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Decks (Magic The Gathering) => Standard => Topic started by: respawned on November 10, 2013, 12:08:28 PM

Title: Dimir Mill
Post by: respawned on November 10, 2013, 12:08:28 PM

Dimir Mill

60 cards, 0 sideboard


6 {Island}
9 {Swamp}
4 {Temple of Deceit}
4 {Watery Grave}

23 lands


4 {Desecration Demon}
2 {Consuming Aberration}
3 {Nighthowler}
2 {Lazav, Dimir Mastermind}
4 {Agent of the Fates}

15 creatures


2 {Jace, Memory Adept}
2 {Ashiok, Nightmare Weaver}
3 {Mind Grind}
4 {Far // Away}
4 {Negate}
3 {Hero's Downfall}
2 {Whip of Erebos}
2 {Read the Bones}

22 other spells


Sideboard

Notes:
Not used to mill decks so all suggestions welcome
Title: Re: Dimir Mill
Post by: Wally on November 10, 2013, 12:32:46 PM
Here's a tip I've found with mill in standard. It's not strong enough to deck your opponent in order to win. However it is a strong way to restrict your opponents resources and disrupt their play while giving you advantages.

Think of it in the same way you would think of adding +1 counters on your guys, or land destruction, or even a control deck.
These things by themselves probably win you the game, but when played with the right cards/creatures/combos the can make you a strong lineup.

Consider  {Jace, Memory Adept}'s 0 ability. By itself it won't win you the game (maybe it will after a few turns) but when you double tap  {Duskmantle Guildmage}'s first ability, that's probably game right there (20 life loss).

Also consider how strong creatures like  {Consuming Aberration} and  {Wight of Precinct Six} once you can get a few creatures in their graveyard, or conversely how well  {Scavenging Ooze} can eat up whatever you mill for him.

Keeping in mind, milling will often require a fair amount of mana to work effectively, so don't skimp on your mana base, and you won't want to miss too many land drops.
Title: Re: Dimir Mill
Post by: Butch1977 on November 10, 2013, 01:02:45 PM
Im my opinion you have way to may creatures. If your running {Consuming Aberration} you may want to look at the cipher cards on unblockables. The spell gets recast, so if you swing with two ciphers encoded CA activates twice. Mind grind is great but high mana cost. Maybe throw {tome scour} in for a cheap five card hit. Then {duskmantle guildmage} to suck the life out of them.
Title: Re: Dimir Mill
Post by: respawned on November 10, 2013, 03:21:02 PM
Appreciate the help but I think I'm just gonna stick with what I know for now so gonna scrap the mill idea lol
Title: Re: Dimir Mill
Post by: Butch1977 on November 10, 2013, 03:38:42 PM
Quote from: respawned on November 10, 2013, 03:21:02 PM
Appreciate the help but I think I'm just gonna stick with what I know for now so gonna scrap the mill idea lol

It's a tough mechanic to get used to but don't give up. It's a lot of fun to play once it starts coming to together for you.
Title: Re: Dimir Mill
Post by: MuggyWuggy on November 10, 2013, 04:09:59 PM
Agreed. {Traumatize} is in rotation right now.

Have it used on you and you will understand :)
Title: Re: Dimir Mill
Post by: Butch1977 on November 10, 2013, 04:20:59 PM
Quote from: Muggywuggy on November 10, 2013, 04:09:59 PM
Agreed. {Traumatize} is in rotation right now.

Have it used on you and you will understand :)

Exactly! That one is nasty! My Star City order came in yesterday with {traumatize} in it.
Title: Re: Dimir Mill
Post by: DimirOverlord1300 on November 10, 2013, 04:32:03 PM
{traumatize} and {duskmantle Guildmage}
Title: Re: Dimir Mill
Post by: Butch1977 on November 10, 2013, 04:39:13 PM
Quote from: DimirOverlord1300 on November 10, 2013, 04:32:03 PM
{traumatize} and {duskmantle Guildmage}

That one is deadly to get out. I just hate having to wait 8 mana to hit it. Ugh.
Title: Re: Dimir Mill
Post by: MuggyWuggy on November 10, 2013, 05:19:29 PM
Thankfully you can run enough control or crypt ghast to hold out for that mana
Title: Re: Dimir Mill
Post by: Hunteroffire9 on November 12, 2013, 06:30:12 PM
Looks great...
Just a bit clunky