I don't mean killing them to 0 to win, I mean crafting a strategy supported by milking them out of bombs and resources. Had a really good game against a drafter who says he built his deck based only on taking commons and uncommons and not relying on rares.
I had some ancillary mill cards and actually won some games that night because I milled away their bombs
It's a stratagey that Involves luck, but I think it can be viable in dom draft
Diligent excavator and hominid explorer are both common and not very impressive stat wise so I think I could get a lot of them
Focus on them while supplementing solid blue and historic cards as well as finding a second color thats open that could mesh well. And give me something on the offensive side and also take advantage of historic triggers
Any thoughts? I'm a drafting novice and would really like to get better at it , don't usually like draft but had a blast in dom draft
It is a common misconception, that milling cards makes the opponent lose those cards. They don't, they never had them to begin with. The cards you mill could just as well be from the bottom of the library, or, if you don't even try to mill them out, could just as well be at the bottom of the library. In a randomized deck there's no way of telling, which permutation of cards the library is in, and each one is equally likely. While milling powerful cards makes the opponent unable to draw those cards, it could also remove all the chaff above and make them draw that card next. Actually, even drawing cards from a randomized library would be the exact same wether that card would be drawn from the top, the bottom, or somewhere in between.
Furthermore, cards in graveyards are an accessable resource, and some cards even function from the graveyard, like flashback cards. If the opponent has such cards in his deck, you are actually helping him, because now he has access to a resource that he didn't have before. Even without such means in the opponent's deck, you are still giving him information about what he can and cannot draw in this game, so he can plan more accurately and discard any plans that would involve drawing those cards. That, too, is an advantage for him, because he knows his deck better than you do usually. For that reason, selfmilling cards like Commune with the Gods are not bad, just be careful not to overdo it. Many sets that feature selfmilling also feature graveyard based mechnics. Just look at Shadows over Innistrad (SOI) and its delirium mechanic. And flashback. Milling, if not done to the end, is helpful for the player that's being milled.
On the other hand, Limited mill decks that go all the way are possible in various formats, like the W/U arcane mill archetype back in Kamigawa, which would run lots of arcane stall cards and splice Dampen Thought onto them. Or Ravnica's Dimir (U/B) decks, which were largely focussed on winning with mill. Bad news if you ran a dredge deck (B and/or G). If you want to go the mill route, you have to go all the way to their last card. That's the only card you can mill that really matters. Of course, milling also puts a clock on the opponent, since he will have fewer turns to win the game and may just run out of time (=cards) before he can crush you.
For m19, mill is a viable strategy in draft.
If you can get 2-3 Psychic Corrosion with some control/removal, definite possibility. Showed it was very strong at prerelease.
If your opponent has 40 cards: starts with 7, draws 3 turns 1-3 and you drop a corrosion. The clock is instantly 10 turns without extra card draw. The key is reducing that 10 and surviving. Skyscanner is a common card draw flying chump blocker that helps too.
For m19, mill is a viable strategy in draft.
If you can get 2-3 Psychic Corrosion with some control/removal, definite possibility. Showed it was very strong at prerelease.
If your opponent has 40 cards: starts with 7, draws 3 turns 1-3 and you drop a corrosion. The clock is instantly 10 turns without extra card draw. The key is reducing that 10 and surviving. Skyscanner is a common card draw flying chump blocker that helps too.
The pieces are there if you get the right pool.
Mill is still bad in M19. I played the deck and its not very good. You can still die to combat damage too easily since blocking still sucks in M19 and you can't really win off 1 for 1ing forever. I went 2-1 with the deck in a draft, but I only won since my opponents either drew bad or got mana screwed. Any person who draws decent wont lose to mill.
If you had 2 of the 5 mana sweepers I can it being a good deck since people have to play tons of creatures to kill you and you can blow them out. Otherwise, its not a very good deck. Im sure you can win a few random games but from my experience I dont think its that good.
I had some ancillary mill cards and actually won some games that night because I milled away their bombs
It's a stratagey that Involves luck, but I think it can be viable in dom draft
Diligent excavator and hominid explorer are both common and not very impressive stat wise so I think I could get a lot of them
Focus on them while supplementing solid blue and historic cards as well as finding a second color thats open that could mesh well. And give me something on the offensive side and also take advantage of historic triggers
Any thoughts? I'm a drafting novice and would really like to get better at it , don't usually like draft but had a blast in dom draft
Furthermore, cards in graveyards are an accessable resource, and some cards even function from the graveyard, like flashback cards. If the opponent has such cards in his deck, you are actually helping him, because now he has access to a resource that he didn't have before. Even without such means in the opponent's deck, you are still giving him information about what he can and cannot draw in this game, so he can plan more accurately and discard any plans that would involve drawing those cards. That, too, is an advantage for him, because he knows his deck better than you do usually. For that reason, selfmilling cards like Commune with the Gods are not bad, just be careful not to overdo it. Many sets that feature selfmilling also feature graveyard based mechnics. Just look at Shadows over Innistrad (SOI) and its delirium mechanic. And flashback. Milling, if not done to the end, is helpful for the player that's being milled.
On the other hand, Limited mill decks that go all the way are possible in various formats, like the W/U arcane mill archetype back in Kamigawa, which would run lots of arcane stall cards and splice Dampen Thought onto them. Or Ravnica's Dimir (U/B) decks, which were largely focussed on winning with mill. Bad news if you ran a dredge deck (B and/or G). If you want to go the mill route, you have to go all the way to their last card. That's the only card you can mill that really matters. Of course, milling also puts a clock on the opponent, since he will have fewer turns to win the game and may just run out of time (=cards) before he can crush you.
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If you can get 2-3 Psychic Corrosion with some control/removal, definite possibility. Showed it was very strong at prerelease.
If your opponent has 40 cards: starts with 7, draws 3 turns 1-3 and you drop a corrosion. The clock is instantly 10 turns without extra card draw. The key is reducing that 10 and surviving. Skyscanner is a common card draw flying chump blocker that helps too.
The pieces are there if you get the right pool.
Mill is still bad in M19. I played the deck and its not very good. You can still die to combat damage too easily since blocking still sucks in M19 and you can't really win off 1 for 1ing forever. I went 2-1 with the deck in a draft, but I only won since my opponents either drew bad or got mana screwed. Any person who draws decent wont lose to mill.
If you had 2 of the 5 mana sweepers I can it being a good deck since people have to play tons of creatures to kill you and you can blow them out. Otherwise, its not a very good deck. Im sure you can win a few random games but from my experience I dont think its that good.