[deck=trying to figure out a mill]
Creature
4 Hedron Crab
4 Fog Bank
4 Jushi Apprentice
Enchantment
2 Mind's Dilation
4 Fraying Sanity
Land
4 Flood Plain
4 Evolving Wilds
16 Island
Instant
2 Visions of Beyond
2 Force Spike
4 Counterspell
Sorcery
4 Take Inventory
Planeswalker
2 Jace, Memory Adept
4 Jace, Architect of Thought
[/deck]
trying to figure out a mill
4 Hedron Crab
4 Fog Bank
4 Jushi Apprentice
2 Mind's Dilation
4 Fraying Sanity
4 Flood Plain
4 Evolving Wilds
16 Island
2 Visions of Beyond
2 Force Spike
4 Counterspell
4 Take Inventory
2 Jace, Memory Adept
4 Jace, Architect of Thought
Ive been running mill for a while now, I started out with a blue 60 card but that turned in to a black and blue commander witch runs quite smoothly, Ive built in up on this website. If you just want the mono blue 60 card however I would recommend 4 Hedron Crabs, Mindcrank, , fleet swallower, and 2 or 4 keening stone. If you'll like I could try to rebuild that 60 card mill deck.
Hi there im glad to meet a fellow mill player, its always been my favorite win condition. Im always looking to suggestions in fact ive posted this deck list in the forums hoping for feedback but alas its only received views. Small background trying to build a mill deck to play with friends, will typically be 1v2/1v3 and two headed giant matches without banlists so im trying to avoid quick mill one shot type of cards since multiple opponents would outrun my resources. And attacking for damage to activate mindcrank would leave me open. Apologies for shooting down mindcrank however i am interested in finding ways to work in fleet swallower since his attack would far outway his cons and keening stone could get completely out of hand! Id love to see what we could work on!
Awesome! I have actually won many games with fleet-swallower in my deck. Before I actually end up attacking with Fleet Swallower however I tend to either have Duskmantle Guildmage or fraying sanity. I would recommend having four Fraying sanity cards in a 60 card deck along with fleet-swallower due to the fact they will end up milling their entire deck if they are cursed with Fraying sanity. Also have some counter cards to prevent anything that will make an opponent un-millable, such as cards like Ulamog. If you are not looking for quick wins I recommend Minds Dilation (more than one if using a 60-card cause it stacks up) in combo with Consuming Aberration. Honestly I've found way too many different win scenarios with mill.
If we want to pull our recommendations together however that could be pretty cool. A better communication strategy might be necessary, I'm quite new to this site.
With my mill commander deck now, at the moment, its just Blue/Black with some graveyard exploits. What I have found to be a major issue with it so far is that card draw is becoming an issue, along with heavy mana costs often taking to long to pay. Another thing to consider would be the difficulty with keeping things on the board that my opponents try to get rid of. Never the less it is still a good deck. My current ideas with it is to either make it blue/black/green (Mill strategy and graveyard exploit will become more card draw based). Or keep the blue/black add in some very good but expensive cards to increase card draw, along with a stronger emphasis on graveyard exploits, however this way would make the deck become more a control deck than a mill...
Again no worries people be busy its not a problem.
Speaking of Isochron Scepter my friend pulled it out on me today imprinted with Corrupted Resolve and really put the annoyance on. Im gonna have to play around with that scepter and see what shenanigans i can get up too since it feels really toolboxy. Its rare that i find a card that can negate abilities=( im beginning to think its not really an option.
As for mill in general its still my favorite win condition because its just so satisfying but in my particular case im deciding its just not viable enough. But sticking with the concept of milling i found the ability "Dredge" the other day and its basically mill but of yourself. Reminds me alot of my native game YuGiOh since it basically turns the dredged cards into free "draws" and it essentially turns your graveyard into your hand. Best part due to the recurrence of my favorite typing "zombies" it stays quite powerful against multiple opponents. May not be your thing but check it out if you like https://www.mtgsalvation.com/decks/1849-zombie-dredge
It does share some cards with the tier-ed decks that used to run through tournaments but sadly they kind of tend to run pretty good cards. But i feel ive added and changed it up enough to be my own spin.
You seem to favor commander decks. I dont think id ever go into that myself but i wish you luck on your idea the commander youve chosen seems pretty solid if not a little op
Isechron scepter and dramatic reversal could give you easy infinite mana among other things. as long as your still able to pay 2 for isochron scepters tap ability. There is a whole bunch of different and surprisingly easy ways to get infinite mana without running any green or white cards.
you would have to counter ulamog and cards like it from entering the grave if you wanted to prevent such a thing. Thus why having eldrazi that has a mill like effect such as Ulamag, the Ceaseless Hunger, but instead of entering the grave yard those cards are exiled.
To stay alive while milling i use cards such as Fog Bank, Guard Gomazoa, Frozen Aether with Stasis, Archfiend of Depravity. Personally I enjoy using Glacial Chasm with Trade Routes or Temporal Adept to get around glacial chasms upkeep requirements.
Something I've been discovering tho is that mill does not run quickly competitively in a group, thus why I add in so many defensive cards.
Currently I'm putting my mill deck aside and turning to this nasty idea for a Sen Triplets controle commander deck with a strong artifact influence. Basically I will not just gain control over the battlefield but also of your hand and in addition to preventing you from casting things with some strong land destruction.
I am however happy to answer any more mill type or any type questions that you might have. Sorry for the delayed response btw.
No worries, Im fairly new to this site as well as to magic(primarily a yugioh player) so my card knowledge is fairly scarce at best. My only gripe so far about Fleet Swallower and Mind's Dilation is the high mana cost and i cant seem to find anyone with good ideas on how to ramp blue mana(i feel like my current mana ramp with Cloudpost can get bricky and creates its own problems). Im still trying to figure out how to survive two fields of monsters staring at me while still keeping a consistent mill engine. Now that you mention it ive noticed a few cards like Ulamog, how would you stop his anti mill effect? (hopefully by the next time you reply the deck will reflect your recommendations, it just sucks that 1v1 games more or less dont exist in my circle)
Now onto your draw issues have you considered lands such as Fetid Pools? I believe you can have any number of identical lands in commander so they might be able to help get you draws going without going too far out of the way or being limited to one like you would be with the chromatic's:sphere and star. I believe there are numerous cycle creatures that ive come across as well.I wouldnt worry too much about being control heavy personally, the one thing thats always been a weakness of mill strategies is that you dont affect the board much if at all therefore while your opponent is plussing in their hand and building a field your going negative hitting something that has essentially no consequence to the current gamestate, its one reason why i considered Jace his minus 2 effect essentially puts two to three cards from your library into hand instantly(they are capable of making 1 pile of 3 and the other of 0) and if he dies so be it he was literally just a free draw 2/3 and if he doesnt well thats another draw 2/3!(his ultimate is great but his plus sucks and and would take far too many turns of bad effect to use it. You also mentioned you run Mindcrank and Duskmantle Guildmage someone mentioned if you run those you could run Dimir Infiltrator and Muddle the Mixture as they search each out respectively. Another consideration could be artifacts such as Dimir Signet which could effectly add double the mana though i feel after a few turns it becomes redundant. Sadly thats all ive come up with through my research so far... EDIT:The enchantment i was testing is a one drop that might be up for consideration Curiosity
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If we want to pull our recommendations together however that could be pretty cool. A better communication strategy might be necessary, I'm quite new to this site.
With my mill commander deck now, at the moment, its just Blue/Black with some graveyard exploits. What I have found to be a major issue with it so far is that card draw is becoming an issue, along with heavy mana costs often taking to long to pay. Another thing to consider would be the difficulty with keeping things on the board that my opponents try to get rid of. Never the less it is still a good deck. My current ideas with it is to either make it blue/black/green (Mill strategy and graveyard exploit will become more card draw based). Or keep the blue/black add in some very good but expensive cards to increase card draw, along with a stronger emphasis on graveyard exploits, however this way would make the deck become more a control deck than a mill...
Speaking of Isochron Scepter my friend pulled it out on me today imprinted with Corrupted Resolve and really put the annoyance on. Im gonna have to play around with that scepter and see what shenanigans i can get up too since it feels really toolboxy. Its rare that i find a card that can negate abilities=( im beginning to think its not really an option.
As for mill in general its still my favorite win condition because its just so satisfying but in my particular case im deciding its just not viable enough. But sticking with the concept of milling i found the ability "Dredge" the other day and its basically mill but of yourself. Reminds me alot of my native game YuGiOh since it basically turns the dredged cards into free "draws" and it essentially turns your graveyard into your hand. Best part due to the recurrence of my favorite typing "zombies" it stays quite powerful against multiple opponents. May not be your thing but check it out if you like https://www.mtgsalvation.com/decks/1849-zombie-dredge
It does share some cards with the tier-ed decks that used to run through tournaments but sadly they kind of tend to run pretty good cards. But i feel ive added and changed it up enough to be my own spin.
You seem to favor commander decks. I dont think id ever go into that myself but i wish you luck on your idea the commander youve chosen seems pretty solid if not a little op
you would have to counter ulamog and cards like it from entering the grave if you wanted to prevent such a thing. Thus why having eldrazi that has a mill like effect such as Ulamag, the Ceaseless Hunger, but instead of entering the grave yard those cards are exiled.
To stay alive while milling i use cards such as Fog Bank, Guard Gomazoa, Frozen Aether with Stasis, Archfiend of Depravity. Personally I enjoy using Glacial Chasm with Trade Routes or Temporal Adept to get around glacial chasms upkeep requirements.
Something I've been discovering tho is that mill does not run quickly competitively in a group, thus why I add in so many defensive cards.
Currently I'm putting my mill deck aside and turning to this nasty idea for a Sen Triplets controle commander deck with a strong artifact influence. Basically I will not just gain control over the battlefield but also of your hand and in addition to preventing you from casting things with some strong land destruction.
I am however happy to answer any more mill type or any type questions that you might have. Sorry for the delayed response btw.
Now onto your draw issues have you considered lands such as Fetid Pools? I believe you can have any number of identical lands in commander so they might be able to help get you draws going without going too far out of the way or being limited to one like you would be with the chromatic's:sphere and star. I believe there are numerous cycle creatures that ive come across as well.I wouldnt worry too much about being control heavy personally, the one thing thats always been a weakness of mill strategies is that you dont affect the board much if at all therefore while your opponent is plussing in their hand and building a field your going negative hitting something that has essentially no consequence to the current gamestate, its one reason why i considered Jace his minus 2 effect essentially puts two to three cards from your library into hand instantly(they are capable of making 1 pile of 3 and the other of 0) and if he dies so be it he was literally just a free draw 2/3 and if he doesnt well thats another draw 2/3!(his ultimate is great but his plus sucks and and would take far too many turns of bad effect to use it. You also mentioned you run Mindcrank and Duskmantle Guildmage someone mentioned if you run those you could run Dimir Infiltrator and Muddle the Mixture as they search each out respectively. Another consideration could be artifacts such as Dimir Signet which could effectly add double the mana though i feel after a few turns it becomes redundant. Sadly thats all ive come up with through my research so far... EDIT:The enchantment i was testing is a one drop that might be up for consideration Curiosity