PTQ Mill Deck Need Help

Started by Mattao19, August 01, 2014, 10:08:53 PM

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Mattao19

Quote from: Taysby on August 02, 2014, 02:19:40 PM
I'm not a pro on mill, I'm just throwing things out there.  I'm not sold on thought scour.  It does replace itself, but I think Snappys would be better there.

Being land light the cycling helps the mill 2 is basically irrelevant. It might become a {Serum Visions} or maybe a Snapcaster

Mattao19

Quote from: Taysby on August 02, 2014, 03:00:06 PM
If you need to get to the lands, then {serum visions} all the way.  I think snappy would help you more though.

Right now I'm play testing with Scour and I do enjoy the instant bc if they fetch a land I can draw a card and pray it archive trap (not that that's the only reason) it's just something I can do.

I enjoy the instant speed bc often I have {U} up and my opponent plays around counter magic

Mattao19

Quote from: Taysby on August 02, 2014, 03:09:56 PM
the benefit of them playing around it isnn't good enough to justify it over serum visions.  digging 1 card deep with a tiny bluff, or digging 3 cards deep?  It seems obvious to me.

That's what I'm trying to test and find out. I'm also debating having {Terminus} out of the board (but that is a definite maybe)

Mattao19

I'm debating Rak Charm in the SB with 7 fetches I can find {R} easily and it's good vs:

Tron effing Emrakul
Splinter twin (heheheeee)
And not bad vs affinity

DeathlyFoiend

That mana base seems kind of shaky.
Here is one I suggest:

1 Darkslick Shore
3 Ghost Quarter
2 Hallowed Fountain
3 Island
1 Marsh Flats
3 Misty Rainforest
1 Plains
3 Scalding Tarn
1 Swamp
3 Watery Grave

Capitalize of black fetches if you can't capitalize on blue, but only run 2 or less godless shrine.

White should only be a splash and having the 1 of Marsh Searches for Watery Grave and the Basic Plains while the 6 Blue always search for Hallowed Fountain and Watery Grave. The Darkslick is reassurance and an extra BU source so you don't lose life.

3 Ghost Quarters is the best land destruction for mill and almost never lower unless you have a hard time casting spells. It can slow the opponent down off of needed sources for harder to cast Cryptic and Kikis. This way you draw it almost always, but you can't get a hand full of them 95% of the time. Never run more than 3 colorless lands unless you increase your land count.

Blue and Black are your most important colors, but blue is your most. You shouldn't run WB lands because of this.


I would also run 4 snapcasters, 4 thought scour and 3 mind funeral if you can find room. It increases the strength on mill and the consistency of it.

Mattao19

In a perfect world that'd be my mana base but sadly I can't afford U fetches I have 1 tarn. I do have 2 Mesa 2 Verdant and 2 marsh. I feel like keeping them in with G Shrine is worth it bc landfall for {Hedron Crab} is so great!

Also Mind Funeral is by far the worst card in this deck it's not something you want to see a lot of it's something you want to draw late to finish them but that's it. Snapcaster will likely be making his way in here only thing is what to take out. Any suggestions on that?

Also thanks a lot :)

DeathlyFoiend

Lowering on land and a crypt incursion are what I think is best, but do it only by one. Mill isn't my strong point, I've only seen it played and never played it. 21 lands seems safe as your have 7 cantrips.

Crypt is good, but many decks could only run 11, so it isn't that great in those matchups, and those decks are running more rampant in the meta. So having 2 is safe, and 3 could be going overboard. Finding a place for 2 more should be done by testing more than anything.

Mattao19

Quote from: DeathlyFoiend on August 02, 2014, 11:55:08 PM
Lowering on land and a crypt incursion are what I think is best, but do it only by one. Mill isn't my strong point, I've only seen it played and never played it. 21 lands seems safe as your have 7 cantrips.

Crypt is good, but many decks could only run 11, so it isn't that great in those matchups, and those decks are running more rampant in the meta. So having 2 is safe, and 3 could be going overboard. Finding a place for 2 more should be done by testing more than anything.

Ya 3 crypts might be too high it's just my weakest matchup is affinity and well crypt can just be an auto win against affinity. I'm also thinking of -1 crypt and going +1 ensnaring bridge bc that card in Game 1 can straight up win me the match

DeathlyFoiend

Hurkyls recall and stony silence are amazing for the match up after board and stony silence is great against pod. I would go with that plan after game 1. 

And affinity is a fast deck that can take game 1 out of no where, but having more sideboard cards makes the matchup so strong. Even if you have enough game 1, game 2 should always be better or put into your favor since your in good colors for the match up.

Mattao19

Quote from: DeathlyFoiend on August 03, 2014, 09:20:53 AM
Hurkyls recall and stony silence are amazing for the match up after board and stony silence is great against pod. I would go with that plan after game 1. 

And affinity is a fast deck that can take game 1 out of no where, but having more sideboard cards makes the matchup so strong. Even if you have enough game 1, game 2 should always be better or put into your favor since your in good colors for the match up.

Ya that's why I want to hot 3 ensnaring Bridges 2 crypt game 1 bc so far in testing a T3 Ensnarong brides has just hosed affinity bc usually I drop my hand so T4 I have 0 or 1 cards in hand

Mattao19

Is it reasonable that I'm considering cutting 2 mesmeric orbs just because I'm afraid of missed triggers?

LordJanova

Quote from: Mattao19 on August 07, 2014, 06:57:39 PM
Is it reasonable that I'm considering cutting 2 mesmeric orbs just because I'm afraid of missed triggers?
Reasonable? Eh. Missed triggers can be a .witch. Especially when you realize later on that they could have won you the game. What would you even cut them for? What you decide to put in their place greatly effects whether it's worth taking them out or not.

Mattao19

Quote from: LordJanova on August 07, 2014, 07:08:07 PM
Quote from: Mattao19 on August 07, 2014, 06:57:39 PM
Is it reasonable that I'm considering cutting 2 mesmeric orbs just because I'm afraid of missed triggers?
Reasonable? Eh. Missed triggers can be a .witch. Especially when you realize later on that they could have won you the game. What would you even cut them for? What you decide to put in their place greatly effects whether it's worth taking them out or not.

I was thinking:
-2 Orb
-1 Mind Funeral
+3 Snapcaster

LordJanova

Quote from: Mattao19 on August 07, 2014, 07:11:21 PM
Quote from: LordJanova on August 07, 2014, 07:08:07 PM
Quote from: Mattao19 on August 07, 2014, 06:57:39 PM
Is it reasonable that I'm considering cutting 2 mesmeric orbs just because I'm afraid of missed triggers?
Reasonable? Eh. Missed triggers can be a .witch. Especially when you realize later on that they could have won you the game. What would you even cut them for? What you decide to put in their place greatly effects whether it's worth taking them out or not.

I was thinking:
-2 Orb
-1 Mind Funeral
+3 Snapcaster
For a snappie? Hell yeah it's worth it. So much value in two mana. If you have them then I say do it.

Mattao19

Quote from: LordJanova on August 07, 2014, 07:13:39 PM
Quote from: Mattao19 on August 07, 2014, 07:11:21 PM
Quote from: LordJanova on August 07, 2014, 07:08:07 PM
Quote from: Mattao19 on August 07, 2014, 06:57:39 PM
Is it reasonable that I'm considering cutting 2 mesmeric orbs just because I'm afraid of missed triggers?
Reasonable? Eh. Missed triggers can be a .witch. Especially when you realize later on that they could have won you the game. What would you even cut them for? What you decide to put in their place greatly effects whether it's worth taking them out or not.

I was thinking:
-2 Orb
-1 Mind Funeral
+3 Snapcaster
For a snappie? Hell yeah it's worth it. So much value in two mana. If you have them then I say do it.

That's what I'm thinking BUT {Mesmeric Orb} and {Snapcaster Mage} have amazing synergy!