We Like To Mill

Started by Spencer Addington, November 17, 2013, 12:53:19 AM

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Spencer Addington


We Like To Mill

73 cards, 13 sideboard


2 {Ghost Quarter}
10 {Island}
4 {Drowned Catacomb}
4 {Swamp}
4 {Darkslick Shores}

24 lands


3 {Nemesis of Reason}
4 {Fog Bank}
4 {Consuming Aberration}

11 creatures


2 {Traumatize}
4 {Glimpse the Unthinkable}
4 {Archive Trap}
4 {Mind Funeral}
4 {Mind Sculpt}
3 {Jace, Memory Adept}
4 {Breaking // Entering}

25 other spells


Sideboard

2 {Haunting Echoes}
3 {Grafdigger's Cage}
3 {Psychic Drain}
3 {Pithing Needle}
2 {Jace Beleren}

13 sideboard cards



rarehuntertay

How about a couple  {Haunting Echoes} after you mill them for a bunch? Could be used as an alternate wincon...

abstractApathist

Quote from: rarehuntertay on November 17, 2013, 08:37:11 AM
How about a couple  {Haunting Echoes} after you mill them for a bunch? Could be used as an alternate wincon...
That seems pretty slow... It does clear out their library, but five mana is hard to curve into with so few lands, and considering how dead it is without milling beforehand I wouldn't run it.

Spencer Addington

Quote from: rarehuntertay on November 17, 2013, 08:37:11 AM
How about a couple  {Haunting Echoes} after you mill them for a bunch? Could be used as an alternate wincon...
I'll probably side board it just because it is slow, but it could be a nasty combo with tramatize.

griffin131

Surgical extraction would be good, but I disagree with the rest of your recommendations.

Spencer Addington


Spencer Addington

Quote from: Taysby on November 17, 2013, 04:20:57 PM
The main reason I think you shouldn't run traumatize is turn one, island {Hedron crab}.  Turn two, fetch land, mill 3, crack it for something, mill 3, {glimpse the unthinkable} mill 10.  Our mill count is 16 plus the cards he has in hand/Drew makes it 24/25 cards.  Turn 3 another land, mill 3, {mind funeral} mill for 4 lands.  Our mill count is 37ish. Turn 4 hit another land drop, and you are up to 41.  Your {traumatize} now hits for 9, where {jace! memory adapt} hits for 10, and game next turn.
I understand that Hedron crab is good, but I'm not going to run fetch lands and traumatize still hits for a lot later game. Having four was a bit excessive, so I trimmed it to two.

griffin131

Quote from: Taysby on November 17, 2013, 04:20:57 PM
The main reason I think you shouldn't run traumatize is turn one, island {Hedron crab}.  Turn two, fetch land, mill 3, crack it for something, mill 3, {glimpse the unthinkable} mill 10.  Our mill count is 16 plus the cards he has in hand/Drew makes it 24/25 cards.  Turn 3 another land, mill 3, {mind funeral} mill for 4 lands.  Our mill count is 37ish. Turn 4 hit another land drop, and you are up to 41.  Your {traumatize} now hits for 9, where {jace! memory adapt} hits for 10, and game next turn.
That's true I guess. If Mind Funeral hits that many cards.

DimirOverlord1300

I'm gonna be that guy: reccomended is 24 lands, which is 2/5, so 2 of every 5 cards is a land

Spencer Addington

Quote from: DimirOverlord1300 on November 19, 2013, 10:18:46 PM
I'm gonna be that guy: reccomended is 24 lands, which is 2/5, so 2 of every 5 cards is a land
I'm happy with 23 :)

Arbitratur

Look up my deck I posted a while back titled "modern mill" I still feel I need to change it around a bit but it is pretty competitive. And {surgical extraction} is so freaking good in this deck, you can even surgically extract nonbasic lands to make your {mind funeral}s work that much better.

Also another good deck to look for is one labeled "deep sea milling" that {InfinitiveDivinity} made. he had posted it twice but I think these will give you some good insight. Just hope that they don't sideboard in a {leyline of sanctity} against you! A t1 {jace's phantasm} is sooo boss btw!!!