Sideboard


Cause your opponent to draw out of cards with mill spells obtained through transmute abilities. This is an extremely well built deck, though the more feedback given the better. The final version of this deck can be found here.

Ashiok, Dream Render: Allows constant milling, prevents opponets' from searching their libraries, and exiles their graveyards preventing so many complications.

Dimir Infiltrator: As a 1/3 it allows some blocking while with transmute allows you to find cards like Maddening Cacophony, Glimpse the Unthinkable, and Curious Homunculus  . Also with the rogue subtype, works well with Soaring Thought-Thief and Thieves' Guild Enforcer. As an unblockable, it is a clear target for the cipher ability of Paranoid Delusions.

Dismal Backwater and Jwar Isle Refuge: This deck is supossed to be cheaper so if you need to replace these lands with more expensive ones go ahead. Jwar Isle Refuge was a clear choice over Dimir Guildgate.

Drift of Phantasms: You may ask, "Where's Wall of Lost Thoughts?" Well I found that overall a 0/5 flyer with transmute was a way better choice, allowing you to find cards like Fraying Sanity or just blocking flyers.

Fraying Sanity: Allows milling 2x as fast, a clear choice.

Glimpse the Unthinkable: : target player mills 10. That was an easy choice, but an expensive one.

Jace's Phantasm: A 5/5 flyer for mana, this card is vastly superior to my first choice, Mindwrack Harpy. Though you need to mill 10 cards from an opponet, that takes no time in this deck.

Maddening Cacophony: Game ending spell, each opponet mills half their deck and with Fraying Sanity they draw out. The two other choices were Traumatize and Fleet Swallower. Traumatize, though 1 mana cheaper then Maddening Cacophony can cluster up in your hand while Maddening Cacophony can be casted for less to cause a player to mill 8. Additionally, Traumatize has a chance of leaving the player with one turn while Maddening Cacophony ends it right there. Fleet Swallower dosen't have haste and wasn't even on the board.

Merfolk Secretkeeper: Mill 4 and a 0/4 wall. Superior to my orignal choices of Tome Scour, Thought Scour, Shriekhorn, Memory Sluice, and Increasing Confusion.

Mind Funeral: A clear choice over Mind Grind and Mirko Vosk, Mind Drinker, allowing at least four cards to be milled, and more likely much more.

Nephalia Drownyard: I picked it over Duskmantle, House of Shadow but I am still having a hard time deciding wether to pick Ipnu Rivulet over it instead. I need some help with that.

Perplex: Some may question this choice, but the fact that it is a counterspell with transmute made me pick it. If you are wondering why I would pick it if it gives the opponet a chance to discard their hand instead of having their spell countered, it was because with Fraying Sanity they would have to mill the amount discarded.

Ruin Crab: The plan of this deck is to mill out your opponet not your self making it a clear choice over its orignal; Hedron Crab. Not only that, it is a 0/3 instead of a 0/2.

Crypt Incursion: An easy choice, over Profane Memento. Though more expensive for mana, it is worth alot in the late game allowing you to gain 3x as much life and all at once.

Curious Homunculus  : With all the sorceries cast, it's easy to get Voracious Reader great as a blocker and attacker with prowless. As Curious Homunculus   you can get quick spells cast and with a bunch out or transformed it's easy to cast Maddening Cacophony. To get Voracious Reader quicker, use a few mill spells on yourself. A cheaper choice over Baral, Chief of Compliance, who has one downfall: the fact he is legendary.

Paranoid Delusions: Useful when attached to unblockable creatures or flyers, allowing constant milling to happen.

Soaring Thought-Thief: Milling, flying, and a rogue; it fits well in the deck and works even better with Thieves' Guild Enforcer.

Thieves' Guild Enforcer: Allows all rogues (including itself) mill 2 upon entry. With a few cards in your opennets graveyards, you have a 2/3 with deathtouch for causing your opponents to think before they attack you.

Every card in the deck has a CMC <= . This is because it allows you to find cards with transmute and play them for a low cost. To finish your opponent or opponents off, use transmute cards to get you a Fraying Sanity for every opponent and work your way up to playing Maddening Cacophony with it's kicker cost. This will cause a draw out for each of them, leaving you as the winner. This can also be done quicker with cards like Curious Homunculus  .
Transmute certain cards (like Dimir Infiltrator or Perplex) to get cards you need. This costs ,, or .
Tron: If dealing with a player that uses tron (urza lands) simply add a few Surgical Extraction's to the deck.

Goyf's: When dealing with cards like Tarmogoyf add a few Sentinel Totem's, Nihil Spellbomb's, or use Ashiok, Dream Render who is already in the deck. The same applies when dealing with zombies or zombie-like cards.

This deck started with my love of dimir and when I saw an Ashiok pre-made deck, I quickly started to add dimir cards to it. This addventually led to me making a mill deck. I took cards from many other soures and feedback from others. Some of them that I can remember are listed here: Shatterer of Memories, 9-lives, Duskmantle Crankchief, Where There's a Mill, There's a Way, flying discards, deck:AggroMill, Memory Dust (any suggestions?), Bruvac's Millibuster, and a few more that I can't remember. Though I would still like feedback.
This deck is being built as a pro-level modern deck with combos everywhere like Curious Homunculus   with Merfolk Secretkeeper, or Glimpse the unthinkable targeting yourself. This combo puts sorceries and instants into your own graveyard, transforming Curious Homunculus  , making a powerful wall, and allowing you to cast Maddening Cacophony for less.

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94% Casual

Competitive

Date added 4 years
Last updated 4 years
Splash colors UB
Legality

This deck is Modern legal.

Rarity (main - side)

10 - 3 Rares

20 - 6 Uncommons

20 - 6 Commons

Cards 70
Avg. CMC 2.19
Tokens On an Adventure
Folders Mill
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