So far, this is what I have for my standard mill deck:
Island x 24
Millstone x 4
Swans of Bryn Argoll x 4
Plumeveil x 4
Memory Erosion x 4
Sanity Grinding x 4
Dream Fracture x 4
Jace Beleren x 4
Memory Sluice x 4
Ambassador Laquatus x 4
I first was trying to make a Merfolk deck that milled, but it hinged too much on having out Merfolk that individually didn't do much, and then I had to tap them with Drowner of Secrets.
Plumeveil and Swans of Bryn Argoll are great defenses. Both are very strong and relatively cheap. Plumeveil is a surprise defense, which usually means you can kill a creature with it when it comes out. The Swans are very hard to kill, and even are tempting targets because it allows a damager to draw when it takes damage. In a way, this is milling, because it reduces the library. It also isn't bad for winning the old fashioned way (doing damage).
You can't have enough Memory Erosions. When two are out, the player is losing 4 cards per card he plays. Memory Sluice is good for it's 1 mana for 4 cards, but even more sweet if you can Conspire. Unfortunately, I don't run many creatures (and I don't want them tapped) to use the Conspire, so I feel like Memory Sluice is less effective than it could be. Sanity Grinding tends to mill about 10 cards. For 3 mana, that's not bad. I haven't had a chance to really use Jace, but his discard 20 is pretty rough, and both players drawing cards just speeds my deck up, and serves to mill my opponent while making him think he's doing better. Ambassador Laquatus is great in that he doesn't need to tap to use his ability, and keeps everything in that magic 3 mana range that just about everything in here costs. He's a 1/3, so he's a decent blocker, and also Infest resistant. I like that if I have 6 mana on the table, I can mill for 6 at my opponents end of turn. My worst performer so far for milling has been Millstone. I can only use it once per turn, and while it's cheap, I feel like I could have a better, more threatening card out. Grimoire Thief is very good if you can get her to tap without attacking as a mill card. I think I might swap her for the Millstones I have, and then rely on Memory Sluice to tap her. She can also work as an odd counter.
Finally, Dream Fracture serves as a counter and a small mill as a side effect. I'd prefer a two-mana counter from the good old days, but those days are gone.
Tuesday, February 24, 2009
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2 comments:
Bah, I wrote a comment about why this deck isn't really very competitive, and it didn't get posted. The gist of it is this:
This deck plays almost exclusively cards that have no real effect on the board. You're basically gambling that you can deck your opponent before they can kill you - and they have free reign to do whatever they want, as long as they can get around your 12 creatures and 4 counterspells. 24 of your cards do nothing but mill, and milling doesn't really mean anything until they're 100% milled. The only time it matters how many cards someone has in their deck is when they can't draw that last card.
something that I've never seen is adding a curse of chains to a mill deck with Grimore thief in it. It serves a dual purpose of not only being a control card, but if its put on thief enemies lose 3 cards a turn!
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