Mill Control Standard help
Deck Help forum
Posted on Jan. 7, 2014, 9:16 p.m. by Pixonova
Just made my first deck after playing casual games with our friends. Took this to FNM a few times and went 2-2 3 times. I seem to get mana screwed half the time. It's been a week since I've been there, and since then added Psychic Strike and Dissolves. I typically see other Mill and Esper Control at my local shops, but I'll occasionally come across a red/white aggro.
http://tappedout.net/mtg-decks/mill-control-please-help/
Like it says in the description, budget is a non-issue, but would rather not break the bank since I purchased all the cards necessary for B/U/W Esper Control.
My goal with this deck is to control the opponent long enough to mill them. Hopefully, with Ashiok/Nightveil, I can use their own cards against them. If I play against decks that bring out beefy creatures, I have some other creatures to knock their teeth out once I get a mill started.
Please give me any advice you can!
Sorry, new to the forums, and found out how to link the deck AFTER I posted that. Thanks for that.
Sounds like extremely solid advice. I was thinking of putting in +4 Temple of Deceit in place of the 4 Dimir Guildgate's, and still add the 3 watery graves. I definitely wanted some more Nightveil's and your post really helped seal the deal on that.
Just wondering what the reasoning would be for the -1 Tome Scour? Cheap 1 drop, opponent mills 5 cards. Or is because of the 4 breaking / entering in there already?
My reasoning for Voyage's end is if they have a creature out that get's plenty of enchantments/counters/whatever, I can bounce it back and hopefully dispel it when they want to play it again. But I guess Far / Away will do the same thing.
Servo_Token says... #2
Mill Control (please help)
A link for those of us that are lazy.
From what I can see, this deck is all over the place. I get that you want a little of everything, but you're going to see a lot more success when you find the things that are most essential to your strategy and add 4 of each of them.
For example, while Mirko Vosk, Mind Drinker is a pretty sweet card, hes not really the right choice for competitive play. He's a fairly small creature, so your opponent is going to have an easy time getting rid of him. In his spot, I would recommend adding in more copies of Nightveil Specter . This will give you a much cheaper means of doing the same amount of damage, should you want to go that route, as well as provide some incremental card advantage by drawing off your opponent's deck.
My other suggestions would be as follows:
-2 Soul Ransom -3 Voyage's End -1 Crypt Incursion (this is more of a sideboard card. Not really worth it if you're playing control) -1 Tome Scour +2 Omenspeaker +2 Wight of Precinct Six +3 Watery Grave (or more basic lands if that's your fancy. Possibly Temple of Deceit ) +1 Far / Away
I think that these changes will help out your consistency a lot, and make the deck run a whole lot smoother.
January 7, 2014 9:46 p.m.