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Creature (2)

Planeswalker (3)

Sorcery (2)


Historic is a diverse format. How do I know? Mill is viable there!

Let's go over the pieces this deck uses to function:

  1. Crab Synergy: Ruin Crab requires lands to hit the board to work, so we're playing all the Historic-playable "fetchlands"--such as Fabled Passage and Evolving Wilds.

  2. Big Mill: Maddening Cacaphony and Tasha's Hideous Laughter both hit pretty hard, and a kicked Cacaphony plus Bruvac, the Grandiloquent is an auto-win! (If the opponent has an even number of cards in library)

  3. Control/Tempo: We are mono U after all! This package is rife with synergy, so the mill train never stops moving--even when we're leaning more into the "you-can't-have-stuff" side of the deck. These pieces are Test of Talents, Jwari Disruption, Anticognition, and Winds of Rebuke.

Speaking of Winds of Rebuke, that card has great synergy with creatures like Wall of Lost Thoughts, Merfolk Secretkeeper, and Manic Scribe. Don't be afraid to reset your own stuff for value!

This deck can play a bit like Lantern Control, in that if you hold up a fetch or Winds you can mill stuff scried, survielled, or tutored to the top of an opponent's library. Be ready for some salt!

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91% Casual

Competitive

Top Ranked
  • Achieved #50 position overall 3 years ago
Date added 3 years
Last updated 3 years
Legality

This deck is Historic legal.

Rarity (main - side)

3 - 0 Mythic Rares

12 - 2 Rares

21 - 5 Uncommons

14 - 0 Commons

Cards 60
Avg. CMC 1.92
Tokens Energy Reserve, On an Adventure
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