Does the Orzhov Charm is nice here? Your deck will use it only as removal with drawback of losing life, that can be relevant against fast aggressive deck.
May be Condemn will be nice for this deck, for the sideboard against fast creature-based decks at least? Its just 1cc, and seems that its drawback doesn't matter, as your combo doesn't care about opponent's life total, doing infinite damage.
Or something more common in the format like Go for the Throat and so on.
And does Purge the Profane works nice? As i understand, at turn 4 usually you want to play Sorin or tutor bond/blood. Purge looks for me like plain bad card.
Orzhov charm yeah primary purpose is removal, so substituting wouldn't be a problem for the sake of faster aggro decks.
Funny thing about Purge the Profane, it has actually worked out. turn 4 the play is usually sorin/tutor for the combo. however there are those times like in the next game where Sorin may get countered or dealt with quickly. With the combo on the field, the purpose of Purge becomes a little better because most people won't repsond to it because they want to stop another sorin from hitting the board, not realizing that I gain life which triggers the combo. its one of those cards that is there to trigger the win con, which just happens to make you discard.
Mind you, when all else fails i can cast ANYTHING and trigger extort to win as well.
I have an older deck from like a year ago similar to this. It uses Trading Post as a convenient way to gain life though. That's a little off topic and probably not what you are looking for so i'll suggest two possible cards.
Tribute to hunger would be good with this deck. not sure why i haven't thought of it.
I chose not to use alot of creatures to keep the cost down, and i wanted to focus on loss of life/ gain of life methods that are hard to counter. Blood artist can trigger himself if he is killed, and all i have to do is cast a spell to trigger extort whether they try to counter or not.
Why the cartel aristocrat? Couldn't you just as easily just a dutiful thrull for a stalling blocker?
Cartel aristocrat is there to help trigger blood artist as a way to sac tokens, also it comes in handy to block creatures on the ground if necessary or to chip in damage to help trigger the combo.
I don't use stalling blockers main board because I wan't to trigger the auto wiin the moment the second enchantment hits the board to reduce time for enchantment hate to hit, hence the extort triggers/life linking/ and several other instances of opponent loses life/ I gain life.
So I got this idea to take extort and build around it into a combo deck. The Goal is to get the enchantment combo (sanguine bond/exquisite blood) onto the field as quickly as possible, as the rest of the deck is built to trigger the infinite drain to win. I have played this in casual settings and have honestly dominated with it, but I have not been able to take this to a Modern tournament, since the shop i normally play at closed down.
I would love if someone in the community could take this build to a tournament (FNM or other) and let me know how it does. I am always open to constructive critism to tweak this as well.
This deck is all about milling. This is a budget mill that desperately needs work, but I think is a great starting foundation. It focuses around cheap, effective mill cards. The biggest issue I've found in playtesting thus far has been that it might need a better draw engine. Augur of Bolas maybe? Memory Adept also wants in here for those with him lying around.
Sideboard is for those matchups where you just *need* more of something. Be it mill, creatures, or control.
Curve: 22/8/4/0/3 Average CMC: 1.76 Type: BDC10 Current Cost: $9.97 Remaining Budget: $0.03
I like the monoblue idea. Few opinions though:
Increasing confusion is honestly "slow" because of X. I know that sounds weird, but essentially it isn't effective unless you can take out at least 7 off the top of thier deck. With that being said:
Replace Delver with Jace's Phantasm. yes its an increase in cost, but much more effective. Phantasm is already evasive, plus you control his +4 trigger with your mill spells, rather than relying on chance with delver. Not to mention he is also a good Trep Blade wielder.
Move mind Sculpt to the Main Board, and Switch sensory deprevation to the side and mainboard three dissipates instead. You need to be able to counter spell in a mill deck.
for the last spot in your main board you need a saftey net, like Devastation Tide in the event that you need to reset the battle field, which in a mill deck we are fine with, as sweepers really don't bother us.
replace negate with Unsummon in the side board. you WILL need these in most matches.
Also added Tormod's Crypt to the side board. Graveyard hate is a MUST in the Side board of a mill deck. Simply put, Junk and Reanimate decks are kryptonite.
Here is your deck if you were to implement my suggestions:
The big money sinks here are the dual lands. The Watery Graves along are $26. The Drowned Catacombs are another $5 and change. That brings you down to a little less than $21.
The next most expensive is the single Mutilate and the Consuming Aberrations, both clocking in at just over $1. You could cut the Mutilate, I guess, but the Aberrations seem pretty critical.
The rest of the deck consists of a lot of $.25-ish cards, which add up pretty quickly. It might come down to swapping things out for cheaper, but functionally similar cards.
Yeah, I know the land is pretty much 60% of the decks budget cost, then the Jaces coming in at about 3.60 or so each.
I think finding a replacement for the jaces is key. Consuming Aberration is an achor for the deck and is the main wincon, so he can't go anywhere. I almost want to look at Undercity Informer but you need a steady sac engine for him to be truly effective.
I have a request, because my brain is kind of hurting right now. I would like to know who has the ingenuity and creativity to turn my current Mill deck into a BDC15 deck.
Total Price: $52.17 tcg player low
time stamp: 8/9/2013
I will see what i can do to change this around to fit within the BDC15 budget.
If anyone gets ideas i would love to see it!
PS, if anyone wants to use this build at FNM, feel free. In 4 rounds i have gone 3-1 with it. sideboard is specifically hate towards reanimate decks....
wow, I have missed alot since i last logged on....
Well I haven't budget brewed in a while, but i guess i can try and make a budget version of the mill deck i have had really good success with as of late.
time to research and i will return. I will also post the original list, even though there is nothing budget about it.
I think i will take the time to tweak the decks i have already submitted, and i have two new ideas that i want to share as well. I've been offline playing modern, which is extremely competetive, but i'm back home to budgetting now! (not like i've been missed, lol)
so realmwright is really catching my eye...but i guess that is because of my playing style and the decks i use but.... wouldn't control decks really benefit from Realmwright the most?
he comes into play on T1, and now all of your islands you play are island swamps or island plains.... isn't that the kind of mana fixing control has always wanted?
and if I am understanding the card correctly, he doesn't have to stay in play for his effect to last......or is that part assumed?
I don't think this works the way you think. Curse causes loss of life on the opponent's turn, not yours. So unless your creatures or rakdos lord have flash...
wow how did i overlook that........
looks like i have some adjusting to do then.....
EDIT. simple change to the BR destruction deck. swaped curses for flames of the firebrand for added flexible removal
I feel like Sands of Delirium is a better win condition than Nephalia Drownyard for this deck. Less mana intensive, you can use random extra mana for it if you don't have an axebane just yet... I just think it'd work a bit better.
Rise from the Grave is decent in a mill deck but contradicts your main win condition. I like having one, but that should be all you need, especially with your drawing power.
i see what your saying with sands of delirium. i would have to check the budget to see if it fits price wise. Only reason why i didn't include it the first time was because i didn't include the infinite mana combo, but i guess since there are multiple ways to mill in this deck it would make sense.
I agree with you on Rise from the grave after looking at it, although for my comfort i would still prefer at least 2.
I will give in on mind sculpt. Initially creating this deck i used dream twist due to its instant speed vs sorcery speed, that way i could cast EOT and save my mana for something else during my turn. but i suppose hitting one time for 7 cards is fine too.
If you are gonna use tokens of any kind you need more than one anthem. Favorable winds Works well with spirits as another anthem if you don't have a captain on the field, or a buff for the captain if you don't have two of them on the field.
Niblis of the breath you can do without If you are going to use a niblis, Niblis of the Urn is easier on the curve, and a much more effective attacker since its ability removes a blocker everytime.
Dungeon Geist Is a must. also Doomed Traveler is a must as a 1 drop. By far he is the best Kamikaze 1 drop for this deck. attack with him every turn, and chances are you are gonna chip at their life because your opponent is not gonna wanna give you that spirit token. Moorland Haunt Also comes to mind for when creatures, such as Doomed Traveler, die you recycle them back to the field for another spirit token.
so an quick example of a spirit deck that i would use could be:
Orzhov charm yeah primary purpose is removal, so substituting wouldn't be a problem for the sake of faster aggro decks.
Funny thing about Purge the Profane, it has actually worked out. turn 4 the play is usually sorin/tutor for the combo. however there are those times like in the next game where Sorin may get countered or dealt with quickly. With the combo on the field, the purpose of Purge becomes a little better because most people won't repsond to it because they want to stop another sorin from hitting the board, not realizing that I gain life which triggers the combo. its one of those cards that is there to trigger the win con, which just happens to make you discard.
Mind you, when all else fails i can cast ANYTHING and trigger extort to win as well.
Tribute to hunger would be good with this deck. not sure why i haven't thought of it.
I chose not to use alot of creatures to keep the cost down, and i wanted to focus on loss of life/ gain of life methods that are hard to counter. Blood artist can trigger himself if he is killed, and all i have to do is cast a spell to trigger extort whether they try to counter or not.
Cartel aristocrat is there to help trigger blood artist as a way to sac tokens, also it comes in handy to block creatures on the ground if necessary or to chip in damage to help trigger the combo.
I don't use stalling blockers main board because I wan't to trigger the auto wiin the moment the second enchantment hits the board to reduce time for enchantment hate to hit, hence the extort triggers/life linking/ and several other instances of opponent loses life/ I gain life.
I would love if someone in the community could take this build to a tournament (FNM or other) and let me know how it does. I am always open to constructive critism to tweak this as well.
here is the list:
4x Tithe Drinker
4x Blood Artist
2x Cartel Aristocrat
Planeswalker 4
4x Sorin, Lord of Innistrad
Instants 7
4x Path to Exile
3x Orzhov Charm
Sorceries 11
3x Diabolic Tutor
4x Sign in Blood
4x Purge the Profane
2x Sanguine Bond
2x Exquisite Blood
2x Blind Obedience
Lands 22
4x Isolated Chapel
4x Godless Shrine
3x Piranha Marsh
6x Swamp
5x Plains
4x castigate
3x Pillory of the Sleepless
3x Benediction of Moons
2x Curse of Wizadry
3x Souls of the Faultless
Not an expensive build really except maybe the lands. Let me know what you guys think.
I guess i can get dialed back into the challenge then. I have a deck I have been using in FNM, will post it later
I like the monoblue idea. Few opinions though:
Increasing confusion is honestly "slow" because of X. I know that sounds weird, but essentially it isn't effective unless you can take out at least 7 off the top of thier deck. With that being said:
-3 Increasing confusion (3.03 open)
Trep blade is perfect for this deck, just not as a four of. 2 is fine here. and Stalker is the best Carrier for that.
-2 Trepanation Blade (3.20)
Replace Delver with Jace's Phantasm. yes its an increase in cost, but much more effective. Phantasm is already evasive, plus you control his +4 trigger with your mill spells, rather than relying on chance with delver. Not to mention he is also a good Trep Blade wielder.
-4 Delver of Secrets (4.20)
+4 Jace's Phantasm (.80 per, 1.00 free)
Move mind Sculpt to the Main Board, and Switch sensory deprevation to the side and mainboard three dissipates instead. You need to be able to counter spell in a mill deck.
for the last spot in your main board you need a saftey net, like Devastation Tide in the event that you need to reset the battle field, which in a mill deck we are fine with, as sweepers really don't bother us.
replace negate with Unsummon in the side board. you WILL need these in most matches.
Also added Tormod's Crypt to the side board. Graveyard hate is a MUST in the Side board of a mill deck. Simply put, Junk and Reanimate decks are kryptonite.
Here is your deck if you were to implement my suggestions:
4 Mind Sculpt - (0.15 per) - .60 total
4 Tome Scour - (0.03 per) - .12 total
4 Thought Scour - (0.15 per) - .60 total
4 Dream Twist - (0.04 per) - .16 total
2 Trepanation Blade - (0.10 per) - .20 total
1 Devastation Tide - (0.18 per)
4 Invisible Stalker - (0.94 per) - 2.82 total
4 Jace's Phantasm - (0.80 per) - 3.20 total
4 Shriekgeist - (0.02 per) - .08 total
3 Dissipate - (0.14 per) - 0.42 total
3 Traumatize - (0.20 per) - .60 total
23 Island
3 Tormod's Crypt - (0.10 per) - .30 total
4 Sensory Deprivation - (0.03 per) - .03 total
4 unsummon - (0.03 per) - .12 total
3 Crosstown Courier - (0.02 per) - .08 total
1 Dissipate - (0.14 per)
Type: BDC10
Current Cost: $9.65
Remaining Budget: $0.35
Yeah, I know the land is pretty much 60% of the decks budget cost, then the Jaces coming in at about 3.60 or so each.
I think finding a replacement for the jaces is key. Consuming Aberration is an achor for the deck and is the main wincon, so he can't go anywhere. I almost want to look at Undercity Informer but you need a steady sac engine for him to be truly effective.
Here is the list with the time stamp:
3 Augur of Bolas
3 Consuming Aberration
4 Jace's Phantasm
Instants & Sorceries 25
3 Unsummon
4 Mind Sculpt
3 Dimir Charm
2 Synchopate
4 Thought Scour
2 Tragic Slip
3 Victim of Night
2 Murder
1 Mutilate
1 Pilfered Plans
4 Watery Grave
4 Drowned Catacomb
4 Dimir Guildgate
7 Island
4 Swamp
4 Cremate
3 Crypt Incursion
3 Distress
2 Tribute to Hunger
3 Nightveil Specter
Total Price: $52.17 tcg player low
time stamp: 8/9/2013
I will see what i can do to change this around to fit within the BDC15 budget.
If anyone gets ideas i would love to see it!
PS, if anyone wants to use this build at FNM, feel free. In 4 rounds i have gone 3-1 with it. sideboard is specifically hate towards reanimate decks....
Well I haven't budget brewed in a while, but i guess i can try and make a budget version of the mill deck i have had really good success with as of late.
time to research and i will return. I will also post the original list, even though there is nothing budget about it.
I think i will take the time to tweak the decks i have already submitted, and i have two new ideas that i want to share as well. I've been offline playing modern, which is extremely competetive, but i'm back home to budgetting now! (not like i've been missed, lol)
he comes into play on T1, and now all of your islands you play are island swamps or island plains.... isn't that the kind of mana fixing control has always wanted?
and if I am understanding the card correctly, he doesn't have to stay in play for his effect to last......or is that part assumed?
wow how did i overlook that........
looks like i have some adjusting to do then.....
EDIT. simple change to the BR destruction deck. swaped curses for flames of the firebrand for added flexible removal
14 Swamp
4 Rakdos Guild Gate
4 mountain
CREATURES - 20
4 Ravenous Rats
4 Black Cat
4 Vampire Nighthawk
4 Slitherhead
2 Rakdos, Lord of Riots
2 Corpse Traders
4 Duress
2 Shrieking Affliction
3 Flames of the firebrand
4 Mind Rot
3 Murder
2 Bone Splinter's
2 Bone Splinters
2 Altar's Reap
4 Slaughter games
4 Rakdos Charm
1 Mind Rot
2 Desecration Demon
i see what your saying with sands of delirium. i would have to check the budget to see if it fits price wise. Only reason why i didn't include it the first time was because i didn't include the infinite mana combo, but i guess since there are multiple ways to mill in this deck it would make sense.
I agree with you on Rise from the grave after looking at it, although for my comfort i would still prefer at least 2.
I will give in on mind sculpt. Initially creating this deck i used dream twist due to its instant speed vs sorcery speed, that way i could cast EOT and save my mana for something else during my turn. but i suppose hitting one time for 7 cards is fine too.
Niblis of the breath you can do without If you are going to use a niblis, Niblis of the Urn is easier on the curve, and a much more effective attacker since its ability removes a blocker everytime.
Dungeon Geist Is a must. also Doomed Traveler is a must as a 1 drop. By far he is the best Kamikaze 1 drop for this deck. attack with him every turn, and chances are you are gonna chip at their life because your opponent is not gonna wanna give you that spirit token. Moorland Haunt Also comes to mind for when creatures, such as Doomed Traveler, die you recycle them back to the field for another spirit token.
so an quick example of a spirit deck that i would use could be:
4 drogskol captain
4 doomed traveler
4 niblis of the urn
2 dungeon geist
spells 23
4 lingering souls
4 midnight haunting
4 intangible virtue
2 favorable winds
4 inaction junction
3 rootborn defenses
2 dissipate
4 glacial fortress
4 drowned catacomb
8 plains
6 island
1 swamp
i know this isn't a world class build but off the top of my head this is an idea of what im suggesting