I have an old tale for you my boy, of our allies, and "The Great Mill" of '64.
Basic idea is to mill the opponent with
Halimar Excavator
, possible to do by turn 4 and not all that difficult either. The following is a sample method to win by.
Thusly, you get a minimum of two
Halimar Excavator
's, 4 allies enter the battlefield, and you have 8 allies when all their abilities proc all at once. Essentailly milling them for 64. 2 Hali's, 4 allies enter, 8 allies controlled. 2x4x8=64. All out mill on turn 4.
Don't knock the power of
Doubling Chant
, it is your "yeah, I mill you for 300" card. If siding in
Oran-Rief Survivalist
, you can beat the crap out of your opponents with an ally that becomes really powerful with this card.
Weird Harvest
is a creature tutor when you need a specific creature or two out. With Harabaz Druid on the field it becomes quite easy to search and play 4 creatures, usually milling them out right then and there.
Archive Trap
ties in really nicely with
Weird Harvest
as if the opponent searched their library for a creature, I can then mill a large portion of their deck, forcing them into a hard decision on whether or not they want to give me a really good tutor.
Simic Charm
is fairly obvious. It grants my creatures hexproof to use against removal, or it can return a key creature when they hit me with a board wipe.
Remand and Muddle the Mixture really help with sustaining my creatures and keeping my opponent's board presence to a minimum. Muddle the Mixture also acts as a creature tutor, which pretty much tutors up anything useful in this deck.
Serum Visions is here primarily so I could play something on turn one, but the cantrip and scry become really useful in any situation as I can use it without any harm considering it's low mana cost.
Here are the sideboard explanations.
Naturalize and
Unravel the Aether
to use against those pesky artifacts and enchantment that could prevent my mill. The bonus to having them at 2 cmc is that I can tutor for them with Muddle the Mixture. Having both means I am more versatile against a variety of decks.
Unravel the Aether
is here because the gods are becoming a thing in certain archetypes.
Pact of Negation to use against heavy counter spell decks, for when Remand and Muddle the Mixture just aren't cutting it. Also is useful for getting that 4 turn combo out right away, without having to worry about any counter spells on my
Doubling Chant
.
Pithing Needle is really useful against practically any deck, as it there are always a few key cards that get hindered by a Pithing Needle. It has the added benefit of being tutorable with Muddle the Mixture.
Relic of Progenitus and Tormod's Crypt for the hate on graveyard interaction. With mill it becomes really useful as I destroy any chance of them coming back from a massive mill.
Spellskite, definitely a powerful card, mainly used against combo match-ups. Left at 2 for room with other things, as it can be tutored with Muddle the Mixture.
And finally, Witchbane Orb against discard, mirror-mill, storm, infinite combo and burn decks.