Lets get down to the nasty bits, the stuff you are here for and the stuff your opponents wont forget. Here is the list of every card that mills, sorted by cmc, and an explanation and some tips on using them:
- Altar of the Brood. Damn is this a good card. With Sahr and this Altar on the field, you will be milling your opponents quickly without worry of accusations of focusing someone. If you cast Smothering Abomination, you get 4 mill triggers on cast from Sahr, then an additional one from the Abomination himself entering. This card is only more useful if you cast Dread Summons, where you mill an additional X where X is the amount of zombies you get. Since this card is the most "do nothing = win the game" card ever, there isn't many tips I can offer you. Just that, if you play it on turn one, you will be focused the rest of the game; Regardless of the altar is destroyed by the next player in the turn cycle. Playing a turn one Altar of the Brood is worse than playing Sol Ring and Mana Vault on turn one. Remember that when it is in your opening hand.
- Altar of Dementia. This card can be really strong but not in the way most people would think. Sure you can sacrifice your entire field to make Nantuko Husk one big boi and sacrifice him to Altar of Dementia, but that isn't where most of this card's strength comes in. Most of the time you will be sacrificing thrulls to it to keep your count under 7 to keep Sahr alive. This sustained mill over time really makes a big dent and it shows late game.
- Dread Summons. This card is fantastic, both as a finisher and as a way to get some early game bodies on board. I mainly use this card as a 5 drop but if you can pump out some mana then save it and use it as a finisher. This is one of the cards you can cast and say, "I win."
- Mesmeric Orb. Now I'm going to be honest, this isn't the best card to make friends with. It is also one of the cards I have the fewest experience with. Even though you will be milling yourself with this card, you will be milling a lot less than everyone else due to all the mana doubling effects in the deck. Mesmeric Orb probably wont stay on the board for long due to it punishing everyone for playing the game. This is also a really good card against those annoying mono-artifact decks that use Unwinding Clock.
- Mindcrank. This card is a lot of fun. Not for the others at the table, but for you, the mill player. The main goal with this card, is to play it and watch everyone else do the work for you. In the likely chance that your opponents don't like that idea, it can be used to add insult to injury after they cant block your 38/38 Nantuko Husk. A really good combo with this card is a well timed Exsanguinate, they lose life and library!
- Bitter Ordeal. This card, although it has fantastic art by the wonderful Daarken, is extremely narrow and doesn't work how you think it does. You can't mill someone and then cast this card because a permanent has to be on the field. Meaning, you have to put some creatures in the gravy for this to be effective. Damnation can be a really good way to tick up those gravestorm triggers. Another good way to get gravestorm triggers is to make a ton of tokens and sacrifice them.
Now since this card doesn't just mill, you get a choice of what is removed from their deck. Target their reshuffle effects, combo pieces, and win cons. Make them hate to finish this game, make them hate you.
- Sands of Delirium, our second mill card with X in it. Although this one is more targeted, it is still very effective. My best experience with it is; cast what you want to, then spend any extra mana on this rock. The deck only runs 2 instants and they are both 1 drops, meaning that you can dump all of your mana but 1 and still have responses. I rarely use this card to try to one hit someone, because when you do, people realize that they are next and try to win before you get another turn.
- Undercity Informer is quite the powerhouse for an uncommon. With all of the thrulls and excess mana you will have, this guy can put in some real work. What is really nasty is, is when someone doesn't have many lands left in their deck. Either they have ramped themselves to their own demise or you gave them a proper spanking with Bitter Ordeal, 1 mana and 1 creature is all that is needed to deck them. Since this rarely happens, I usually use him to just get rid of a few land drops from my targets before he is killed.
- Extractor Demon. I had constantly looked over this card because I thought his ability only triggered when he died, boy was I wrong. This disgusting bulk rare from conflux will put so much work in, you wont believe it. Even if he dies, you can bring him back to finish the job for 3 mana!! You don't need anything else, just this crazy demon, some thrulls, and a sacrifice outlet.
- Geth, Lord of the Vault. This man is both a reanimator and a mill rock in one ability. The fact you can swoop up your opponents dead Sol Rings and mill them for 10 at the same time is insane! Geth is also our third mill spell with X in it, meaning this guy can hurt enough to be a finisher. Also, if you happen to mill a creature like Ulamog, the Infinite Gyre, you can fetch him out of your opponents graveyard before his shuffle trigger resolves. Geth would likely be the commander of this deck if Sahr didn't play the crucial role of breeding filthy arm monsters.