This is a mill deck that attempts to mill your opponents out ultra fast with some decent damage mitigation and tons of interactions/synergy.
General Strategy:
Hedron Crab - (Mill/Synergy)
Works extremely well with Fetch Lands and Field of Ruin.
Snapcaster Mage/Mesmeric Orb - (Synergy/Utility/Mill)
Mesmeric Orb gets around pesky cards like Leyline of Sanctity. Combined with the Snapcaster Mage this synergy will simply give you a bigger toolbox of spells to cast since you’re milling both yourself and your opponent simultaneously.
Darkness - (Support)
These are your only real damage mitigation cards. Luckily they can be snapcasted. Adjust numbers in sideboard as needed.
Path to Exile - (Removal-Trigger)
Not only is path reliable removal, but it can set your archive trap trigger up if they choose to grab a land.
Visions of Beyond - (Utility)
Standard draw power for mill.
Glimpse the Unthinkable,Archive Trap and Mind Funeral - (Mill)
These are all your heavy hitting mill cards and will do the bulk of the lifting. Archive Trap is handy in competitive play since most opponents use fetch lands. Archive Trap can also be forced using Field of Ruin. Mind Funeral is going to devestate decks like tron. It is advised you use Mind Funeral after glimpse to increase the odds of its effectiveness.
Fraying Sanity - (Turbo Mill)
This card is absolutely bonkers, especially if you have more than 1 stacked on an opponent. It essentially doubles the power of your mill spells . In addition, opponents also mill for simply playing spells that hit their graveyard. Set this up as early as possible. It’s a 3 drop, but if you have access to 3 land cards and this is in your opening hand, hold off on casting mill spells until this is set up. You’ll get more bang for your buck using this strategy by holding off for a turn or 2. IMPORTANT NOTE: Little known fact about this card. When having 2 or more Fraying Sanity attached to a player be advised these cards compound off of each other due to the rules of Magic.
Example: Opponent has 2x Fraying Sanity attached to them and you hit them with a Glimpse. They mill 10 for glimpse, player moves to end step and both fraying Sanity triggers occur. When this happens you can only resolve 1 trigger at a time. Therefore, the first fraying sanity trigger will check the cards that hit the graveyard and mill them for another 10. The second fraying Sanity trigger will go off and check the graveyard for 20 and will mill them another 20 for a grand total of 40 cards!
So if they have 2x Fraying Sanity, 1x Glimpse will ultimately Mill them for 40 cards.
Field of Ruin - (Mill Trigger)
Let’s you Force Archive Trap, triggers Hedron crab and thins out your deck when you blow it up. Essentially only costs 1 mana since it’s letting you pull out another land. Being able to Archive Trap, trigger Hedron Crab and thin your deck at the same time is an extremely good feeling. Way better than Ghost Quarter since your opponents have a choice to search library. Please note that if your opponent uses mostly or only basic lands, this card becomes practically useless since it cannot target basic lands an opponent controls.
Oboro, Palace in the Clouds - (Mill Trigger)
Can perpetually landfall continuously to activate Hedron Crab’s landfall trigger.
Creeping Tar Pit - (Manland)
Never know when you’ll need an extra blocker or you simply need to kill a Death’s shadow player.
(SIDEBOARD)
Crypt Incursion
Great against aggro decks, soecifically burn match-ups.
Ensnaring Bridge
Great for creature aggro.
Leyline of the Void
Deals with opponents who have a way of returning their graveyard to library. Also useful against decks that utilize their graveyard. Replace with Fraying Sanity since Fraying Sanity becomes useless when this card is in play.
Extirpate
Guaranteed card removal for combo and control decks. Split second ensures it resolves.
Damnation
Answers creature aggro if you’re getting overwhelmed.
Disenchant
Lets you remove cards you lose to like Leyline of Sanctity.
Final Thoughts: This deck generally suffers going against super aggro, but has a sideboard that will give you a fighting chance. Coupled with decent damage mitigation, disruption, synergy and utility. This deck has answers for almost anything it comes in contact with. Absolutely crushes most, control, tempo and moderate speed decks.