Dimir Mill & Kill v.2 (25 May 2016)
Will be doing play tests at local shops soon. Previous deck held up well against 6 different decks of friends; two wins through damage and four wins through mill, the fastest damage being turn 5 and the fastest mill being turn 6.
I have three goals with this deck:
1) Strong, or at least an annoying, defense to take the least amount of damage as possible in order for the mill cards to really put a dent in the opponents library ramping up the heavy hitters or to mill out their library.
2) To focus on limiting the use of,and removing, as many land cards as possible as quickly as possible in order to prevent the opponent from using any high cost cards.
3) Have the ability to deal enough damage to quickly put the opponents life at 0.
The strategies to accomplish these goals are as follows;
1) For a strong defense I selected Fog Bank to prevent combat damage from creatures as well as Wall of Frost to help keep attacking creatures tapped as much as possible. The hope is to use Fog Bank (flyer) and Wall of Frost to negate and tap their high attack creatures. Jace's Phantasm (flyer), Wight of Precinct Six, Nighthowler, and Consuming Aberration have the potential to provide defense once the milling process has begun. Can also enchant Fog Bank or Wall of Frost with Nighthowler ramping up their defense, and Jace's Phantasm ramping up it's defense and attack.
2) Obviously milling is the purpose of 90% of the instant and sorcery but the majority of their focus is also using the milling "until X amount of land is revealed" in order to not only mill their library but to remove as much land as possible. Sorcery cards allow me to take advantage of Consuming Aberrations' ability of milling until a land card is revealed when a sorcery is played, allowing for the sorcery card's mill affect to resolve and then Consuming Aberration's trigger ability to resolve. Having Phenax, God of Deception out will also allow me to mill a lot of cards by tapping my creatures that have their toughness ramped up. I selected a lot or low cost sorcery cards for milling in order to, hopefully, be able to mill every turn. Dream Twist also how's a flashback mill effect, which getting to use a single card twice is always nice.
3) Having the ability to deal enough damage to put the opponents life to 0 comes from Nighthowler, Wight of Precinct Six and Consuming Aberrations' attack and defense being ramped up by the milling effect of the deck. Jace's Phantasm if the opponent doesnt have anything to block flyers. And using the defense team as previously mentioned to deal damage or to keep creatures tapped leaving the field open allowing the heavy hitters to do direct damage to the player. Duskmantle Guildmage's mana ability also allows me to take advantage of the low cost sorcery cards doing their intended mill affect as well as add a damaging effect to them. The combo of Duskmantle Guildmage and Jace Memory Adept can deal significant damage as well once both are in play.