instead of vindicate and its working so far. I need to work on a draw engine.
Notes:
Force of will is a very powerful card in the format, no surprises there.
Daze its the crab friend on the alternative cost, counter a spell then mill another 3 cards, its fun.
Damnation is a very good response to aggro since they get all their cards in the board and its difficult for them to get back to their feet quickly.
~Keeper is awaiting the words that you might write.
This has Vegas Style Wins - Win Rarely and hard, LOSE ALL OTHER TIMES.
4 Underground Sea
2 Verdant Catacombs
4 Polluted Delta
2 Flooded Strand
3 Swamp
5 Island
// Creatures
4 Hedron Crab
// Spells
2 Archive Trap
4 Force of Will
4 Mind Funeral
3 Brainstorm
4 Glimpse the Unthinkable
3 Ponder
3 Counterbalance
3 Sensei's Divining Top
4 Counterspell
4 Daze
2 Propaganda
2 Archive Trap
1 Counterbalance
1 Sensei's Divining Top
3 Tormod's Crypt
3 Extirpate
4 Stifle
1 Nevinyrral's Disk
Since the deck dies to wastelands I lowered the white of the deck making it splash only.
The counter top engine works very good on the deck, especially the top with a new addition on version 18 at the end of this post.
~Keeper is awaiting the words that you might write.
This has Vegas Style Wins - Win Rarely and hard, LOSE ALL OTHER TIMES.
// Lands
4 Underground Sea
2 Verdant Catacombs
4 Polluted Delta
2 Flooded Strand
3 Swamp
5 Island
// Creatures
4 Hedron Crab
// Spells
2 Archive Trap
4 Force of Will
4 Mind Funeral
4 Glimpse the Unthinkable
3 Counterbalance
3 Sensei's Divining Top
These cards are fine.
I would add +2 archive traps, +1 counterbalance (its fow food) and +1 to top for library manipulation, works excellent with 10 fetchlands
3 Ponder
3 Brainstorm
These spells do not do much on the deck, I have tried them over and over and the top works better here. The deck needs a draw engine.
4 Counterspell
Counterspell is not good here since all the mill cards are sorcery, so you cant waste turns guessing if you should let the lands untaped or do mill.
4 Daze
It was a good idea, but the alternative cost makes the deck even slower, its not good in the deck.
2 Propaganda
Damnation works better. Propaganda will only stop them for a few turns, damnation erases the problem and lets you live longer.
4 archive traps it what makes the deck finish the mill.
Yes, I agree with the damnation add, wrath not so much, you will be needing more white mana source.
I also agree with the daze cut.
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And now, version 18 of the mill deck.
// Lands
4 [EUL] Island (2)
3 [EUL] Swamp (1)
2 [EUL] Plains (1)
3 [R] Underground Sea
2 [R] Tundra
4 [ON] Polluted Delta
2 [ON] Flooded Strand
2 [ZEN] Marsh Flats
// Creatures
4 [ZEN] Hedron Crab
4 [RAV] Dark Confidant
// Spells
4 [CHK] Sensei's Divining Top
4 [CFX] Path to Exile
4 [CS] Counterbalance
3 [RAV] Glimpse the Unthinkable
4 [ARB] Mind Funeral
3 [PLC] Damnation
4 [ZEN] Archive Trap
4 [AL] Force of Will
----------------------------
Explanation.
// Lands
4 [EUL] Island (2)
3 [EUL] Swamp (1)
2 [EUL] Plains (1)
3 [R] Underground Sea
2 [R] Tundra
4 [ON] Polluted Delta
2 [ON] Flooded Strand
2 [ZEN] Marsh Flats
2 marsh flats, used to play bloodstained mire forgetting new enemy fetchlands are now available, now it can be used for swamp or plains.
// Creatures
4 [ZEN] Hedron Crab
The crab now is more important mill source since I now have FOW to protect him.
4 [RAV] Dark Confidant
Dark confidant is the drawing engine the deck needed. I tried standstill first, but if the crab was not on play on turn 1 it did not see play because of the board position, most of the time was fow food. Confidant on the other side is working good, and makes the top be more useful: counterbalance, bob and library manipulation (brainstorm, ponder).
// Spells
4 [CHK] Sensei's Divining Top
4 [CS] Counterbalance
Counter top engine.
4 [CFX] Path to Exile
New addition, a friend did not like the idea of running ghost quarter and recommended path to exile if I returned to white. I used to play STP in these slot since I did not cared how much life the opponent was, but path to exile enables archive trap. So I remove the mayor creature thread and have more chances to mill 13.
3 [RAV] Glimpse the Unthinkable
4 [ARB] Mind Funeral
4 [ZEN] Archive Trap
Mill spells. Mind funeral is very good at this.
3 [PLC] Damnation
Board sweeper
4 [AL] Force of Will
A counter. I run a lot of blue, and with the new draw engine the alternative cost is not a big issue anymore.
So, last version that I was testing.
Version 26.
// Lands
4 [EUL] Island (2)
3 [EUL] Swamp (1)
2 [EUL] Plains (1)
3 [ON] Polluted Delta
3 [ON] Flooded Strand
2 [ZEN] Marsh Flats
2 [R] Underground Sea
2 [R] Tundra
2 [R] Scrubland
// Creatures
4 [ZEN] Hedron Crab
// Spells
4 [CFX] Path to Exile
4 [RAV] Glimpse the Unthinkable
4 [ARB] Mind Funeral
4 [DD2] Jace Beleren
4 [PLC] Damnation
4 [ZEN] Archive Trap
4 [AL] Force of Will
1 [OD] Haunting Echoes
4 [FD] Engineered Explosives
// Sideboard
SB: 4 [GP] Leyline of the Void
SB: 4 [US] Disenchant
SB: 4 [ZEN] Mindbreak Trap
SB: 3 [TSB] Tormod's Crypt
---------------------------------------
Explanation.
// Creatures
4 [ZEN] Hedron Crab
// Spells
4 [RAV] Glimpse the Unthinkable
4 [ARB] Mind Funeral
4 [ZEN] Archive Trap
Millers
4 [DD2] Jace Beleren
Drawer.
4 [PLC] Damnation
4 [CFX] Path to Exile
4 [FD] Engineered Explosives
Removal.
4 [AL] Force of Will
Permision.
1 [OD] Haunting Echoes
1 slot left, just for fun to see player concede.
// Sideboard
SB: 4 [GP] Leyline of the Void
Anti yard recursion.
SB: 4 [US] Disenchant
Stax mainly
SB: 4 [ZEN] Mindbreak Trap
Combo, havent test it.
SB: 3 [TSB] Tormod's Crypt
More yard hate.
Legacy:
Thanks to SGT Chubbs for the sig
Hedron crab is there
It was a spark in a different direction. Counterbalance was not bad on this deck, but without top or more permission magic it came only to serve as Force of Will food (fow is great telling you what blue card you use the least). So a friend suggested mesmeric orb, and I went that direction.
I agree with the Force of Will showing what card is a dud in the deck. I am still working on the list but my current list is UBW and it land starved or land locked and MWS can't shuffle a deck that badly that many times. I am having debates if I should run the CounterTop but I find if i don't use it I get Slaughtered.....You said you went the way of mesmeric orb but i don't see it in your list. Care to clarify.
Try to reduce white to minimum so you do not have land problems.
If you are going to use counterbalance you need more permission spells to support it while it gets online.
Mesmeric orb did not mill as fast as I thought, its more focused to a more controlling version of the deck, maybe something monoblue. I think ill test it again just in case I have missed something.