Mind Grind in standard Mill decks
Standard forum
Posted on Feb. 2, 2013, 10:40 a.m. by Apoptosis
I read someone post that you wouldn't want to run 4x Mind Grind because you don't need it early.
Do people agree with that statement?
I would imagine even using for 1x could be useful, especially if they only have 2x land in their opening hand. You're guaranteed to end the mill with a land going to the graveyard, and unless their next card is a land you've just put yourself in a better position to mana screw them as you get the mill going. Also milling early as possible gets things like card:Jace's Phantasm the fodder it needs. Thoughts on when to use/how many Mind Grind ?
The Doctor says... #3
After using my deck, With Knowledge, comes Power last night, I've found out that Mind Grind SHOULD NOT be used as a playset; Nightveil Specter is neigh on useless, and card:Jace's Phantasm should still be your best friend.
Also, fuck Thragtusk ; still.
February 2, 2013 11:34 a.m.
There are different types of mill decks that you have to consider. I ran a mill deck a little that relied on Fog Bank , Hover Barrier and Doorkeeper and then finished with Jace, Memory Adept and Mind Sculpt . In that case I found that I would never play my mill cards early I would set up my defense and then mill. However there are more aggressive mill decks that exist that may want to mill first to pump up card:Jace's Phantasm for a super quick 5/5. Generally speaking though, you want to set up your board position, then mill
February 2, 2013 11:35 a.m.
MindAblaze says... #5
Generally a mill deck is a control deck, you set up your position and then pursue your win condition. That being said, I've played with Mind Funeral in the past and you never want more than one in your hand at any given time so 3 is probably the maximum number you'd want to play.
@Shabobi Nightveil Specter could be really good with Chromatic Lantern though, and is always nice for picking their lands off.
In a similar line of thought...since Mill is control, wouldn't it make sense to drop an Undead Alchemist and then throw some mill cards at them, once you have a bunch of zombies you can really go to town.
February 2, 2013 11:54 a.m.
The Doctor says... #6
I had it in my deck for Chromatic Lantern , but simply the slim chances of getting both out made the combo unimportant; and a waste of space.
February 2, 2013 noon
MindAblaze says... #7
yeah. I don't run Chromatic Lantern in a sixty card format, Im against 3-mana mana rocks.
February 2, 2013 12:04 p.m.
Sweet-Nightmare says... #8
Nightveil is actually lots of fun at the very least; I like it more than nighthawk. Especially if you set then up with dimir charm or just get lucky. Someone was playing a Biovisionary combo deck and I got rid of his Infinite Reflection , which I promptly cast on Nightveil Specter to make more specters! So much fun.
February 2, 2013 5:23 p.m.
10vernothin says... #9
mind grind is a 2 of, specter can be a three of if you're not splashing. You have no idea how much hoops an opponent jumps just to try and NOT get hit by it. They'll stop attacking, waste mana to make lingering souls or remove it or whatever that they can't do much on turn 4 to kill you. And they're justified, if it connects, they'll either be off by a land, off by a valuable spell (say one of their only Terminus ), or get into mill-kill range. They're a bit like vampire nighthawk in that sense. Of course, nighthawk is better at recuperating the costs since it has deathtouch...
February 2, 2013 6:18 p.m.
UmbrotheUmbreon says... #10
@jminute14: It's not just a mana rock, it mana fixes ALL your lands too. Chromatic Lantern can either give you the extra mana you need to win or set your lands up in a way that allows you to play whatever, whenever so long as you have the right amount.
Apoptosis says... #2
using for 1x = adding one mana to the X in the casting cost (i.e. only mill until you hit the first land)
February 2, 2013 10:41 a.m.