First Infinite Mill Combo:
T1: Play an Island and a Hedron Crab.
T2: Play a
Plains
and a Ruin Ghost
T3: Play another
Plains
(or Island) and play
Retreat to Coralhelm
.
T4: Activate Ruin Ghost, and target the
Plains
used to activate it. When the
Plains
returns into play, the opponent mills three because of Hedron Crab, and you can untap Ruin Ghost because of
Retreat to Coralhelm
. Repeat as many times as desired.
Second Infinite Mill Combo:
Helm of Obedience + Rest in Peace
. Pay 1 for the X cost of
Helm of Obedience
, and then because nothing hits the graveyard thanks to Rest in Peace, a creature never hits the grave and they mill their entire deck.
Because
Helm of Obedience
costs 4, and then you need 1 to activate, you will need a Tithe for this combo to go off on turn 4. Otherwise it's a turn 5 combo.
Other Cards Show
Tithe is used to find a land for the first combo, allow the second combo to happen T4, or to accelerate the general play of the entire deck.
Enlightened Tutor finds key enchantments (or artifact) for our combos.
Ghostly Prison and Propaganda slow down aggro creature decks, and can even shut them down entirely in some cases/
Privileged Position makes everything have hexproof, because having a part of our combo destroyed is no good.
Rysic Study gives us card advantage (or slows down the opponent).
As for the sideboard, currently every card is to shut down what the opponent is doing after the first game.
These are the win cons I'd like to build a deck around, with an enchantment control shell. That being said, I know that there are better ways of hiting this combo, and better cards that could be used, so suggestions are greatly appreciated!