I would like a little mill put into the deck but mainly creature deck ...I like to always have a little mill in the deck...get lucky and make the player discard a good card haha
I am currently in the middle of a project to put together the original Academy deck. I am missing a few Intuition and maybe a Meditate. It seems really fun because it brings back a bunch of good memories, including winning a bunch. :D:D
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Legacy - Sneak Show, BR Reanimator, Miracles, UW Stoneblade
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/ Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander - Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build) (dead format for me)
I like to always have a little mill in the deck...get lucky and make the player discard a good card haha
I'll be blunt - you should try to avoid this mentality. Not all decks have specific cards that they really need to draw (it makes little difference to a fast aggro deck with a low mana curve, for example) and for the decks that do have a few specific bombs, you're as likely to mill cards your opponent wouldn't have wanted to draw and get them closer to drawing the bomb card as to actually mill the bomb card.
Unless milling your opponent serves a particular purpose, you're diluting the effectiveness of the rest of your deck (since milling generally has no significant effect on the game state and you're using resources to do it.) Basically you should only play mill if one of the following is true:
- You intend to win by making your opponent run out of cards (this can be a backup win condition, but it should be realistically doable)
- You are playing cards that care about the number of cards in your opponent's graveyard or which interact with them in some way (examples: Geth, Lord of the Vault, Wrexial, the Risen Deep)
- Your deck includes mechanics that put cards on top of your opponent's library (Grasp of Phantoms etc) or can see the top card of your opponent's library (Lantern of Insight etc.) and you can mill cards you know your opponent would have wanted to draw.
Edited for a nitpick: "Discard" has a very specific meaning in Magic and putting cards from a library into a graveyard isn't discarding. There isn't an official keyword term for this action but "milling" is the generally accepted term.
I'm confused...the title reads combo deck, but the post is asking about mill or creature-based decks.
True combo can be confusing for many players, especially those who began Magic in the past few years. Combo being nearly non existent in Standard has caused people to name certain decks "Combo."
I've heard Mythic Conscription called Combo. I've heard the new GW ElfWave deck called Combo. It just really comes down to semantics.
Although I do agree that Mill is not Combo. Here's one though - I don't think Legacy Dredge is Combo either. I think it's just Dredge; it's own category.
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Legacy - Sneak Show, BR Reanimator, Miracles, UW Stoneblade
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/ Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander - Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build) (dead format for me)
The fastest combo deck of all time was Legacy Flash/Hulk, albeit legal for a very short time. The win con happens as early as deciding who goes first and you should exploit the tendency of players to choose this when they win the coin flip. Begin the game with Gemstone Caverns in play, tap for blue on the end of their first upkeep (the first time you get priority), exile an Elvish Spirit Guide, and use the mana to cast Flash putting Protean Hulk into play. It dies, the ability triggers and you get to go digging for a win-con. There's more efficient builds than this but I personally prefer fetching up four Disciple of the Vault, eight zero-drop creatures (search for them) and an Arcbound Ravager. 32 damage before they skip their first draw, or 24 if you drew one of the Disciples in your opening hand. Use Pact of Negation to protect Flash from countermagic or the Hulk from Stifle.
Edit: this only works for game one since the losing player in the round will choose to draw first after this little trick; you may have to go all the way to your first main phase! Tragic.
Son of Edit: run Summoner's Pact. It can tutor both the Hulk and the Spirit Guide.
Reanimator is probably the most inherently powerful combo deck. It also trounces all other combo decks in the format, but it has a tendency to lose to fair decks.
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Due to real-life obligations, I am taking a long break from Magic which may include missing the local Legacy GP. Apologies for not being able to keep my threads updated.
Generally new players use White + Green. Then play lots of creatures. Green/red is similar but there is the added complication of instant speed spells from red.
In Standard White Green Red is the second best deck atm... It involves playing creatures that have effects when they enter the battlefield and using Birthing Pod to pull out any creature then need out of their library. If you want to play a deck like that I suggest buying the "repeat performance" event deck that comes out this weekend.
Mill is difficult because you have to mill 3 times as many cards as you need to do damage. If you are going to mill anyone it will be yourself using Splinterfright or any of the dredge cards (Golgari Grave troll).
there is also the other event deck " sweet vengance" which is Blue Red, where you kill your opponent using a card called Burning Vengence. I think that one is a little weak but it does have elements of self mill and combo if that is what you are looking for.
I think the Cascade Hypergenesis Deck is Red/Green/Blue. You can run it with shardless agent, violent outburst, hypergenesis, and big creatures without the FOW/MidD with kitchen table games.
Put in quicksilver amulet over show and tell. Use scars lands over dual lands. Evolving Wilds over fetches.
Akroma's Memorial has been seen in some of these decks and that m13 one is pretty cheap compared to the futuresight one.
4 Shardless Agent
4 Elvish Spirit Guide
4 Simian Spirit Guide
4 Force of Will
4 Misdirection
4 Violent Outburst
4 Emrakul, the Aeons Torn
4 Griselbrand
2 Maelstrom Wanderer
4 Progenitus
2 Hypergenesis
4 Show and Tell
1 Forest
1 Island
1 Mountain
4 Misty Rainforest
2 Scalding Tarn
1 Taiga
1 Tropical Island
1 Volcanic Island
4 Wooded Foothills
Plains - John Avon - 230
Island - Jung Park - 235
Island - Vincent Proce - 237
Swamp - John Avon - 238
Mountain - John Avon - 242
Forest - John Avon - 246
The fastest combo deck of all time was Legacy Flash/Hulk, albeit legal for a very short time. The win con happens as early as deciding who goes first and you should exploit the tendency of players to choose this when they win the coin flip. Begin the game with Gemstone Caverns in play, tap for blue on the end of their first upkeep (the first time you get priority), exile an Elvish Spirit Guide, and use the mana to cast Flash putting Protean Hulk into play. It dies, the ability triggers and you get to go digging for a win-con. There's more efficient builds than this but I personally prefer fetching up four Disciple of the Vault, eight zero-drop creatures (search for them) and an Arcbound Ravager. 32 damage before they skip their first draw, or 24 if you drew one of the Disciples in your opening hand. Use Pact of Negation to protect Flash from countermagic or the Hulk from Stifle.
This deck was never built with any degree of success. Hulk Flash decks abounded, just not this "turn 0" version. Way, way, way too many dead cards.
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"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Reanimator is probably the most inherently powerful combo deck. It also trounces all other combo decks in the format, but it has a tendency to lose to fair decks.
I don't know about that. Reanimator is hardly even a combo. It's good, especially with griselbrand now, but still probably not the strongest.
The protean hulk/disciple of the vault combo was, and still is (though no longer legal), one of the fastest combo decks seeing that it could win turn 1 even before your opponent could play a land if they went first. Its not as consistent as a few other combo decks though, like a vintage storm deck
The fastest combo deck of all time was Legacy Flash/Hulk, albeit legal for a very short time. The win con happens as early as deciding who goes first and you should exploit the tendency of players to choose this when they win the coin flip. Begin the game with Gemstone Caverns in play, tap for blue on the end of their first upkeep (the first time you get priority), exile an Elvish Spirit Guide, and use the mana to cast Flash putting Protean Hulk into play. It dies, the ability triggers and you get to go digging for a win-con. There's more efficient builds than this but I personally prefer fetching up four Disciple of the Vault, eight zero-drop creatures (search for them) and an Arcbound Ravager. 32 damage before they skip their first draw, or 24 if you drew one of the Disciples in your opening hand. Use Pact of Negation to protect Flash from countermagic or the Hulk from Stifle.
Edit: this only works for game one since the losing player in the round will choose to draw first after this little trick; you may have to go all the way to your first main phase! Tragic.
Son of Edit: run Summoner's Pact. It can tutor both the Hulk and the Spirit Guide.
Ok well now I know...when I said combo I meant Multicolored I think im going to go with Red/Green...Green for the creatures and red for the quick burn instants/sorcerys..
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Im really like the blue/black mill deck,but im thinking about a big green creature deck and red..what you think?
I have yet to really touch a white deck what is another good color/strategy to go with white?
Ending creatures like progenitus, blightsteel colossus, or emrakul, aeons torn it's not cheap though
BEtched Champion/InfectB
WSoilders/knightsW
WUVenser SplicerWU
RRDWR
GFeed the Pack comboG
WUPool of ExhaustionWU
EDH
GEzuri, Elf OverrunG
BGeth, GraverobberB
UThada Adel, ThiefU
RUrabrask, Big RedR
WElesh Norn, CrusadeW
WUGAngus Makenzie, Bant ControlWUG
Extended
WGElvesWG
Legacy
RGoblinsR
UBGFariesUBG
UBGRaffinityUBG
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/
Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander -
Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build)(dead format for me)Unless milling your opponent serves a particular purpose, you're diluting the effectiveness of the rest of your deck (since milling generally has no significant effect on the game state and you're using resources to do it.) Basically you should only play mill if one of the following is true:
- You intend to win by making your opponent run out of cards (this can be a backup win condition, but it should be realistically doable)
- You are playing cards that care about the number of cards in your opponent's graveyard or which interact with them in some way (examples: Geth, Lord of the Vault, Wrexial, the Risen Deep)
- Your deck includes mechanics that put cards on top of your opponent's library (Grasp of Phantoms etc) or can see the top card of your opponent's library (Lantern of Insight etc.) and you can mill cards you know your opponent would have wanted to draw.
That being said, two of the most well-known combos for milling out your opponent's whole deck in one shot are Painter's Servant/Grindstone and Leyline of the Void/Helm of Obedience.
Edited for a nitpick: "Discard" has a very specific meaning in Magic and putting cards from a library into a graveyard isn't discarding. There isn't an official keyword term for this action but "milling" is the generally accepted term.
UBBreya's Toybox (Competitive, Combo)WR
RGodzilla, King of the MonstersG
-Retired Decks-
UBLazav, Dimir Mastermind (Competitive, UB Voltron/Control)UB
"Knowledge is such a burden. Release it. Release all your fears to me."
—Ashiok, Nightmare Weaver
True combo can be confusing for many players, especially those who began Magic in the past few years. Combo being nearly non existent in Standard has caused people to name certain decks "Combo."
I've heard Mythic Conscription called Combo. I've heard the new GW ElfWave deck called Combo. It just really comes down to semantics.
Although I do agree that Mill is not Combo. Here's one though - I don't think Legacy Dredge is Combo either. I think it's just Dredge; it's own category.
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/
Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander -
Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build)(dead format for me)Edit: this only works for game one since the losing player in the round will choose to draw first after this little trick; you may have to go all the way to your first main phase! Tragic.
Son of Edit: run Summoner's Pact. It can tutor both the Hulk and the Spirit Guide.
Legacy
UWR Miracles UWR
GWB Maverick GWB
GB Elves GB
UBR ANT UBR
RG Combo Lands RG
Vintage
BUG BUG Fish BUG
Modern
GBW
Junk PodMagic: the BuylistingIn Standard White Green Red is the second best deck atm... It involves playing creatures that have effects when they enter the battlefield and using Birthing Pod to pull out any creature then need out of their library. If you want to play a deck like that I suggest buying the "repeat performance" event deck that comes out this weekend.
Mill is difficult because you have to mill 3 times as many cards as you need to do damage. If you are going to mill anyone it will be yourself using Splinterfright or any of the dredge cards (Golgari Grave troll).
there is also the other event deck " sweet vengance" which is Blue Red, where you kill your opponent using a card called Burning Vengence. I think that one is a little weak but it does have elements of self mill and combo if that is what you are looking for.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Put in quicksilver amulet over show and tell. Use scars lands over dual lands. Evolving Wilds over fetches.
Akroma's Memorial has been seen in some of these decks and that m13 one is pretty cheap compared to the futuresight one.
4 Shardless Agent
4 Elvish Spirit Guide
4 Simian Spirit Guide
4 Force of Will
4 Misdirection
4 Violent Outburst
4 Emrakul, the Aeons Torn
4 Griselbrand
2 Maelstrom Wanderer
4 Progenitus
2 Hypergenesis
4 Show and Tell
1 Forest
1 Island
1 Mountain
4 Misty Rainforest
2 Scalding Tarn
1 Taiga
1 Tropical Island
1 Volcanic Island
4 Wooded Foothills
http://forums.mtgsalvation.com/showthread.php?t=4832736
Trading 10 full art zen basics for 8 of yours!
I want
Plains - John Avon - 230
Island - Jung Park - 235
Island - Vincent Proce - 237
Swamp - John Avon - 238
Mountain - John Avon - 242
Forest - John Avon - 246
This deck was never built with any degree of success. Hulk Flash decks abounded, just not this "turn 0" version. Way, way, way too many dead cards.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
I don't know about that. Reanimator is hardly even a combo. It's good, especially with griselbrand now, but still probably not the strongest.
The protean hulk/disciple of the vault combo was, and still is (though no longer legal), one of the fastest combo decks seeing that it could win turn 1 even before your opponent could play a land if they went first. Its not as consistent as a few other combo decks though, like a vintage storm deck
Modern Junk Primer
Legacy ANT Primer
L1 Judge
Irrelevant much?