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Hello all just posting my current list of mill to keep track of it, main engine of the deck is scheming symmetry and archive trap to ruin op's search. Trapmaker's snare is extra copies of archive trap and can get your maindeck ravenous trap against graveyard decks. In Esper for mainly sideboard cards and path. Any tips from fellow mill players is appreciated if any of you want to help. I'll try to keep the deck updated as much as possible (mainly for my sake).

  • Scheming Symmetry: grabs any card at the cost of a -1 good with bridge and trap, however it nonbos with mes orb, also allows for 1 of's galore.
  • Trapmaker's Snare: good if your main way of winning relies off of archive trap (you have enough force searches to make it your best mill spell in the deck) and is good for grabbing ravenous trap.
  • Ravenous trap: speaking of which a main deck rav trap goes well with t. snare as it gives you a maindeckable out to breach decks and some tron decks that pack the titans.
  • Fraying Sanity: assuming there is no clock on the board, or you are safe behind a bridge probably the card that can win you more games, assuming it resolves, late game a single archive trap is all you need to win the game
  • Mes orb: honestly the reason why I have this card at 1 is because I have a p low opinion of it, 1) it gets hated on easily bc everyone is already grabbing answers for bridge, 2) It mills a decent amount but I'd rather have larger 1 shots and more flex slots, 3) literally nonbos with scheming, I ran more when there wasnt a scheming but I honestly think that card is way better than this with its utility and the ability to enable game winning turns (both win you games, but I prefer the flexibility/harder to "hate-ability" of scheming). It may not be optimal this way but thats my mentality on it.
  • Dead of winter: at just a low cost of making your mana base run 6 snow basics you get a toxic deluge w/o life cost.
  • Mission Briefing: Honestly with I could justify the space for 1 more super good for reusing resources, absolutely bonkers with Arch. trap.
  • Leyline of Sanctity: I cannot stress this enough this is truly the only reason your actually in esper, burn sucks! and it would be free for them if we didn't have this card, also it blows out all targeted discard decks, really thinking about going up to 3-4 kind of nuts what work this does in some mu's.
  • Breaking: would be used if I went up to 4 glimpse and wanted more effects like that
  • Push: mainly would go in if I wanted more removal
  • Plague engineer: would most likely replace d.o.w. imo just a better night of souls betrayal (not strictly ofc.)
  • Teferi, Time Raveler: Honestly this is my 2nd most 1 of I'd like to try in the main, this card is backbreaking against counters, can bounce problematic permanents and draw cards, then lets you play the game at instant speed, and thats what the deck typically wants to do most of the time but can't (also makes your targeted discard much better). Just seems like a very powerful prison piece against some decks that may not care about bridge as much.
  • Terminous: This is my most wanted card to try out in the main, a b.wipe for one mana that can be grabbed with s.symetry seems p good, gets through all the problematic keywords as well, also a good grab when bridge isnt good enough (full grip, small creatures, visions in hand, etc.), so what if it gains them 5 or so "life" its such a powerful effect that it doesn't matter

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Date added 5 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

33 - 9 Rares

16 - 2 Uncommons

1 - 4 Commons

Cards 60
Avg. CMC 1.95
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