First, you say competitive mill, yet don't have staple mill cards, Glimpse the Unthinkable or Archive Trap, or even strong mill cards like Mind Funeral or Breaking // Entering. I see the casual tag, but that also doesn't make sense given the word competitive in the title.
Second, 16 lands is far too few. With crab you want to hit lands on as many turns as possible. Basic mill decks run about 22 or so, depending on curve. Yes, I see you have a lot of low costing stuff, but that doesn't matter if you don't have the lands to cast them.
Third, there's no gas. Once you run out of cards you're screwed unless take turns off. Thought Scour replaces itself, yes, but outside of that you have no means of replenishing your hand. Brain Freeze can close out a game, if you can build a decent enough storm chain.
Could you please explain your deck and what it is supposed to do? Why call this competitive mill? As a mill player in modern, I'm just plain confused.
1st when I mill I go mono blue all the way
2nd I said competitive because I play against fast pace decks sure turn 2 mill 10 is cool but it's not my style man I appreciate your input but my land is just fine I'm not saying it's the best but I feel pretty connfident about it
I have to agree with Dusk on this one. While I appreciate you want to stay mono-blue, you are limiting how competitive the deck can be. I am a little confused by: "turn 2 mill 10 isn't your style", would you rather cast 2 spells and mill 7? or just sit idle until you can go off with Brain Freeze?
This doesn't seem "competitive" to me anywhere outside of VERY casual environments. And even there I imagine this deck has a very low win rate.
I'd leave you some suggestions, as mill has always been a favorite deck type of mine...but you've made it clear that you're pretty closed to the idea of suggestions.
This is my 1st and only mill deck I appreciate pointers but it's not something I plan on adjusting
First, you say competitive mill, yet don't have staple mill cards, Glimpse the Unthinkable or Archive Trap, or even strong mill cards like Mind Funeral or Breaking // Entering. I see the casual tag, but that also doesn't make sense given the word competitive in the title.
Second, 16 lands is far too few. With crab you want to hit lands on as many turns as possible. Basic mill decks run about 22 or so, depending on curve. Yes, I see you have a lot of low costing stuff, but that doesn't matter if you don't have the lands to cast them.
Third, there's no gas. Once you run out of cards you're screwed unless take turns off. Thought Scour replaces itself, yes, but outside of that you have no means of replenishing your hand. Brain Freeze can close out a game, if you can build a decent enough storm chain.
Could you please explain your deck and what it is supposed to do? Why call this competitive mill? As a mill player in modern, I'm just plain confused.
2nd I said competitive because I play against fast pace decks sure turn 2 mill 10 is cool but it's not my style man I appreciate your input but my land is just fine I'm not saying it's the best but I feel pretty connfident about it
Alternatives:
These mill combos don't clutter the deck and allow you to play control that keeps your opponent off of being aggressive.
Maybe a little better explanation of "I play against fast pace decks" would be useful? That way people can give appropriate feed back.
I'd leave you some suggestions, as mill has always been a favorite deck type of mine...but you've made it clear that you're pretty closed to the idea of suggestions.
But hey...if it works for you, great!