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BMoor's Magic The Gathering Deck Garage
URG Mill Deck
November 13, 2007

I sent you a deck before, and it worked great.  I don't know whether you're willing to do another of mine so quickly, but I figure it couldn't hurt.  This deck is designed to mill an opponent to death, and features a lot of turbo, but no fog.
 
4x Shivan Reef
4x Island
4x Mountain
3x Forest
3x Gemstone Mine
3x Shimmering Grotto
2x Terramorphic Expanse
 
3x Barbed Shocker
4x Wall of Roots
3x Dreamborn Muse
 
3x Jace Beleren
 
4x Howling Mine
4x Broken Ambitions
4x Rites of Flourishing
3x Wheel of Fate
3x Traumatize
2x Forced Fruition
4x Coalition Relic
 
SB:
4x Tormod's Crypt
4x Pyroclasm
4x Krosan Grip
3x Incendiary Command
 
Mana base could use some work; I included Coalition Relic to help, but it'd probably be unnecessary if the mana base was better.  For mill, Dreamborn Muse does great, and has won several games in playtesting.  Barbed Shocker is surprisingly good, as well.  Forced Fruition can almost end a game.  Pyroclasm could probably be MD, as the only real defense I have against aggro.  The main problems I have are with solid control (especially after they figure out what I'm up to), and lightning fast aggro, plus some consistency problems with the mana.  Any help you're willing to give is appreciated greatly.
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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