Control deck is the least of your worry. Mill deck by nature has a good matchup against control deck; unless your hand are too slow to the point where they have stabilized.
Traumatize is a slow card (in this sense). But with your colour of :symb:. you can sideboard Duress against control.
Yah, I've always known that rush would be a problem. The meta at my FNM has some rush, as well as some speed budget Jund, but my biggest would be a control deck. The edit's in my Sphinx deck (which is looking better the long I compare the two) really fix the rush I think. One of my friends does have a rush gob deck though, which would be tough to down. His deck, and a few white wheenies I've seen a couple of times are the reason I'm thinking about adding Unsummon's to the deck. As for the speed issue, with my easy meta, that isn't an issue. Though, there is some things I can do to fix that. I have removed Traumatize though, as well as the Hedron Crabs.
One thing I might end up adding if this deck works out after a few FNM runs is Drowned Catacombs. I would replace the Terramorphic with them now, but unfortunately, Terramorphic is 75 cents each, Catacomb's are 6 bucks each. I have a friend (same guy as the Jace... lucky bastard) who might have some extra's but he runs those in his esper control. In the end, all I'm looking for is something that's fun to play, and might make me a few bucks at the FNM games. Just trying to make sure this deck would be worth the investment.
Edit: On another note, should I add [DEVELOPMENT] to the thread name? or is that not what it's for? I'm a newb here.
Price. Jace B. - 8-12 bucks. Mindsculptor - 45-55 bucks.
......
I did think long and hard about who to slap in though, and decided one the side of my wallet. Tanks for the suggestion though.
In another note, I was (and planning to come back) miller; so my advice is as follow:
You either play Traumatize and ignore all other mill card; or you play other mill card and ignore Traumatize. This is because of the logic behind "card-mill-per-cost". With multiple mill card in a single deck, Traumatize end up being the worst mill card.
Also, (prior to Zendikar/worldwake), Haunting Echoes seem to be too slow for a deck, so I'm not sure how it would fare in today's meta/environment.
p/s: I've just notice. If you dont play fetchlands, then dont play Heldron Crab. Crabs only works with a min of 8 fetchlands; sometime I go into the boundaries of 12 fetchlands just to abuse Crabs's ability.
After tinkering, your deck seem out-of-sync. You wanted to mill but you have alternative win-con. Can I suggest that you ignore your alternative win-con and concentrate on milling and support milling ...
Example: remove all non-milling creature and substitute them with either milling or defensive creatures.
Splash for extra protection and synergy. Example is the famous combo of Path to Exile + Archive Trap.
There is only 2 way to anti mill deck (as of today). 1st = rush. Either your opponent kills you first or you mill them first. This type is the common type of deck you'll be facing.
Alternative is Quest of Ancient Secrets but I doubt people will sideboard them at all (unless they know your deck in advance).
You can try a major creature-hate deck (control style), then using the combo of Traumatize + Haunting Echoes as the win-con. But this is a slow combo, and may not suit your style.
I'm more of a :symw::symu: ; so it is hard for me to advice on a :symu::symb: main style.
No, Kazandu dies.
Kazandu(2/2) first strike resolve. Token becomes 4/2 until end of turn
Token damage to Kazandu. Harm's Way redirect 2 damage back to token.
Token dies.
Kazandu take the remaining 2 (of power-4) damage from Token and dies.
- Opponent has a Broodmate token out. You swing with a 2/2 Kazandu Blademaster. Your opponent blocks. You redirect 2 at the Token and kill it, your Kazandu lives.
Putting aside "what card is good, what card is not good" questions, at times you'll also want to be aware that the number of cards played in the deck.
In general,
Playing a 4-of cards will give you a higher chance of obtaining the said card.
Playing a 1-of cards is making that card a "bonus" if it show up. This tends to be an extremely powerful card, a fun-card or a personal favorite card (such as Nicol Bolas, Planewalker)
Playing a 3-of and 2-of is somewhere between these 2 range.
The key is the by playing alot of 4-of; you're making your deck more consistent by having the same (name or ability) card showing up.
Example:
Having a deck full of 4-of, and having a deck full of 1-of or 2-of ; and doing a play-testing for a number of rounds (maybe 20 or so) and you'll be able to notice the trend that the deck with 4-of tend to be more consistent and stable comparatively speaking.
I play a black/blue mill. It works really well in my FNM area, and it's as good as it probably will get. If you want, i can post the decklist. I'm still in the testing/tweaking phase, but it's looking really good so far
I'm more interested in the type of mill that you're playing and not the dedcklist ;).
Are you playing a control-mill (where you'll play permission until you get an alpha strike mill), suicidal-mill (race for mill, either-you-deck-out-or-I-lose) or control-combo style (crab-landfall-trigger-happy)?
My biggest question is that how critical would those 1 dmg (from fetchland) and/or the "come-into-battlefield-tapped" effect hurts the overall deck speed and tempo?
My biggest worry is the type of threat faced by the deck. Are we having the biggest problem against fast-suicidal agro (such as boros and RDW) or are our problem land-or-hand disruption (Blightning,Mind Rot, Mind Sludge and Goblin Ruinblaster)?
If we play Pithing Needle naming Jace2.0, the original Jace1.0 will also be disabled, right?
Against control deck, do you side out your Jace1.0 for Pithing Needle or you leave your Jace Beleren and hope for the best?
Traumatize is a slow card (in this sense). But with your colour of :symb:. you can sideboard Duress against control.
Typically, we tend to play Mind Funeral and Archive Trap as the "faster" card against control.
The key (during Alara block) is that once I manage to mill about 10-15 of their land, they'll be hard-press to stabilized.
Budget conscious = you can use Jwar Isle Refuge instead.
In another note, I was (and planning to come back) miller; so my advice is as follow:
Tome Scour, Mind Funeral, Archive Trap =/= Traumatize
You either play Traumatize and ignore all other mill card; or you play other mill card and ignore Traumatize. This is because of the logic behind "card-mill-per-cost". With multiple mill card in a single deck, Traumatize end up being the worst mill card.
Also, (prior to Zendikar/worldwake), Haunting Echoes seem to be too slow for a deck, so I'm not sure how it would fare in today's meta/environment.
p/s: I've just notice. If you dont play fetchlands, then dont play Heldron Crab. Crabs only works with a min of 8 fetchlands; sometime I go into the boundaries of 12 fetchlands just to abuse Crabs's ability.
After tinkering, your deck seem out-of-sync. You wanted to mill but you have alternative win-con. Can I suggest that you ignore your alternative win-con and concentrate on milling and support milling ...
Example: remove all non-milling creature and substitute them with either milling or defensive creatures.
Splash for extra protection and synergy. Example is the famous combo of Path to Exile + Archive Trap.
There is only 2 way to anti mill deck (as of today). 1st = rush. Either your opponent kills you first or you mill them first. This type is the common type of deck you'll be facing.
Alternative is Quest of Ancient Secrets but I doubt people will sideboard them at all (unless they know your deck in advance).
You can try a major creature-hate deck (control style), then using the combo of Traumatize + Haunting Echoes as the win-con. But this is a slow combo, and may not suit your style.
I'm more of a :symw::symu: ; so it is hard for me to advice on a :symu::symb: main style.
Solution = or
Problem with equipment is that the "arguable best" equipment is :symg::symw:
So, if splash, I recommend a heavy, with splash into either for draw-card/creatures, or , for Behemoth Sledge and Rhox War Monk.
Kazandu(2/2) first strike resolve. Token becomes 4/2 until end of turn
Token damage to Kazandu. Harm's Way redirect 2 damage back to token.
Token dies.
Kazandu take the remaining 2 (of power-4) damage from Token and dies.
In general,
Playing a 4-of cards will give you a higher chance of obtaining the said card.
Playing a 1-of cards is making that card a "bonus" if it show up. This tends to be an extremely powerful card, a fun-card or a personal favorite card (such as Nicol Bolas, Planewalker)
Playing a 3-of and 2-of is somewhere between these 2 range.
The key is the by playing alot of 4-of; you're making your deck more consistent by having the same (name or ability) card showing up.
Example:
Having a deck full of 4-of, and having a deck full of 1-of or 2-of ; and doing a play-testing for a number of rounds (maybe 20 or so) and you'll be able to notice the trend that the deck with 4-of tend to be more consistent and stable comparatively speaking.
I'm more interested in the type of mill that you're playing and not the dedcklist ;).
Are you playing a control-mill (where you'll play permission until you get an alpha strike mill), suicidal-mill (race for mill, either-you-deck-out-or-I-lose) or control-combo style (crab-landfall-trigger-happy)?
by default: We have Glacier Fortress and Sejiri Refuge for :symu::symw:
For :symu::symw::symr: : we have 2 set of fetchland Arid Mesa & Scalding Tarn
For :symu::symw::symb: : we have 1 set of triland Arcane Sanctum and 1 set of fetchland Marsh Flat
For :symu::symw::symr::symb: : we have 3 set of fetchland Arid Mesa, Marsh Flat] & Scalding Tarn and 2 set of triland Arcane Sanctum & Crumbling Necropolis.
My biggest question is that how critical would those 1 dmg (from fetchland) and/or the "come-into-battlefield-tapped" effect hurts the overall deck speed and tempo?
p/s: added some inquiry for creature side.
For :symu::symw:, we have Walletslayer and Sphinx of Jwar Isle. Walletslayer works better against suicidal agro deck such as RDW and Boros; whereas Sphinx of Jwar Isle work better against agro-control such as Jund and ramp decks.
In addition, we have Knight of White Orchid that synergy with Path to Exile by preventing our opponent to have mana-advantage over our own decision.
Likewise,
For :symu::symw::symb: , we have Tidehollow Sculler for tempo disruption, and Sphinx of the Steel Wind as addition win-conditions.
For :symw::symu::symr: , we have Lighting Bolt & Earthquake as early-game clearboard (perfect against boros & RDW), versatility in Double Negative & Swerve and Ajani Vengeant as additional win-condition
My biggest worry is the type of threat faced by the deck. Are we having the biggest problem against fast-suicidal agro (such as boros and RDW) or are our problem land-or-hand disruption (Blightning,Mind Rot, Mind Sludge and Goblin Ruinblaster)?
I also notice some version (maybe for FNM or casual or brainstorming) that plays with Jhessian Zombie , Igneous Pouncer and Corpse Connoisseur; but forumer here seem to omit them.
Any specific reasons?
P/S: In additions, how come on one plays with Expedition Map to increase the crypt count to 6 (for consistency)?
In this sense, you can create the token from Mycoloth before choosing a target for Eldrazi Monument