Just a quick question. I was wondering if any people who are "gud" at modern could tell me if they think this deck could survive in a modern enviroment (at tournaments and such)
Mill in modern is a fine Tier 2 Archetype, however I think your list might be a bit too slow. The five mana spells are too slow in the modern environment to be relevant. You're also missing some of the best cards such as Breaking // Entering and Surgical Extraction.
I would agree with Dasro20. Mill is just not a very viable strategy unless it's a combo to mill an entire deck in one turn and especially now it is pretty poor. A lot of decks are using cards that use the graveyard, mainly Treasure Cruise and Dig Through Time, and that kind of defeats the purpose of getting rid of cards from the top of the opponents deck because it just fuels their card draw for the most part. Another bad thing for mill is that it literally does nothing until you get the 60th card from your opponents deck. It's like dealing 60 damage instead of 20.
However, I am a mill lover myself and have been keeping up with this deck for awhile. This is not my list but I have tried it in Cockatrice and other platforms to moderate success. This is one of the more tuned and fun lists I've played. However, it pretty much gets dominated by most Tier 1 and most Tier 2 decks. It's just not very viable right now.
Let´s see...
I really, really like millings decks. I can´t help to remember back in the days of good old Nether Spirit, Millstone, Absorb and of course Fact or Fiction...... Really long matches, boring for the opponent, but fun for me
Anyway... I´ve been tinkering here and there and this is my preliminary "Esper Mills" decks:
Thanks!
Btw, I still think the deck needs some counters... And it seems to me that Mana Leak would be excelent, cause of the synergy with Mesmeric Orb.
Now I am thinking in the wincons of the deck, just to have a "plan b" or a couple "finishers" in case we need them. Comes to mind Batterskull, but the sorcery speed and the 5cmc may be too much. Or not. Need to test a lot, but I like the general idea of the deck.
I have been playing around with a causal UB mill control deck. I figured that I would require a lot of time to execute my strat. It was OK - I was testing vs some other casual decks of mine (budget aggro and a causal Pod deck). It had about (if I was lucky) 50% win rate. However, it seemed to go up much higher when I added in Crypt Incursion, since that bought me the time I needed, too. The Silent Arbiter and Ensnaring Bridges really helped to buy some time. It does have its flaws, namely can't deal with any non-creature permanents in play or removing vital cards from the game via Surgical Extraction. This deck, clearly, wouldn't be good in a non-casual environment. I could also tweak the land base a bit but you only have so much money!
This is my favorite version of the Mill style decks I've seen. It has all the great Mill cards and splashes white for Path to Exile and sideboard Rest in Peace. I would say to bring this into the current meta I would find a way to bring Rest in Peace into the mainboard and I might even try to find a way to slip in 1-2 Supreme Verdicts into the list. My first thought would be to drop the Mind Funerals but those can sometimes just be insane. It's very hard to make a viable Mill list right now without mainboarding some sort of graveyard hate and removal to stop Delver / Treasure Cruise decks. If I had the cards I would love to playtest this style of deck. Maybe I'll proxy it up.
These are some good list, but some of them have spells with CMC that is too high. Anything that cost more than three CMC needs to cut from your list, unless it is worth taping out for, and you are likely to even be alive to cast it. First thing I was to address is the removal that people have on their list. There are only two viable removal spells for the Esper Mill. The first is Path to Exile, Duh it triggers Archive Trap. The second is Slaughter Pact. Slaughter Pact is great bc it allows you to tap out on your turn and still play a removal spell to keep you alive. Just don't forget to pay for the spell at your upkeep. Cards like Doom Blade, and Go For The Throat also cost two CMC which make them weak to Spell Pierce.
Planeswalkers are great, but not in Esper Mill. You have no board so you can keep them alive. They simple cost too much mana. There is so many better things you can be doing with your mana on turns five, six, or seven that it honestly doesn't make any sense to run them. You could play like Mind Funeral into Crypt Incursion, or Snapcaster Mage into something else. You want to be closing out the game on those turns, not trying to develop a board.
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4x Drowned Catacombs
4x Glimpse the Unthinkable
8x Island
4x Jace's Phantasm
3x Jace, Memory Adept
4x Mind Funeral
4x Nemesis of Reason
3x Serum Visions
7x Swamp
4x Thought Scour
4x Tome Scour
3x Traumatize
4x Vampire Nighthawk
3x watery grave
Thanks!
However, I am a mill lover myself and have been keeping up with this deck for awhile. This is not my list but I have tried it in Cockatrice and other platforms to moderate success. This is one of the more tuned and fun lists I've played. However, it pretty much gets dominated by most Tier 1 and most Tier 2 decks. It's just not very viable right now.
http://tappedout.net/mtg-decks/best-modern-mill-ashioks-grinding-blitz/
Modern: RW Burn
I really, really like millings decks. I can´t help to remember back in the days of good old Nether Spirit, Millstone, Absorb and of course Fact or Fiction...... Really long matches, boring for the opponent, but fun for me
Anyway... I´ve been tinkering here and there and this is my preliminary "Esper Mills" decks:
Creatures:
None at all
Planeswalkers:
2 Jace Beleren
Instant spells (22):
4x Archive Trap
3x Remand
2x Mana Leak
3x Spell Snare
4x Path to Exile
3x Esper Charm
2x Cryptic Command
1x Sphinx's Revelation
1x White Sun's Zenith
Sorceries (9):
3x Serum Visions
4x Glimpse the Unthinkable
1x Supreme Verdict
1x Wrath of God
Enchantments:
3x Rest in Peace (to avoid fueling their DTT and TC, against decks with graveyard interaction and against the dreaded Emrakul, the Aeons Torn)
Lands:
24
With 2x Ghost Quarter (more Archive Trap sinergy)
2x Creeping Tar Pit
3x Celestial Colonnade (to widen our Winning Conditions, since we are taking counterspells)
Please share your thoughts!!!
Here is an esper mill deck from a GP last year. Its pretty good
Btw, I still think the deck needs some counters... And it seems to me that Mana Leak would be excelent, cause of the synergy with Mesmeric Orb.
Now I am thinking in the wincons of the deck, just to have a "plan b" or a couple "finishers" in case we need them. Comes to mind Batterskull, but the sorcery speed and the 5cmc may be too much. Or not. Need to test a lot, but I like the general idea of the deck.
Control/Removal Package:
Ensnaring Bridge x2
Doom Blade x2
Damnation x1
Drown in Sorrow x1
Go for the Throat x2
Silent Arbiter x2
Frozen AEther x1
Boomerang x1
Crypt Incursion x2
Mill Package:
Hedron Crab x4
Glimpse the Unthinkable x4
Mind Funeral x4
Jace, Memory Adept x2
Keening Stone x1
Pilfered Plans x2
Other
Visions of Beyond x3
Lands
Polluted Delta x2
Watery Grave x2
Urborg, Tomb of Yawgmoth x1
Temple of Deceit x2
Island x8
Swamp x8
Oboro, Palace in the Clouds x1
This is my favorite version of the Mill style decks I've seen. It has all the great Mill cards and splashes white for Path to Exile and sideboard Rest in Peace. I would say to bring this into the current meta I would find a way to bring Rest in Peace into the mainboard and I might even try to find a way to slip in 1-2 Supreme Verdicts into the list. My first thought would be to drop the Mind Funerals but those can sometimes just be insane. It's very hard to make a viable Mill list right now without mainboarding some sort of graveyard hate and removal to stop Delver / Treasure Cruise decks. If I had the cards I would love to playtest this style of deck. Maybe I'll proxy it up.
Modern: RW Burn
Planeswalkers are great, but not in Esper Mill. You have no board so you can keep them alive. They simple cost too much mana. There is so many better things you can be doing with your mana on turns five, six, or seven that it honestly doesn't make any sense to run them. You could play like Mind Funeral into Crypt Incursion, or Snapcaster Mage into something else. You want to be closing out the game on those turns, not trying to develop a board.