A warm welcome to everyone who clicked on this deck which is yet another attempt to bring something unusual into standard.
Psychic Intrusion. This is the card the deck started out with. I always wanted it do something, but I have yet to see anyone except myself to use it at all. I mean, look at it, its effect is Thoughtseize, except a lot cooler. So why is everyone playing Thoughtseize instead of Psychic Intrusion, you might ask. The problem is the mana cost. Thoughtseize has a CMC of 1!!! You can play it on turn one and completely destroy a good hand and your opponent can't do anything about it. (Unless they play Swan Song for some obscure reason). Psychic Intrusion comes in on turn 5. At this point aggro decks have already dumped their entire hand and everyone else has atleast developed their board a little or some mana open for counterspells. But if they don't, the fun begins. You take their favorite card and next turn you put it into play and laugh at them. Bonus points if you take a Blood Baron of Vizkopa from Orzhov Midrange. It is worth mentioning that you can take creatures from their graveyard which is pretty significant with all the removal in this deck.
Soooo, after I had this one card I wanted to play, I had to figure out a place to put it in. Control was the obvious direction due to the high CMC and, let's face it, the mindfuck Psychic Intrusion offers. I thought about Esper, but then I found another card that was a similar surprise: Breaking / Entering. Another card that gave me access to the opponent's deck and adds haste? Hell yeah! And the second mode that is already in our colors and can be pretty darn good? Double hell yeah! Wait a moment, mill? I can do something with that...
And this is how I got to my third weirdo: Mirko Vosk, Mind Drinker. His problem was that no one likes mill decks and he doesn't provide the evasion other threats like Blood Baron of Vizkopa and AEtherling have. But he got the evasion and he sets the opponent on a pretty fast clock considering some other cards in this deck.
The other cards in the deck are not as unorthodox and therefore don't require an in-depth description:
Mainboard
Creatures
Mirko Vosk, Mind Drinker explained above. Mills and pokes a little.
Planeswalkers
2x Ashiok, Nightmare Weaver More mill. Wooooo! Comes out earlier than most threats in the deck and is yet another way to take the cool stuff my opponent would love to play.
2x Jace, Memory Adept More mill. And card draw. And even more mill.
2x Ral Zarek Can remove threats, serves as late-game pseudo ramp and disables the mana that the opponent saved up for his instants. Also, if you ever resolve his ultimate its pretty much game. Unless you suck at coin throwing as much as I do.
Sorceries and Instants
3x Breaking / Entering Explained above. Mills and takes their stuff. Everything I ever wanted.
3x
Dreadbore
Simple and effective. Unfortunately at sorcery speed.
2x Far / Away Special Ops removal. Helps with gods and stuff with protection.
2x Anger of the Gods Removal. Gets rid off the Aggro, Elspeth tokens, Mana-dorks etc. It is worth mentioning that it doesn't kill Mirko. Again, no instant.
3x Hero's Downfall Instant dreadbore. Pretty good vs almost everything.
3x Izzet Charm I just love the charm. It can be a situational negate, it kills of small guys who somehow came in after Anger of the Gods and can cycle away the ugly cards which almost feels like scrying.
1x Mizzium Mortars I don't have verdict, so this is the closest I can get to a wrath effect. Also snipes Barons.
2x
Pilfered Plans
Card advantage is something you want in any control deck. Again, we miss white for the number one card in this category, Sphinx's Revelation. Yet another sorcery speed card, but atleast it mills a little.
2x Turn and Burn Need some quality removal? Domri wants his buddies to fight Mirko again? You got your opponent to 2 life somehow? I think you would like this
2x Quicken You thought I was done with the surprises? SURPRISE! Quicken gives all the pesky slow cards the ability to hit during their turn instead of yours. Notable targets are
Pilfered Plans
for a junior revelation, Anger of the Gods for instant wrath and Psychic Intrusion to drop their threat even earlier and scouting that additional card.
Land
4x Blood Crypt We need the early B/R mana for all the removal.
2x Watery Grave We can't afford to play too many shocklands because we got no lifegain and they start to hurt after a while.
3x
Steam Vents
Same as Watery Grave
4x
Temple of Deceit
The scry is just too good to pass on and it is two colors to allow a more stable mana base.
4x
Temple of Malice
See
Temple of Deceit
3x Island
3x Swamp
2x Mountain
Sideboard, Maybeboard and general formatting will follow soon.I have not tested enough to add match-ups, will follow aswell.If you feel like helping me testing/improving this deck, I'd appreciate a comment, especially concerning the removal composition. Please keep in mind that I want to keep the mill aspect and the Psychic Intrusion because that is the whole point of the deck.