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Decks (Magic The Gathering) => Standard => Topic started by: Cipher89 on August 15, 2013, 01:43:12 AM

Title: Mill
Post by: Cipher89 on August 15, 2013, 01:43:12 AM

Mill

62 cards, 0 sideboard


3 {Drowned Catacomb}
9 {Island}
2 {Nephalia Drownyard}
9 {Swamp}

23 lands


4 {Jace's Phantasm}
4 {Nightveil Specter}
2 {Consuming Aberration}

10 creatures


4 {Codex Shredder}
4 {Dream Twist}
4 {Thought Scour}
4 {Mind Sculpt}
4 {Breaking // Entering}
3 {Mind Grind}
2 {Jace, Memory Adept}
4 {Traumatize}

29 other spells


Sideboard
Title: Re: Mill
Post by: Cipher89 on August 15, 2013, 01:44:53 AM
Me takers the deck runs quite well but I feel it cud do better ne suggestions and I still wud like it to be standard
Title: Re: Mill
Post by: Vileo on August 15, 2013, 01:52:28 AM
I'd say drop some codex shredders and traumatize's for some Dissipate. I'd also try dropping nightveil specter for Delver or Invisible stalker or something. Since you have no way of making all five colors unless you get lucky and the game goes long enough for you to steal some of their lands, and even then your mana should go towards milling. Might consider More card draw too, since you start topdecking very quickly.
Title: Re: Mill
Post by: Cipher89 on August 15, 2013, 02:00:26 AM
I really like the  {Traumatize} I can play it on turn five pretty consistently and I took out  {Invisible Stalker} for the  {Codex Shredder} but I might put them back in and I was thinking of  {Delver of Secrets} but I'm not quite sure
Title: Re: Mill
Post by: Weldrodson on August 15, 2013, 02:39:32 AM
Traumatize is good but not when ur stuck with 2 or 3
In hand and no matter what they won't ever be able to mil ur opponent completely so I'd take 2 out for something else like dissipate
Title: Re: Mill
Post by: Vileo on August 15, 2013, 03:18:16 AM
Weldrodson has it right. If they have 20 cards in their deck, it only mills 10. At most in this deck if will only mill 24 cards on turn 5 if they have. 60 card deck, no draw spells, and keep their original hand of 7. Would you rather cast a game-stalling counter spell or a conditional spell where you have to tap out and might as well just play another Jace?
Title: Re: Mill
Post by: Mlerner12 on August 15, 2013, 10:01:03 PM
{Mirko Vosk}, and good unblock able things, they really help with Cipher, which is an AWESOME mill thing.
Title: Re: Mill
Post by: lotrwk on August 16, 2013, 05:25:59 PM
{Paranoid Delusions} with {Mirko Vosk, Mind
Drinker} is funny
Title: Re: Mill
Post by: Pirate John on August 16, 2013, 05:30:00 PM
Quote from: CrackaLacka on August 16, 2013, 05:25:59 PM
{Paranoid Delusions} with {Mirko Vosk, Mind
Drinker} is funny

A friend actually did that before at a FNM. It was kinda sick.

Codex shredder is a pretty bad card. The most synergy i see with that is azorius charm then codex shred :/
Title: Re: Mill
Post by: WhoMichaelJones on August 16, 2013, 08:35:54 PM
Definitely add  {Wight of Precinct Six}. That card rocks, especially against agro decks; turn one you make them mill 5 and drop him on turn 2, he's anywhere from a 2/2 to a 6/6. As was said Mirko Vosk is great, especially with something like  {Rogue's Passage}, it becomes a pretty good win con for mill.
Title: Re: Mill
Post by: Bookmeister on August 17, 2013, 07:19:13 AM
{Duskmantle Guildmage}, {Cryptgast}, {Realmwright}. I am currently working on my mill deck. The {Realmwright}'s will replace {Jace's Phantasm} post rotation. Name swamp, all your islands tap for {U}, {B}. All your swamps tap for {B}, {B}. You can even throw in a couple of mountains for {Entering}. Activate the guildmages first ability twice and Jace's 0, GG. Activate his first ability once and {Traumatize}, GG. I run 4 {Jace, Memory Adept} also.
Title: Re: Mill
Post by: Monrodesign on August 17, 2013, 10:14:24 AM
To much Mill not enough control.
Title: Re: Mill
Post by: Phoenix X30 on August 17, 2013, 10:38:30 AM
I run 2 traumatize because the first time you use it 25 cards is the most you're going to mill. So 12-6-3 afterward isn't worth it.  {Mind Grind} and  {Mind Funeral} are amazing mill cards. I would play 4  {Consuming Aberration} also.
Title: Re: Mill
Post by: Stromack on August 17, 2013, 11:06:31 AM
{increasing confusion} in place of a shredder, and {mind funeral} would help you immensely.

Also, look at your land base a little closely. Add 4 {watery grave} for sure

Title: Re: Mill
Post by: Stromack on August 17, 2013, 11:07:34 AM
And also add {dusk mantle guildmage}. His ability with jace out mills an opponent 10, then deals 10 damage

Hope that helps, buddy!
Title: Re: Mill
Post by: Cipher89 on August 17, 2013, 04:55:11 PM
Ya it helps a lot but I'm also on a budget so  {Watery Grave} is out of the question and I was running cipher for a bit but I might change it back. And the only reason I have 4  {Traumatize} is to bring up the probability of actually pulling one by turn five. Also when  {Mirko Vosk, Mind Drinker} comes into play he's just a huge target
Title: Re: Mill
Post by: That_Guy on August 18, 2013, 05:32:34 AM
Quote from: Phoenix X30 on August 17, 2013, 10:38:30 AM
I run 2 traumatize because the first time you use it 25 cards is the most you're going to mill. So 12-6-3 afterward isn't worth it.  {Mind Grind} and  {Mind Funeral} are amazing mill cards. I would play 4  {Consuming Aberration} also.
Funeral isnt standard
Title: Re: Mill
Post by: That_Guy on August 18, 2013, 05:33:29 AM
Quote from: Stromack on August 17, 2013, 11:06:31 AM
{increasing confusion} in place of a shredder, and {mind funeral} would help you immensely.

Also, look at your land base a little closely. Add 4 {watery grave} for sure
Funeral isnt standard
Title: Re: Mill
Post by: Vileo on August 18, 2013, 09:43:33 AM
Quote from: Cipher89 on August 17, 2013, 04:55:11 PM
Ya it helps a lot but I'm also on a budget so  {Watery Grave} is out of the question and I was running cipher for a bit but I might change it back. And the only reason I have 4  {Traumatize} is to bring up the probability of actually pulling one by turn five. Also when  {Mirko Vosk, Mind Drinker} comes into play he's just a huge target
Traumatize should at least drop to 3 in my opinion.
Title: Re: Mill
Post by: Pirate John on August 18, 2013, 04:24:31 PM
3 drop traumatize would be broken.
Title: Re: Mill
Post by: griffin131 on August 18, 2013, 10:20:53 PM
He means drop to a 3of in the deck.
Title: Re: Mill
Post by: Vileo on August 19, 2013, 03:50:54 AM
Lol yeah. 4 is too much. The way I see it:
4-of: I'm ok with multiples in my opening hand
3: I wanna see it but its not required/I don't want it in my opening hand.
2: This card is conditional.
1: I like this card, but I don't really need to see it in most games/I can consistently tutor for this card.
Title: Re: Mill
Post by: Pirate John on August 19, 2013, 11:57:01 AM
Quote from: Vileo on August 19, 2013, 03:50:54 AM
Lol yeah. 4 is too much. The way I see it:
4-of: I'm ok with multiples in my opening hand
3: I wanna see it but its not required/I don't want it in my opening hand.
2: This card is conditional.
1: I like this card, but I don't really need to see it in most games/I can consistently tutor for this card.

This should be posted on every MTG deck forum page out there. Most of the time, people have too much variance in their brews.
Title: Re: Mill
Post by: Vileo on August 19, 2013, 03:50:16 PM
I've actually read or heard that somewhere before but it's in my own words, so I can't really take full credit for it, though I find this to be true 99% of the time. One of the main archetypes that this isn't true for is control, because of the large amount of card draw you can cram a lot more cards with less copies.

Back on topic: you should also consider some card draw, like divination or think twice. Thoughtscour is great too (can't remember if that's in your list or not).
Title: Re: Mill
Post by: Mlerner12 on August 19, 2013, 03:53:44 PM
{Tome scour}, if you don't already have.