I think the combo is great and I have never had a problem with it. However I also run Gutshot to make you take somesort of damage
June 7, 2015 10:47 p.m.
Virlym - Sorry, I don't know why I missed addressing your suggestion. At this point I have considered main boarding my meta counters, and most likely will be. As for your suggestion concerning Leyline of the Void, thank you. I had completely overlooked this, I often miss little things like that. Grafdigger's Cage is a very nice alternative. Again you will be seeing these updates over the next few days, I'm very busy with work lol. Cheers!
June 8, 2015 12:23 a.m.
GeminiSpartanX says... #5
This list looks nice and tuned. One thing I'd change is your manabase. -2 Halimar Depths for +2 Shelldock Isle for additional reach/filtering. -1 Swamp, Island, and Oboro, Palace in the Clouds for 3 additional blue fetches of your choice to increase the amount of Hedron Crab triggers and to essentially guarantee color fixing every game.
For the SB, I'd remove the Far / Away for a pair of Echoing Truth, since truth can hit multiple creatures as well as Leyline of Sanctity, which completely shuts down this style of Mill deck. I would remove the 2 Nightveil Specters and the 4th Snapcaster from the SB and instead include a number of Jace's Phantasms if you want additional creatures to bring in against anyone. I'd also remove the Cryptics, since they have too high of a cmc for this deck that only runs 21 lands and wants to play mostly sorcery-speed mill spells to win. Replace those with Crypt Incursions as your burn/agro tech against faster decks. Against Merfolk I've gained 40+ life before while waiting to draw the last mill spell needed to mill them out. Gaining even 9-12 life against burn is also good, and it fits the strategy of your deck. I've been playing mill for a while, so feel free to ask if you have any further questions!
June 8, 2015 4:17 p.m.
GeminiSpartanX - These are great little tweaks. With the blue fetch-land, it doesn't matter what the secondary colour is, right? If I remember correctly, there is only 1 U/B fetch-land.
June 8, 2015 5:06 p.m.
noahtaylor - The reason this card doesn't work well is it's high CMC. By T4 I would hope to have milled them down to a point where casting Traumatize becomes redundant.
June 8, 2015 9:26 p.m.
GeminiSpartanX says... #8
Kazicon- Correct, there is only one (good) UB fetchland. Blue is the color of the majority of your 1-drops, so having blue on turn 1 is generally more important than having black on turn 1 which means having additional blue fetches is the correct choice. Also, I think moving Lily to the SB in order to MD an Ashiok or 2 is a better idea, since Ashiok reinforces your milling strategy more. You could side in Lily for the G/W hexproof/Bogles or Infect matchups where she would be better than a different 3-drop, but otherwise I think you'd want Ashiok in most game 1s.
June 8, 2015 9:55 p.m.
GeminiSpartanX - Ah, very nice. I decided on Scalding Tarn for if I ever wanted to splash for Breaking / Entering... though, I doubt I ever will.
You may have noticed I have taken out 1 Liliana of the Veil to add an extra Drowned Catacomb. Should I have done this? I want to decide that before I switch her out for Ashiok, Nightmare Weaver. So far in test-play Liliana of the Veil has only proven to be somewhat-useful, which is not good enough for me. So I definitely side with your suggestion.
Although I have considered how Ashiok will be turning off my Visions of Beyond or even my Surgical Extraction in some cases. What do you think about this small conflict? I honestly do not know if it's going to be a big problem until I test play.
June 8, 2015 10:06 p.m.
You don't really need to worry about Ashiok, Nightmare Weaver turning off your Visions of Beyond. She's more of a utility planeswalker. You will be using her +2 to help your milling, but also to fuel her -X to help you out on the board to delay you from getting aggro'd out (or give you an agro option). You won't need to use her -10 unless your opponent has some insane card advantage or can combo out on u next turn.
June 8, 2015 11:23 p.m.
Virlym - Thanks for the input, and also the lesson in how to best play her. I'll be making the switch now! :)
June 8, 2015 11:33 p.m.
GeminiSpartanX says... #12
I did notice the addition of a 22nd land. Once you start testing you'll be able to decide if you'd rather have the 22nd land or the 2nd MD planeswalker. I personally don't use any PWs in my mill build, so my curve is lower and therefore I only run 21 lands. It's really up to your preference though. I think the extra land may help you cast your 3 drops on time, so I'm not against that change. Keep us posted on how you do!
June 9, 2015 7:17 a.m.
ToolmasterOfBrainerd says... #13
I'd replace Go for the Throat with Dismember. It may cost life, but stopping the turn 2 infect creature when on the draw is not irrelevant. Paying life also allows you to leave more mana for your mill spells.
Otherwise looks good. +1 from me and good luck at tournaments. Post results!
June 10, 2015 1:20 a.m.
Figag - Nice suggestion. I'll see if I can't fit in later.
pacundo - mana dumps don't work well in burn-style decks. I'd rather save the mana for bigger mills, and I'd rather have fetchlands or shocklands over colourless mana.
June 10, 2015 3:42 a.m.
nushberrie says... #17
Twincast is a must have, combos with Archive Trap and Glimpse the Unthinkable for massive milling power and Visions of Beyond to refill your hand. Nemesis of Reason and Consuming Aberration are awesome but people tend to remove them asap, which Is where Surgical Extraction and Extricate come in handy to make sure all the removal I the deck is gone.Check out my mill deck putting the fun in mind funeral .
June 10, 2015 8:55 a.m.
Back in Zendikar Standard, Tome Scour and Twincast were good in ally mill, but they don't really fit in now.
Tome Scour is good for the cost and what it does (half of Glimpse the Unthinkable and mono-blue), but there are too many other things to worry about in modern for it to fit properly. If you want a one-mana mill spell, then you're better off running something like Thought Scour as it will mill them a little and replace itself.
Twincast is too situational. 90% of the time you will be using it on your own cards, 5% on your opponent's counter magic, and 5% on their burn/removal. This means that it will usually be an extra mill card only if you have one in hand. That's the key point. You need to slow yourself down in order to use it with your own card. Plus, if you are playing against some kind of control, they can get rid of your other spells, leaving you with just Twincast. At that point it's basically a dead card.
Nemesis of Reason and Consuming Aberration aren't bad cards, they are just too slow for this type of deck in modern. You don't want to be sitting on costly cards. The most costly cards are generally 2 5-drops: Archive Trap (which is basically 0 mana 98% of the time) and Haunting Echoes (which is rare and would just be a one-of for those just-in-case matches). You typically want to be 3 mana or less so that you can win fast before your opponent has a chance to establish a board and just beat you down.
That also brings me to the reason why you run Shelldock Isle. I see a lot of people complain about it because it just "let's you play mill spell you would have played already". What people don't realize is that it's card advantage. You play a land and you can store a mill spell for later, it basically like drawing a card that you won't have to discard. Or if it hits a Visions of Beyond, you are basically guaranteed to draw 3 as their graveyard will be big enough.
Anyways, sorry for the wall of text, but I figured I'd just help people understand some of the small things.
June 10, 2015 9:13 a.m. Edited.
nushberrie says... #19
Of course you're using Twincast on your own cards, that's the point, because it speeds you up insanely. Sure it may get shut down sometimes but that's only against control.any mill card in this deck can benefit from it. I run three of it I my deck and I almost never have it my hand for long.even if I drop it on Surgical Extraction I'm happy.mill out a few cards then Get rid of the non-basic lands with Surgical Extraction and then Twincast+ Mind Funeral and its usually a wrap. Especially if archive trap drops at any time in between. Not the beat all route with mill but its been working wonders for me so I think its a solid option.
June 10, 2015 3 p.m.
In modern you want to be fast. In order to utilize Twincast you need an extra 2 blue mana for a given spell. Sure it's helpful and strong when paired with something like Mind Funeral (as that's just value city), but it slows you down at the end of the day. You want to be hitting your mill spells asap. Meaning, if you have Twincast and Mind Funeral in hand, but only 4 mana, then you're gonna just want to play that Mind Funeral and not wait for another mana to play both. You also don't want to get to the top-decking portion of play and top-deck a Twincast. It's worse than drawing a land at that point because at least you can use the land to hard-cast an Archive Trap if needed.
I'm not saying Twincast is bad. Because it isn't at all. It just doesn't fit the meta and deck how you optimally want it to. It's too reliant on other cards and situations. If you hold out to utilize it properly, then you slow yourself down. Honestly, the best card it can copy in this deck is Visions of Beyond in the mid game to draw 6 off 2 cards and 3 mana. Again, situational. You want your deck to play around you, not you having to play around your deck.
I tend to play more proactively when playing mill though. So I want as many cards in their graveyard as soon as possible so I can use one of my 7/8 Surgical Extractions/Extirpates on key cards to stop them from overwhelming me rather than dealing with things after they get played.
June 10, 2015 3:19 p.m.
nushberrie says... #21
Yeah I saw your point when you mentioned topdecking it lol, that does suck a lot.
June 10, 2015 4:55 p.m.
ghoulofmetal says... #22
You might be able to switch out Crypt Incursion in your sideboard for a Tormod's Crypt, you wont gain life, but it is more mana eficient, and you wont lack mana when that fatefull eldrazi hits the grave.
June 10, 2015 5:02 p.m.
CrovaxTheCursed says... #23
The Legendary Eldrazi don't hit the grave, they get shuffled in the library instead. But you do have a valid point; Tormod's Crypt would be more mana efficient. However, I think Crypt Incursion is more useful against Abzan or Zoo, because life total is a big issue. Definitely worth paying the three mana for, but there would be some instances where Tormod's would be more useful as well, like Living End or Griselcannon or something like that.
June 11, 2015 11:05 a.m.
GeminiSpartanX says... #24
CrovaxTheCursed- The legendary eldrazi DO hit the grave, that's what triggers the reshuffle. You can respond to the reshuffle trigger by exiling the GY or using a Surgical Extraction at least in order to only let the reshuffle happen once.
June 11, 2015 11:08 a.m.
Mermaidsheep says... #25
I think that Mesmeric Orb is a must. u will win the mill war anyway. And i would loose the counters total for more mill cards. I geus thats also why u dont have Fog Bank. That card is on the edge of dropping out in my deck.
Kazicon says... #1
FAMOUSWATERMELON - Should I switch out Memory Erosion + Jace, Memory Adept for the board control you suggested? Or should I replace them with mill?
Necrotesque - I love everything about this suggestion. Minus taking out Fog Bank, it's saved my butt several times, though maybe I've just been up against poor decks. I'll keep it in mind as my deck goes on to challenge more ...challenging players.
Ty-Indigo - I ran this combo at the very start of making this deck. It sort of slowed up the hard milling, or the hard milling would slow the combo. I'm planning on making an infinite combo deck using Mindcrank + Duskmantle Guildmage + Bloodchief Ascension.
Serendipitous_Hummingbird - Thanks for this input. If you read above, you'll see I may be up against some pretty bad decks, which is why side-boarding these cards has worked for me so far. But, this is meant to be a competitive deck, and it needs to be able to counter those nasty metas, so I will do some switching around for the control cards.
jimmijam - That's a pretty nice deck, same general idea as mine, but definitely needs more board control and meta counters.
inari82 - If you read the responses above in this post, you'll see I have addressed some of the suggestions you've made (and I will be following-suit on most of them). As for Liliana of the Veil, it seems like a nice alternative to Jace, Memory Adept due to that nice low-CMC. I'll see if I can't fit it in.
roque + Ancient_Sentinel - I have run Mesmeric Orb in this deck previously, and did not like the self-mill a whole lot. Though, I may consider the recommended interaction with Psychic Spiral that inari82 made. Trapmaker's Snare looks like a nice addition. It may not make it in if I cannot find room for it, though.
Thanks everybody! I have a lot to consider now, so the next update will be coming in a couple of days, and I'll throw it back on to the feature queue. Cheers!
June 7, 2015 10:25 p.m.