F*ck Your Library!

Started by Ryggrad82, July 15, 2014, 07:01:54 AM

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Ryggrad82


F*ck Your Library!

65 cards, 0 sideboard


5 {Island}
5 {Island}
5 {Island}
5 {Island}

20 lands


3 {Thassa's Devourer}
3 {Vedalken Entrancer}
2 {Merfolk Mesmerist}
2 {Selhoff Occultist}
2 {Mindeye Drake}
2 {Crosstown Courier}
2 {Stern Mentor}
4 {Sage's Row Denizen}

20 creatures


3 {Countermand}
1 {Gilded Lotus}
1 {Staff of the Mind Magus}
2 {Thought Scour}
1 {Codex Shredder}
1 {Millstone}
1 {Kraken's Eye}
4 {Tome Scour}
4 {Sleep}
3 {Cancel}
4 {Mind Sculpt}

25 other spells


Sideboard

Munchlax

First of all, this deck doesn't look competitive. Second of all, mill in Modern is faster than mill in standard. If you want to see a few I could try and find one if here for you

Mattao19

Like Munchlax said, this isn't the most competitive, but hey that's ok!! Here are a few things to add if you want to make it better :P

4 {Archive Trap. It's literally the best mill card ever!!!
4 {Hedron Crab} bc it's the best mill creature ever!!!
Also {Mesmeric Orb} can be your best friend!!

If you want to keep it mono blue I'd say those plus maybe {Jace's Phantasm} as well as  {Visions of Beyond}!!

If you want to splash {B} then cards like {Breaking//Entering} and {Mind Funeral} help a lot!!

Also with the {B} splash you can run {Crypt Incursion}!

Hope this helps and happy milling!!

InfinitiveDivinity

{B} also opens up easily the best mill spell ever printed, {Glimpse the Unthinkable}.

Mattao19

Quote from: InfinitiveDivinity on July 15, 2014, 10:43:18 AM
{B} also opens up easily the best mill spell ever printed, {Glimpse the Unthinkable}.

Glimpse is not needed though on avg. the diff between that and Breaking is so minor that it doesn't matter. Tbh I actually prefer breaking bc if it's under {Shelldock Isle} I can take their creatures :P at instant speed lol

Playing this deck it revolves around 3 cards {Archive Trap} which is why I run {Ghost Quarter}, {Hedron Crab} why I run fetches, and {Ancetsral Recall} I mean {Visions of Beyond}!!

InfinitiveDivinity

Quote from: Mattao19 on July 15, 2014, 06:22:47 PM
Quote from: InfinitiveDivinity on July 15, 2014, 10:43:18 AM
{B} also opens up easily the best mill spell ever printed, {Glimpse the Unthinkable}.

Glimpse is not needed though on avg. the diff between that and Breaking is so minor that it doesn't matter. Tbh I actually prefer breaking bc if it's under {Shelldock Isle} I can take their creatures :P at instant speed lol

Playing this deck it revolves around 3 cards {Archive Trap} which is why I run {Ghost Quarter}, {Hedron Crab} why I run fetches, and {Ancetsral Recall} I mean {Visions of Beyond}!!
I think Shelldock is a joke. If they have 20 or fewer cards left you either should be winning or losing within a turn or two, max. The fact that it comes in tapped is also a huge let down. If you are to run utility lands I recommend {Nephalia Drownyard} over Shelldock any day. It comes in untapped and is actually useful if your getting mana-flooded and/or top decking. Tapped mana is bad mana, unless you've hit 5 lands to hard cast Archive. Anywhere in-between 1-5 is inconvenient and can really screw you up on tempo.

{Archive Trap} and {Ghost Quarter} are excellent however, I've been singing the praises of the Trap forever, and the Quarter is run to occasionally get a free Trap, and honestly becomes a {Strip Mine} a lot of the time. Pulling off the free Trap from the Ghost Quarter is actually hard to maneuver properly, and is a really important part of how you learn to play the deck. If you can word it properly and psychologically convince your opponent that he wants the land, you can get them almost every time. The fear instilled from the tactic goes a long way into how game 2 and 3 pan out with the {Ghost Quarter}/{Archive Trap} combo as well. My version of mill is actually geared towards this combo specifically. As he also mentioned Visions is great, although it can sometimes be a nuisance and really only becomes stellar with the addition of {Snapcaster Mage}.

Mattao19

Quote from: InfinitiveDivinity on July 15, 2014, 06:43:40 PM
Quote from: Mattao19 on July 15, 2014, 06:22:47 PM
Quote from: InfinitiveDivinity on July 15, 2014, 10:43:18 AM
{B} also opens up easily the best mill spell ever printed, {Glimpse the Unthinkable}.

Glimpse is not needed though on avg. the diff between that and Breaking is so minor that it doesn't matter. Tbh I actually prefer breaking bc if it's under {Shelldock Isle} I can take their creatures :P at instant speed lol

Playing this deck it revolves around 3 cards {Archive Trap} which is why I run {Ghost Quarter}, {Hedron Crab} why I run fetches, and {Ancetsral Recall} I mean {Visions of Beyond}!!
I think Shelldock is a joke. If they have 20 or fewer cards left you either should be winning or losing within a turn or two, max. The fact that it comes in tapped is also a huge let down. If you are to run utility lands I recommend {Nephalia Drownyard} over Shelldock any day. It comes in untapped and is actually useful if your getting mana-flooded and/or top decking. Tapped mana is bad mana, unless you've hit 5 lands to hard cast Archive. Anywhere in-between 1-5 is inconvenient and can really screw you up on tempo.

{Archive Trap} and {Ghost Quarter} are excellent however, I've been singing the praises of the Trap forever, and the Quarter is run to occasionally get a free Trap, and honestly becomes a {Strip Mine} a lot of the time. Pulling off the free Trap from the Ghost Quarter is actually hard to maneuver properly, and is a really important part of how you learn to play the deck. If you can word it properly and psychologically convince your opponent that he wants the land, you can get them almost every time. The fear instilled from the tactic goes a long way into how game 2 and 3 pan out with the {Ghost Quarter}/{Archive Trap} combo as well. My version of mill is actually geared towards this combo specifically. As he also mentioned Visions is great, although it can sometimes be a nuisance and really only becomes stellar with the addition of {Snapcaster Mage}.

All this is true and Shelldock coming tapped is bad ill admit but sometimes you just need that extra push if you're stuck. Plus say you're playing Tron in response to Emmy trigger you can play the card underneath!!

Ryggrad82

Gah, I wish I could give karma! Thanks guys!

InfinitiveDivinity

Also Glimpse is better than Breaking. Two cards can make all the difference. Look at the Crab, he only hits for 3, if he hit for 2 it would still be good, sure, but not nearly as good. On a budget, Breaking is a fine replacement, but if you can, go for Glimpses.

Mattao19

Quote from: InfinitiveDivinity on July 15, 2014, 07:30:45 PM
Also Glimpse is better than Breaking. Two cards can make all the difference. Look at the Crab, he only hits for 3, if he hit for 2 it would still be good, sure, but not nearly as good. On a budget, Breaking is a fine replacement, but if you can, go for Glimpses.

Agreed but I am indeed on a budget lol :P also here's a list of what you want for mill!!

Mono Blue:

4 {Hedron Crab}
4 {Jaces Phantasm}
4 {Snapcaster Mage} if it's too expensive then try {Delver of Secrets}

2 {Mesmeric Orb}
4 {Archive Trap}
4 {Remand} or {Mana Leak} or at least 4 counters
4 {Mind Sculpt}
4 {Tome Scour}
2 {Traumatize}
2 {Jace Memory Adept}
4 {Thought Scour}
2 {Surgical Extraction}


16 {Island}
2 {Shelldock Isle}
2 {Ghost Quarter}

InfinitiveDivinity

Quote from: Mattao19 on July 15, 2014, 08:11:49 PM
Quote from: InfinitiveDivinity on July 15, 2014, 07:30:45 PM
Also Glimpse is better than Breaking. Two cards can make all the difference. Look at the Crab, he only hits for 3, if he hit for 2 it would still be good, sure, but not nearly as good. On a budget, Breaking is a fine replacement, but if you can, go for Glimpses.

Agreed but I am indeed on a budget lol :P also here's a list of what you want for mill!!

Mono Blue:

4 {Hedron Crab}
4 {Jaces Phantasm}
4 {Snapcaster Mage} if it's too expensive then try {Delver of Secrets}

2 {Mesmeric Orb}
4 {Archive Trap}
4 {Remand} or {Mana Leak} or at least 4 counters
4 {Mind Sculpt}
4 {Tome Scour}
2 {Traumatize}
2 {Jace Memory Adept}
4 {Thought Scour}
2 {Surgical Extraction}


16 {Island}
2 {Shelldock Isle}
2 {Ghost Quarter}
Dropping a few islands (2-3) and running {Evolving Wilds}/{Terramorphic Expanse} in their place can be very beneficial for the Crab. Fetches are of course far more ideal but these will still do the job. Also, I highly recommend main boarding some sort of spot removal or bounce spells in the form of {Dismember} and {Unsummon}/{Echoing Truth} ({Vapor Snag} is also really good here, but being able to dodge removal can be important, and Snag hurts 😉). {Sanity Grinding} can also be a cheap and effective (wallet and CMC wise) alternative for this deck. I would say don't run the {Jace, Memory Adept} and {Traumatize}s though. They cost way too much for what they do. Jace is cool, but even a hard cast Archive does more for 5 mana when you play it, even though Jace can be used repeatedly, he's just too slow, especially off of 20 lands. Traumatize on the other hand, is just bad in here. Although the card reads amazing, one thing to consider is this: It can never win you the game! Ever! Even if they are at 1 card, you draw into this and just cry. Half of 1 is .5, rounded down is 0. Sure you can wait for them to draw out, but that just means that you drew a dead card, whereas you could have drawn something that wins you the game on the spot! Besides the fact that it outright cannot win games, turn 5, you at least have half of their library taken down, if you're a half-decent pilot and have properly allocated resources, so this thing is only going to do (At best!) about 15 cards. More often than not it's going to read as a {Glimpse the Unthinkable}. Most important is that first fact on it being useless late game though. We seem to be missing our {Visions of Beyond}s as well!

I would so something like this:

-3 {Island}
+3 {Evolving Wilds}/{Terramorphic Expanse} (they're the same card)

-2 {Jace, Memory Adept}
-2 {Traumatize}
-4 {Tome Scour} (It's just really not necessary)
-2 {Thought Scour} (Too small, run Visions instead, 2 will be fine)
+5-6 {Dismember}/{Unsummon}/{Echoing Truth} (For those pesky critters!)
+3 {Visions of Beyond}
+1-2 {Surgical Extraction}

If Snappy is an issue cost wise, instead of {Delver of Secrets} I would run {Sanity Grinding} here. As a 4 of it can be extremely powerful, and honestly Phantasm will steal enough games randomly through damage. But it's more of a preference really. If you want a slightly more aggressive build, go Delver. But Snappy is in here to double our most effective spells, and Grinding is a slightly better replacement for that effect.

Ryggrad82

So, what is the estimated cost on this extensive edit? Anyone able to help?

DimirOverlord1300


Mattao19

Infinitive I made that deck in 5 mins lol mono blue mill is hard!! Lol but very strong points!!

I personally run Esper so I have access to path and rest in peace :P

InfinitiveDivinity

Quote from: Mattao19 on July 16, 2014, 01:08:11 AM
Infinitive I made that deck in 5 mins lol mono blue mill is hard!! Lol but very strong points!!

I personally run Esper so I have access to path and rest in peace :P
Fair enough 😁
Mill is just one of my favorite archetypes and it's hard for me not to just latch on and critique right away. 😄

P.S. Still not sold on the Shelldocks 😉
I think {Halimar Depths} might even work better there. Or simply just islands.