I realize that the feeling towards mill in EDH is mixed, but I've always been drawn to it. Plus, it does feel pretty good when I destroy someone with a crazy board state by removing their library. I have a Grimgrin, Corpse Born deck that can infinite with Grim, Rooftop Storm, Gravecrawler, and Consuming Aberration.
This is not the actual deck. This is simply the list of cards I've come up with that I need to cut down. Any help, whether what to remove or what to add would be appreciated. Thanks!
Mirko Vosk seems very bad. An average EDH deck runs about 40 lands. You can reasonably assume your opponent will get about 15 of them onto the battlefield, which means they have 25 left in their deck. That's seven swings with Mirko in order to kill them.
The best possibilities for Mill EDH decks are:
Oona, Queen of the Fae - Especially if you pack any kind of infinite mana combo, she can make quick work of your opponents. Even just massive Cabal Coffers shenanigans can get you pretty far Phenax, God of Deceit - I'm not super-duper fond of this guy, but he does have a few non-infinite combos that still have a good chance of milling out your opponents rather quickly. Notably, Eater of the Dead and Undead Alchemist are amazing cards because they can keep creatures out of your opponents' graveyards (weakening any recusive strategies they might run), while at the same time giving you plenty of taps to fuel Phenax.
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I understand why Mirko Vosk, Mind Drinker gets a bad rap, but at least in my play group people run at most 35 lands, and they tend to ramp like crazy either to their hand or field. I'm not terribly concerned about swinging a bunch of times with Mirko. I'm more concerned about the overall flavor of the deck, and being able "to get there." In truth, I may end up with Szadek, Lord of Secrets as the final general. This is still a work in progress though.
Guiltfeeder is an extremely fun card to play alongside any mill deck and can come out of nowhere if you have something that can give him haste like Swiftfoot Boots or Lightning Greaves. Also, i don't know if you noticed the difference or not, but he is not damage it is loss of life which can be a huge difference against some decks.
If you are going to make them draw cards as part of your mill strategy Black Vise and any card that will give you opponents no max hand size such as Anvil of Bogardan. That card in particular even helps with the discard. That being said i don't find discard all that useful in a mill deck. it can be better used as a pillow fort.
IMO anything that doesn't mill for more than 10 or isn't recurrable is not worth leaving in. [Ex. Tome Scour]
I don't think in the current list that you have enough artifacts to make somthing like Unwinding Clock worth it.
Any draw is useful but i would recommend you try to get mainly draw that helps everyone if you are playing multiplayer. It will make you less of a target and make some temporary alliances hopefully long enough to where you are sufficiently set up.
I've always found the mill option to be a solid plan B mainly because you will more than likely be the only one trying to attack them through mill while everyone else is trying to win through damage. This makes it extremely difficult for you as you cannot continue from the hard work of others when trying to eliminate an opponent. Furthermore if any of your opponents have an Eldrazi in their decks, it's pretty much over for plan A.
As for cuts, I think the first thing you need to cut is most of your targeted mill effects. The only ones that are truly worth running and are genuine threats are Traumatize, Jace, Memory Adept and Altar of Dementia. An exception can also be made for Archive Trap as it messes up the 'to the top of your library' tutor cards and basically costs 0. Also the milling enchantments are much too insignificant in a typical game of Commander to be anything more than a waste of space.
Beyond that you may want some more control as your primary game plan is extremely slow, so slowing down the game in whatever way possible will be necessary to extend the time you have to carry out your game plan. Mass removal such as Damnation and solid catch all counterspells like Hinder will do wonders as support for the mill strategy.
Finally I would suggest The Mimeoplasm as a potential general as it gives you access to green which is arguably the strongest colour in Commander and works particularly well with both self mill and milling opponents. Green also gives access to efficient and recurrable draw such as Sylvan Library, Greater Good as well as huge green beaters like Lord of Extinction. You also mentioned that your meta consists of a lot of ramp decks which means there will be no shortage of juicy targets for Mimeoplasm to borrow. In short Mimeoplasm is a fun and versatile general that can be both proactive and reactive.
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For this deck though I'm not really looking to combo out. My playgroup tends to frown on such things. I'm leaning towards Mirko Vosk, Mind Drinker as the general, but I'm including Oona, Queen of the Fae and Szadek, Lord of Secrets as other creatures in the deck.
This is not the actual deck. This is simply the list of cards I've come up with that I need to cut down. Any help, whether what to remove or what to add would be appreciated. Thanks!
1 Mirko Vosk, Mind Drinker
Creatures
1 Riddlekeeper
1 Echo Mage
1 Snapcaster Mage
1 Diluvian Primordial
1 Cryptoplasm
1 Crypt Ghast
1 Duskmantle Seer
1 Szadek, Lord of Secrets
1 Wrexial, the Risen Deep
1 Dimir Cutpurse
1 Consuming Aberration
1 Hedron Crab
1 Nemesis of Reason
1 Raven Guild Master
1 Oona, Queen of the Fae
1 Jace’s Archivist
1 Geth, Lord of the Vault
1 Dreamborn Muse
1 Undead Alchemist
1 Lord of the Void
1 Sage Row Denizen
1 Gomazoa
1 Sepulchral Primordial
1 Necrotic Ooze
1 Lazav, Dimir Mastermind
1 Jace's Mindseeker
1 Sewer Nemesis
1 Guiltfeeder
1 Silent Arbiter
1 Havengul Lich
1 Nezumi Graverobber
1 Phenax, God of Deception
1 Eater of the Dead
1 Dimir Doppelgänger
1 Mortivore
1 Circu, Dimir Lobotomist
1 Nirkana Revenant
1 Sheoldred, Whispering One
Enchantments
1 Psychic Surgery
1 Oppression
1 Nettlevine Blight
1 Memory Erosion
1 Forced Fruition
1 Underworld Dreams
1 Jace’s Erasure
1 Chronic Flooding
1 Curse of the Bloody Tome
1 Soul Ransom
1 Dissipation Field
1 Precognition
1 Bloodchief Ascension
1 Planar Void
1 Psychic Intrusion
1 Increasing Confusion
1 Extinguish All Hope
1 Barrin’s Spite
1 Traumatize
1 Glimpse the Unthinkable
1 Tome Scour
1 Mind Funeral
1 Mind Grind
1 Mind Sculpt
1 Whispering Madness
1 Sadistic Sacrament
1 Bitter Ordeal
1 Tunnel Vision
1 Shared Trauma
1 Telemin Performance
1 Life’s Finale
1 Preordain
1 Dreadwaters
1 Destroy the Evidence
1 Paranoid Delusions
1 Pilfered Plans
1 Black Sun’s Zenith
1 Diabolic Tutor
1 Rise of the Dark Realms
1 Extract from Darkness
1 Beseech the Queen
Instant
1 Evacuation
1 Dimir Charm
1 Vision Charm
1 Archive Trap
1 Visions of Beyond
1 Thought Scour
1 Psychic Spiral
1 Diminish
1 Turn to Frog
1 Grisly Spectacle
1 Turn Aside
1 Unsummon
1 Spell Crumple
Artifact
1 Decimator Web
1 Unwinding Clock
1 Pithing Needle
1 Sands of Delirium
1 Keening Stone
1 Temple Bell
1 Sword of Body and Mind
1 Crumbling Sanctuary
1 Trepanation Blade
1 Mindcrank
1 Fireshrieker
1 Altar of Dementia
1 Memory Jar
1 Mesmeric Orb
1 Grindclock
1 Howling Mine
1 Whispersilk Cloak
1 Liliana Vess
1 Ashiok, Nightmare Weaver
1 Jace, Memory Adept
1 Jace Beleren
Land
1 Darkslick Shores
1 Cabal Coffers
1 Urborg, Tomb of Yawgmoth
1 Bojuka Bog
1 Dimir Guildgate
1 Drowned Catacomb
1 Jwar Isle Refuge
1 Reliquary Tower
1 Tainted Isle
1 Temple of Decit
1 Temple of the False God
1 Watery Grave
The best possibilities for Mill EDH decks are:
Oona, Queen of the Fae - Especially if you pack any kind of infinite mana combo, she can make quick work of your opponents. Even just massive Cabal Coffers shenanigans can get you pretty far
Phenax, God of Deceit - I'm not super-duper fond of this guy, but he does have a few non-infinite combos that still have a good chance of milling out your opponents rather quickly. Notably, Eater of the Dead and Undead Alchemist are amazing cards because they can keep creatures out of your opponents' graveyards (weakening any recusive strategies they might run), while at the same time giving you plenty of taps to fuel Phenax.
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If you are going to make them draw cards as part of your mill strategy Black Vise and any card that will give you opponents no max hand size such as Anvil of Bogardan. That card in particular even helps with the discard. That being said i don't find discard all that useful in a mill deck. it can be better used as a pillow fort.
IMO anything that doesn't mill for more than 10 or isn't recurrable is not worth leaving in. [Ex. Tome Scour]
I don't think in the current list that you have enough artifacts to make somthing like Unwinding Clock worth it.
Any draw is useful but i would recommend you try to get mainly draw that helps everyone if you are playing multiplayer. It will make you less of a target and make some temporary alliances hopefully long enough to where you are sufficiently set up.
As for cuts, I think the first thing you need to cut is most of your targeted mill effects. The only ones that are truly worth running and are genuine threats are Traumatize, Jace, Memory Adept and Altar of Dementia. An exception can also be made for Archive Trap as it messes up the 'to the top of your library' tutor cards and basically costs 0. Also the milling enchantments are much too insignificant in a typical game of Commander to be anything more than a waste of space.
Beyond that you may want some more control as your primary game plan is extremely slow, so slowing down the game in whatever way possible will be necessary to extend the time you have to carry out your game plan. Mass removal such as Damnation and solid catch all counterspells like Hinder will do wonders as support for the mill strategy.
Finally I would suggest The Mimeoplasm as a potential general as it gives you access to green which is arguably the strongest colour in Commander and works particularly well with both self mill and milling opponents. Green also gives access to efficient and recurrable draw such as Sylvan Library, Greater Good as well as huge green beaters like Lord of Extinction. You also mentioned that your meta consists of a lot of ramp decks which means there will be no shortage of juicy targets for Mimeoplasm to borrow. In short Mimeoplasm is a fun and versatile general that can be both proactive and reactive.