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Decks (Magic The Gathering) => Standard => Topic started by: Queezle on February 01, 2012, 07:04:24 PM

Title: Self Mill
Post by: Queezle on February 01, 2012, 07:04:24 PM

Self Mill

60 cards, 0 sideboard


10 {Forest}
9 {Island}
5 {Swamp}

24 lands


4 {Splinterfright}
3 {Ghoultree}
4 {Boneyard Wurm}
4 {Armored Skaab}
2 {Mindshrieker}
2 {Kessig Cagebreakers}
1 {Essence of the Wild}

20 creatures


4 {Spider Spawning}
4 {Gnaw to the Bone}
2 {Forbidden Alchemy}
2 {Mulch}
2 {Dream Twist}
2 {Chill of Foreboding}

16 other spells


Sideboard

Notes:
Any tips?
Title: Re: Self Mill
Post by: Validan on February 01, 2012, 07:53:17 PM
Maybe take out {chill of foreboding} for more {forbidden alchemy} and possibly find a place for sctrangleroot Geist I don't know if he works in self mill but he seems pretty good
Title: Re: Self Mill
Post by: Greg54js on February 01, 2012, 07:54:14 PM
What's the win con?
Title: Re: Self Mill
Post by: Appleguru56 on February 01, 2012, 07:58:24 PM
Don't run this deck.
Title: Re: Self Mill
Post by: Validan on February 01, 2012, 08:15:21 PM
Quote from: Appleguru56 on February 01, 2012, 07:58:24 PM
Don't run this deck.

Lmao
Title: Re: Self Mill
Post by: Queezle on February 01, 2012, 08:27:20 PM
Why shoulnt i run this?????
Title: Re: Self Mill
Post by: Prophylaxis on February 01, 2012, 09:12:59 PM
Quote from: Queezle on February 01, 2012, 08:27:20 PM
Why shoulnt i run this?????
The Guru thinks it's a bad deck.
Title: Re: Self Mill
Post by: Greg54js on February 01, 2012, 09:15:17 PM
No honestly what's the point? If it's a self mill I think you're missing the {laboratory maniac} just saying.. That's the only win condition i see
Title: Re: Self Mill
Post by: Queezle on February 01, 2012, 09:36:25 PM
I like it.
Title: Re: Self Mill
Post by: Validan on February 01, 2012, 09:37:21 PM
I think it's supposed to beat on your opponent with the hopped up wurms and frights, the problem I see with these decks though is that there aren't enough creatures to buff them. That or they mill too much and all of their threats either get milled or neutralized
Title: Re: Self Mill
Post by: Appleguru56 on February 01, 2012, 09:45:41 PM
Quote from: Validan on February 01, 2012, 09:37:21 PM
I think it's supposed to beat on your opponent with the hopped up wurms and frights, the problem I see with these decks though is that there aren't enough creatures to buff them. That or they mill too much and all of their threats either get milled or neutralized
I'm not going over what I already went over in thee other thread, but it's true, I don't like it. I agree completely that this deck has no point and you may as well be playing something better. (unless this is for a fun casual deck, and that would be different)
Title: Re: Self Mill
Post by: Queezle on February 01, 2012, 09:51:01 PM
Weelll i just love self mils so i wanted this 4 fun
Title: Re: Self Mill
Post by: Appleguru56 on February 01, 2012, 09:52:40 PM
Quote from: Queezle on February 01, 2012, 09:51:01 PM
Weelll i just love self mils so i wanted this 4 fun
If it is just so, perhaps casual would be a better home for it?
Title: Re: Self Mill
Post by: Greg54js on February 01, 2012, 09:57:20 PM
Yeah most definitely
Title: Re: Self Mill
Post by: Slaga slasha on February 01, 2012, 10:43:31 PM
My bro plays a deck sorta like this. Put in more cage breakers and some mana dorks to get killed like llanawar elves and avacyns pilgrims. Travel preps for less combative opponents and no essence of the wild:point is to get creatures killed. Also wreath of geists is a good idea. Warning: avoid playing peeps with exile cards.
Title: Re: Self Mill
Post by: frogyfarts on February 01, 2012, 11:17:36 PM
it's a superdeck!!!!!
Title: Re: Self Mill
Post by: theguyofdragon on February 01, 2012, 11:26:13 PM
Let's see. UG self mill is a rather interesting choice for the metagame, especially given the powerful solar flare, but we're gonna make this work. So, i have a number of suggestions:
1. Add laboratory maniac. This a most clear and decisive win condition for any matter of self milling deck. 2-4 copies would be good.
2. Consider splashing white or black for the powerful unburial rites. That way if you dump something important, like your ghoultree or your kessig cage breakers, you can re summon once or even twice. Even if you dumb that too.
3. I'm not sure why UG is always the idea for this stuff. I like the green: hence kessig cage breakers, but you lack a lot of control. Again, consider adding black or white for the control power that green lacks.
Title: Re: Self Mill
Post by: Appleguru56 on February 01, 2012, 11:29:46 PM
Quote from: theguyofdragon on February 01, 2012, 11:26:13 PM
Let's see. UG self mill is a rather interesting choice for the metagame, especially given the powerful solar flare, but we're gonna make this work. So, i have a number of suggestions:
1. Add laboratory maniac. This a most clear and decisive win condition for any matter of self milling deck. 2-4 copies would be good.
2. Consider splashing white or black for the powerful unburial rites. That way if you dump something important, like your ghoultree or your kessig cage breakers, you can re summon once or even twice. Even if you dumb that too.
3. I'm not sure why UG is always the idea for this stuff. I like the green: hence kessig cage breakers, but you lack a lot of control. Again, consider adding black or white for the control power that green lacks.
I see a challenge....
1. Running {laboratory maniac} is a mistake because it is extremely unreliable since it is only two toughness and dies to all removal, if you are about to win with it, they can kill it in response and make you lose the game. When you mill yourself, a self mill deck does not intend on completely milling themselves dry. And even so, it would be extremely slow and tedious.
2. Splashing any other color will be very difficult to do, especially splashing two off colors to run copies of only one card that requires those two colors is a bad idea because there is simply no point. You would want to have things in this deck that benefits off your graveyard. (remember, this isn't solarflare). You would have to run so many double lands and basic that it may even screw up your regular mana base. It is not worth it just to splash one card that can possibly do something in the late late game.
3. Running control will screw with the synergy of this deck, remember people, that this is a SELF MILL and not a control. UG control exists on it's own and is completely separate and different. When control is attempts to be associated, it would have to take away some of the milling aspect which is your preferred win condition. Once again splashing TWO more colors for an irrelevant card is not effective.
Now imagine this deck as a 4 color control/self mill, you would try to mill, but it doesn't work right because you have color issues and control things that take up precious room. Now you try to unburied rites (after tediously trying to self mill and land fixing) and you find that you don't have many creatures to return because you couldn't mill enough because your deck is so screwed up at that point.
The UG self mill is the best as it is right now, (I would never run it, and it can't compare to the net decks) but any adjustments from that would simply make it worse.
Title: Re: Self Mill
Post by: theguyofdragon on February 01, 2012, 11:30:07 PM
Quote from: frogyfarts on February 01, 2012, 11:17:36 PM
it's a superdeck!!!!!

/Love your enthusiasm Frogyfarts!
Title: Re: Self Mill
Post by: BlackJester on February 01, 2012, 11:53:33 PM
Hurray!! Apple used the curly brackets!! W00t.

"haters gonna make some good points"

{Laboratory Maniac} was made for Johnny-boys like me. Winning with it is more of a challenge than a smart game-plan.
Title: Re: Self Mill
Post by: Validan on February 01, 2012, 11:54:07 PM
I agree with appleguru