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BMoor's Magic
The
Gathering
Deck Garage
Well, I've
always been a sucker for "appreciated greatly",
so let's get to work!
The first
thing that sticks out at me
is
the fact that your mill deck is blue, red, and
green. I'm pretty sure that's the first time
I've seen that. In fact, that novelty combined
with your mention of "consistency problems with
the mana" really make me question if it's worth
running three colors in this deck. Let's have a
look at what each color is bringing to the table
here. Why does a mill deck want to be these
three colors?
Well, blue
gives it Jace Beleren, Dreamborn Muse, Broken
Ambitions, Traumatize, and Frced Fruition. That
much milling power is probably enough to do the
job right there. Blue is a no-brainer keeper
here.
Red is a more
interesting quirk, giving us the "discard and
redraw" flavored mill of Barbed Shocker and
Wheel of Fate. This kind of mill can be tricky,
but with Jace and Howling Mine keeping your
opponents' hands full, it should likely pay
off. As always, be careful when giving your
opponents free cards.
Green,
however, provides only Rites of Flourishing.
Rites of Flourishing is a neat card, but for a
dedicated mill deck, it's a bad idea--
especially given that your red mill wants your
opponent to maintain a large hand size. Now,
yes, the Rites do cause your opponent to draw an
extra card. However, the "extra land" ability
essentially counteracts that for hand-counting
purposes, as well as gives your opponent access
to more mana, so they can play more of these
cards you're letting them draw. Letting them
draw cards is one thing, but giving them more
mana to play said cards is just suicide.
With that,
Green's contribution dwindles to Wall of Roots
and Krosan Grip. Both blue and red have decent
high-toughness dudes, and blue can bounce
"target permanent", so Green just became
unnecessary.
Pull out all
the green cards, and suddenly we have room in
the maindeck for some other neat cards. For
example, in place of Wall of Roots, you could
try AEther Membrane, which also gives you some
defense against flyers. Or AEthersnipe, which
both bounces a card and helps clog up the ground
as a 4/4. Or Scalpelexis, the iconic
nonlegendary mill creature of Tenth Edition.
Your inkling
that Pyroclasm could be moved to the maindeck is
absolutely right. None of your creatures die to
it, so why not be able to randomly
wipe out half your opponent's board? Well,
there'll always be matchups where your opponent
has nothing in 'Clasm range, that's why. And
that's why I'd almost rather see you maindeck
Incendiary Command. It's "Wheel of Fate" option
further compliments your milling, and it can
always hit your opponent's face for 4, so it's
never a dead card. I guess you have to use your
own judgment on that one.
Finally, I
have to wonder why you couldn't find room for
the classic milling card, Millstone. This card
is the reason we call it milling! And it's in
10th! Why not?
Finally, your
dropping of a color gives you some more leeway
with your mana base. I don't think you need
Shimmering Grotto anymore, as "1, T" is a bit
much to pay for a mana when you're likely not
using it to get a color of mana you don't have.
Once you're down to two colors, the Grotto
doesn't seem to shimmer so brightly. In its
place, try a few Shelldock Isle. Its condition
will surely be met fairly soon, and then you've
got a free card. Plus it gets you the best of
your top four. I'm also thinking Gemstone Mine
could come out, perhaps for more basics or a few
Kher Keep. Kher Keep makes a great defense
card, nullifying an attacker a turn for 2R or
amassing 0/1 chumps. You don't really have any
use for 0/1 tokens once they come out, but they
might be handy to clog up the ground if you
aren't tapping out every turn.
Finally, to
replace Krosan Grip in your sideboard, I suggest
more countermagic. Logic Knot would be superb
if you expect to be getting in a Wheel of Fate
or two yourself, and I think this might actually
be the deck for Spellshift. Can Spellshift
backfire? Undeniably. But think about it--
you're stopping the first spell, and getting a
second spell out of their deck, which reduces
their library size by one. And from the looks
of the deck as I received it, you're not too
worried about your opponent getting to use his
cards as they fly into the graveyard.
Spellshift may be a little risky, but so is
letting your opponent get a brand-new hand at
the cost of dumping his old one. I say go for
it-- it might at least be worth a few laughs.
And thus the
URG mill deck has become a streamlined Izzet
mill deck. I'm almost sorry there's no reason
to add Jhoira of the Ghitu. Maybe next time...
~BMoor
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