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Standard Infinite Mill

Standard* Mill

ZeldaThornley


Artifacts:

Altar of the Brood: an essential one drop, this is one of the four parts of the win con and possibly the most important. This runs your opponent out of good options and possibly can mill them out.

Briber's Purse: This is a double use card. While it's amazing to keep your opponent's creatures at bay by stopping them from attacking/blocking, it can also be transmuted into an ornithopter.

Springleaf Drum: The best way to keep Disciple transmuting without attacking, this gives you mana AND transmutes on the next start of your turn. Keep her untapped until right before your turn, then tap her. Mana is best used to use Briber's Purse.

Tormod's Crypt: One of the free-ti-facts that can be transmuted for the thopter, this is also useful for if an opponent is playing dredge (why? Why sultai why?) and you need to empty their options

Creatures:

Disciple of Deceit: A huge part of facilitating the deck, this allows you to transmute pretty much any card in the deck into anything you need. While it is sometimes a bit difficult to get it just right, it really helps a lot (Looking for more standard cards that do this)

Midnight Guard: Another part of the combo, the huge point of this guy is that he untaps when a creature enters. He NEEDS to be on the board and not summoning sick for the combo to work!

Ornithopter: arguably the most important piece of the combo, the free-ti-fact is what triggers altar. Grab and keep on field as best as possible!

Instants:

Devouring Light: You can use this as instructed, just drop on and take out a potential threat -or- transmute it into midnight guard. Either are dependent on the situation

Gods Willing: This allows for either keeping your ornithopters on the field -and- scry to make sure you get what you need -or- to transmute into either retraction helix or altar of the brood.

Retraction Helix: The final piece of the combo, this is the bit that fires things off to start the combo. Be sure to keep at least one in your hand and one to transmute or control the board state with.

Enchantments:

Ensoul Artifact: Two drops are the only thing you don't need to transmute, all you can make with them are other ensouls or other disciples. That being said, there is value in transmuting ensoul for another ensoul, much like a fetch land, it thins the deck out and allows for a better chance of draw.

Win Con:

Simpy put, play Altar of the Brood, Ornithopter and Midnight Guard and have them on the field for one turn to get rid of SS on the guard. Then throw down Retraction Helix onto the guard and pull ornithopter to your hand. Play for free, trigger mill, untap guard, tap guard, pull thopter, play thopter, trigger mill, untap guard, etc. etc., pass turn, on their draw, they lose.

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Date added 10 years
Last updated 10 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 0 Rares

32 - 0 Uncommons

8 - 0 Commons

Cards 60
Avg. CMC 1.27
Folders 9 Archived 60 Card
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