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Aggro Mill - BC Regional Winner

Modern Control Mill WUB (Esper)

nightswhisper


Sideboard


Maybeboard


This deck is a hard control mill deck.

This took weeks and weeks of tuning and won the regional, being the first mill deck to do so.

Land Composition

  1. Your primary colors are black and blue, being instrumental in your offensive and mill spells.

  2. All dual lands, except Godless Shrine, are island-based; This allows your fetchlands to maximize what you can get out of your library. Fetch-lands double Hedron Crabs' effectiveness.

  3. White color splash is used for deterrence spells )Path to Exile and disenchants like Disenchant and Leave No Trace.

  4. Shelldock Isle is your friend. Remember - You can even cast Entering if you place it with some luck. This can be cast as an instant so you can actually pull an Emrakul or a heavy hitter with Entering. It also serves as an ace up your sleeve in the event that your opponent forgets about the hideaway ability. Pulling out an Archive trap for UU late game mean the difference!

  5. The basic lands are important countermeasures against enemy Paths to your Crabs, as well as other abilities that target non-basic lands (Blood Moon etc). Make sure you keep a few handy!

  6. Oboro is used in synergy with your crabs when you aren't drawing lands.

Creatures

  1. Hedron Crabs are self-explanatory; They are the bread and butter of this particular deck. You should be able to mill 6 cards per crab if you play fetchlands correctly. Don't fret about paying the life on shocklands. If you're lucky, you should win the game before turn 8.

The Crabs can be used in several ways;

Should you use Deprive, they will also work well in casual play.

  1. Snapcaster Mage effectively extends all cards' usage. This is self-explanatory. Note: You cannot snap Archive Trap's alternative cost. All other cards are fair game.

Sorcery / Enchantments // Artifacts

This section is self explanatory; They are usually straight forward spells that mill. However, some spells of note;

  1. Surgical Extraction is instrumental in early game (until turn 4) when you can play it for free. It can be used to remove cards like Emrakul, the Aeons Torn and Kozilek, Butcher of Truth. However, these are not optimal removals as the shuffle is still on the stack.

  2. Remands buy you time. But always keep 1 Mana Leak for a hard counter just in case.

  3. Archive Traps are high-level players' worst nightmare. Most of them run fetchlands, which will trigger the trap. Furthermore, you can always synergize with Ghost Quarter as well as Path to Exile. These will force the enemy to make sacrifices either way; Either they take the land / creature loss without fetching another land, or they get trapped.

  4. This deck has enough trouble with aggro and infect decks that it warrants a Spellskite in the main.

Sideboards

  1. Ratchet Bomb wrecks token decks and can be used to counter unforeseen decks and strategies.

  2. Spell Pierces are reserved for counter duels and discards.

  3. Ravenous Trap are great for graveyard hate; It will break cascade, populate, and Eldrazi shuffles. I advise against using Tormod's Crypt or other alternatives such as Rest in Peace, Leyline of the Void etc, as an openly visible card loses the element of surprise.

  4. Duress against aggro red / burn, infect, and anything else coming at you hard and fast. Only one Thoughtseize is enough as the life loss can work against you.

  5. Leave No Trace and Disenchant are used against odd decks that stack enchantments.

  6. Hurkyl's Recall is Affinity's worst enemy.

And there you have it! Hope you have fun!

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Date added 8 years
Last updated 3 years
Exclude colors G
Splash colors R
Legality

This deck is Modern legal.

Rarity (main - side)

7 - 0 Mythic Rares

33 - 10 Rares

15 - 1 Uncommons

1 - 4 Commons

Cards 60
Avg. CMC 2.70
Tokens Clue
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