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Instant (3)


So just to clarify, I'm fairly new to magic, so please forgive any noobish mistakes I make, but of what I observed of various tournaments and games that I've watched is that a deck I never see anymore is mill. While I understand decks like jund and Selesnya hexproof are more practical and likely to succeed, I feel a good mill deck would be completely unexpected, and a nice change of pace to the current metagame. But one of the major problems I find is deck speed. The only real way this deck can work is if it hits faster than the opponent can set up their threats, whatever they may be, so mill cards with high drop but low mill drop are to be avoided all together.

First we have the big millers, the cards we really want to pull in this deck. Breaking and Tome Scour are both simple/cheap cards, yet drop huge chunks of the opponent's deck. Great early game. Jace, Memory Adept furthers the mill burn with his 0 ability, and Mind Grind another good late game card, though a bit riskier as you've really got to hope your opponent doesn't draw a bunch of lands. Dimir Charm may be used as a weak mill, but would be better used to counter sorceries like Detention Sphere or pick off early game threats.

Next we have a short list of creatures. Consuming Aberration is our best friend in this deck, as he becomes ridiculously powerful after a couple of Breaking and Tome Scour and continues to make our opponent mill further after dealing some heavy damage. Wight of Precinct Six is another creature who really benefits from the mills, but would better serve as defending fodder against aggro heavy decks like jund. Nightveil Specter Is a choice I'm not sure I support, but I sort of like having a 3 drop flier who can mill cards that you can use yourself, though the fact that they are exiled rather than sent to the graveyard is disappointing, but the goal of this deck isn't to be aggressive, but to make your opponent's library drop to zero.

Finally we have the counters and lands. Since this deck doesn't have much in defense, it becomes pretty reliant on counter spells to keep itself alive while we wait to empty our opponents' libraries. Essence Scatter is a perfect counter to jund creatures, but we also have Psychic Strike to counter anything else, and force our opponent to mill a bit. Watery Grave is sort of the only dual land availiable, and so I might take out 2 island and 2 swamp for 4 Dimir Guildgate

There are some other cards I'm considering for this deck. Lazav, Dimir Mastermind I feel could be a fun, . . . and fun is fun. Crypt Incursion could be useful if you're low on life.

I'm bad at sideboarding, so I'm not even going to bother. Any advice would be welcomed :D

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Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

20 - 0 Rares

8 - 0 Uncommons

12 - 0 Commons

Cards 60
Avg. CMC 3.21
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