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You Can't Have a Library Without Any Cards

Standard Budget Mill UR (Izzet)

DrNero


Sideboard


Maybeboard

Creature (1)

Planeswalker (1)

Sorcery (1)


This deck revolves around getting to turn 3 as soon as possible as the main mill pieces require 3 lands. Because this deck basically has no creatures, it relies on removal spells in order to control any early game aggro while we try to get out our main combo pieces.

The basic gist of this deck is to get Sphinx's Tutelage out as fast as possible, and then draw as many cards as possible.

  • Manic Scribe: Used as small early game milling, but since we will inevitable discard cards ourselves, Delirium triggers pretty often which is good for this card.
  • Sphinx's Tutelage: This is the card that the deck revolves around. The card draw ability is almost never used because there are faster or more mana efficient ways of drawing cards.
  • Startled Awake  : This card is really only fast enough to cast from hand and not from the graveyard. It is meant as a finisher piece to get the last 15 or so cards out of their library.
  • Fevered Visions: This card is one of our consistent forms of card draw, as we can trigger Sphinx's Tutelage on our turn and mill our opponent during their turn. It is also pretty good at dealing damage to planeswalkers as you can redirect the 2 damage to them instead of the player.
  • Tormenting Voice: This is a very efficient draw two cards as we will always have something to discard (land, Take Inventory, Fiery Temper)
  • Take Inventory: Although at first this card might not seem good, it gets much better once we have a few copies in our graveyard. During the early game, it is okay to discard this card through some of our discard outlets because it gets better for Sphinx's Tutelage in the late game.
  • Collective Defiance: The first ability of this card gets us a lot of triggers for Sphinx's Tutelage because we will always be drawing cards. The other abilities are good for removing creature threats as well as redirecting damage to planeswalkers.
  • Geier Reach Sanitarium: The draw card ability doesn't see much play unless you are desperate to draw cards or need a basic madness outlet.
  • Fiery Impulse: This is a cheap spell to remove small targets. We will almost always trigger Spell Mastery on this card later in the game through discarding and casting other spells.
  • Fiery Temper: Another good spell if it can be casted for its madness cost.
  • Avacyn's Judgment: This card is just a pretty good removal spell in order to deal with multiple threats at once.
  • Engulf the Shore: Since we basically have no creatures, this card is good against creature heavy decks so that we can stall long enough to fully mill them.
  • Magmatic Insight: This is also a good card draw card, but I was not convinced that it's better than Tormenting Voice from playtesting.
  • Lightning Axe: This is a good way to remove big threats as well as trigger some madness abilities.
  • Negate: Basic blue sideboard card to protect our spells.
  • Dispel: Basic blue sideboard card to protect our spells.

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Date added 8 years
Last updated 8 years
Exclude colors WBG
Legality

This deck is not Standard legal.

Rarity (main - side)

3 - 0 Mythic Rares

14 - 4 Rares

12 - 6 Uncommons

16 - 5 Commons

Cards 60
Avg. CMC 2.51
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