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A Mind is a Wonderful Thing to Waste

Modern Competitive Control Mill Theme/Gimmick UB (Dimir)

ColtGuthrie


Sideboard


"It is not that you will go mad. It is that you will beg for madness."

Intro

One of the very first decks I built was a monoblue Control/Mill deck. I had a lot of fun with it because the idea of winning in a way so incredibly different than creature damage was fascinating to me. Years later, the deck that once was is no more and in its place is something that seeks to be as competitive as possible. You won't find the typical Mesmeric Orb or infinite turns combo here. I'm striving for something unique, something that speaks to me as a player, and something that's a hell of a lot of fun.

Breakdown

Early game, Serum Visions is indispensable. It replaces itself while digging two cards deep and filters away some junk. Later in the game, Visions of Beyond refuels us very efficiently.

Breaking, Glimpse the Unthinkable, Mind Funeral, and Archive Trap are our self-explanatory Mill spells. Working together, they make up our mainstay win conditions.

Snapcaster Mage is just good general utility. More Mill, more kill, more draw. Jace, Vryn's Prodigy   loots for us, and can very quickly start flashing back our value spells.

Surgical Extraction is a great precaution against Flashback/Reanimation/Tron/Eldrazi problems.

Damage control is usually assigned to Damnation, Liliana of the Veil, and Crypt Incursion . This is all in the fight to control the opponent's potential threats and stay alive while we prepare our hay-makers.

Ensnaring Bridge helps us stay alive. Mid game, it's easy to dump your hand pretty quickly since our curve is relatively low, and this turns the bridge on against most or all of the opponent's threats. Cryptic Command is a one-of Ace in the hole. It's got tremendous flexibility that can always come in handy.

Jace, Memory Adept is our bomb. If he sticks, we can protect him, and that means game-over for the opponent. However, he isn't 100% necessary to the strategy.

Tweaking Updates/Questions

I keep finding reasons to move to Esper Mill, such as Path to Exile as a value removal spell and trigger for Archive Trap and Rest in Peace for graveyard strategy hate. They are incredible cards in this respect, but I still feel iffy about splashing.

I'd really like your thoughts on the deck's sideboard. It's the first draft of it so far. Soon, I'll be regularly taking this to events and I'll begin refining it from this first work-up.

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Date added 10 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

8 - 0 Mythic Rares

36 - 5 Rares

4 - 8 Uncommons

4 - 2 Commons

Cards 60
Avg. CMC 2.82
Tokens Emblem Jace, Vryn's Prodigy
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