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.