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BMoor's Magic The
Gathering
Deck
Garage
Standard - Tourney Worthy Mill a Myth?
November 9, 2009
Hello, this is Mill deck is an on going project of mine
now for 2-3 weeks and honestly, I may throw in the towel. No
one at my local places respects mill-type decks in
tournaments because they are (relatively) easily countered
by creatures, control, and random luck. It's a 50/50 shot
for beating the devastating Cruel Ultimatum/Pyromancer
Ascension decks... Actually, it's a 50/50 shot at beating
mostly anything... Faster creature/spell decks kill me, I
think a main problem with this is it's slow at what it does,
and there's only one win condition, for a mill deck it's
obvious...
Right now I'm thinking of losing the Hedron Crab's simply
because when they come into play they get toasted (usually
lightening bolts). Which could be solved with some more
creatures for the opponent to choose from to kill, then
combined with a Bloodcheif Ascension will add a second win
condition
As for the speed problem... About all I can think of is
splashing green to speed it up, but 4 colors is pushing it
for me.
I was also thinking about getting in some Nemesis of Reason,
however that would slow the deck down (in my opinion) rather
than speed it up... The Archive Traps are a must for this
deck, as are Mind Funerals.
Going from memory this is what's in my deck:
Mana Curve is kinda funky
16x 1
6x 2
15x 3
2x 4
7x 5 (4 of which are the Archive Traps)
Spells:
4x Path to Exile
4x Ponder
4x Tome Scour
4x Twincast
2x Angelsong
4x Mind Funeral
4x Memory Erosion
2x Day of Judgment
3x Haunting Echoes
4x Archive Trap
Creatures:
4x Hedron Crab
4x Wall of Denial
Planeswalkers:
2x Jace Beleren
Lands:
4x Jwar Isle Refuge
4x Arcane Sanctum
4x Kabira Crossroads
2x Pirahna Marsh
4x Rupture Spire
4x Seriji Refuge
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
So, you need to speed up this deck, eh? Well, fear not,
because I think I know what you need to do to improve this
deck. You mentioned you have more or less a 50/50 chance of
beating pretty much every deck you go up against, and that
makes me think that this deck suffers from O.T.T.S.
syndrome.
One
Turn
Too
Slow
This occurs when a deck is frequently able to execute its
master plan, and frequently comes well within victory, only
to have the opponent win the race, and lose the game the
very turn before the deck would have won. The primary
symptom of O.T.T.S. syndrome is winning on the play, but
losing on the draw, implying that if the deck could win one
turn sooner, it would have won on the draw.
This diagnosis of mine is also motivated by the fact that
every land in your deck comes into play tapped. A few such
lands are acceptable, even favorable in non-aggro decks with
multiple colors, but in your deck? If every single land
comes into play tapped, you'll always be a turn behind in
mana development. Meaning that when you're on the play,
you're still no faster than any other deck is on the draw,
without the benefit of getting to draw. And when you're on
the draw, your opponent may as well be two turns ahead of
you!
I could even understand this if yours was a deck that
absolutely needed [WB] on turn two and [WUB] on turn three,
but most of your cards are cheap, and very few have strict
color requirements. The harshest such card in your deck is
Twincast, which was never intended to be played on turn two
anyway!
Worse still is your use of Kabira Crossroads and Pirahna
Marsh. With the eight Refuges in your deck, you have no need
for more one-shot life gain than that. And Piranha Marsh?
You're a mill deck. None of your creatures have more than
zero power, and your only win condition is attacking their
library, not their life total. The 'lose 1 life" effect here
is absolutely meaningless to you, and thus for your deck
Piranha Marsh is WORSE than basic Swamps.
Furthermore, Rupture Spire. This land actually costs you
mana on the turn you play it. Arcane Sanctum and the Refuges
should be more than enough to make sure you have your colors
in a timely fashion. Every other nonbasic land should be
replaced with a basic land, in roughly even proportion, to
allow you to actually be able to play some of your one-drops
on turn one.
Not that I really blame you for it, mind you. After all, of
all your one-drops, the only one that actually needs to be
played on turn one is Hedron Crab, for maximizing triggers
over the course of the game. Path to Exile doesn't want to
get played until your opponent drops a creature, and Tome
Scour and Ponder are both just as effective regardless of
what turn you play them on.
Which brings me to your other complaint: the preconceived
notion that mill isn't a viable strategy. I can neither
confirm nor deny the inherent viability, but I can explain
where the notion comes from.
Case in point: is Lava Axe a good card?
The answer is yes, if your opponent is at 5 or less life, or
will be over the course of the game. If your opponent's life
total never drops below 5 in a game where you drew a Lava
Axe but never cast it, then having cast the Lava Axe would
have done literally nothing but waste your mana. Casting the
Axe changes your opponent's life total, but it gives you no
inherent advantage on the board. In fact, on the board it's
a disadvantage since you spent mana and gained "nothing".
Lava Axe is only good when you've cast the fourth one and
taken your opponent from 20 to 0. But until you do cast the
fourth, the first three didn't stop your opponent from
enacting his own game plan. Spending that five mana on a
creature would have been a superior move, even if the
creature had less than five power, since an Axe can only hit
once, but a creature can attack every turn.
What does this have to do with milling? Well, look at Lava
Axe, and then look at Tome Scour....
In essence, a mill deck is a deck full of Lava Axes. Milling
your opponent for five doesn't accomplish anything, unless
it's the last five. And until you get down to those last
five, your opponent is free and clear to do whatever he
wants to you, including swing with all his creatures.
Really, mill decks want to be aggro decks, just attacking a
different "life total". They're full of Lava Axe-style
cards, and want to play as many of them as possible to bring
the opponent to zero as soon as possible.
But because their win condition isn't a creature, and thus
can't block, and isn't burn spells, and thus can't target
creatures to kill them, mill decks have to play like control
decks, using board sweepers and other controlling tactics to
hold opponents at bay until they can sneak in enough mill to
finish the job.
Really, the problem is described most eloquently in the
flavor text for Memory Erosion. The card doesn't actually do
anything to stop your opponent from playing spells. It just
inflicts a minor annoyance on him or her every time he or
she does.
So, you'll need to actually step up and do something on the
board. My personal favorite in this regard is Telemin
Performance. It's a card that mills, and it gives you a
creature, so it is affecting the board. Better yet, against
those Cruel Ultimatum/Pyromancer Ascension decks, it's
usually a one-hit K.O. since most of them run creatureless!
It's less useful against aggro decks and Jund, but you never
know-- you might get lucky and hit one of their Broodmates.
I also want to recommend that you up your Day of Judgment
count to four-- you'll need them. Any card that can take out
multiple creatures is your good friend, since it will keep
you ahead on card advantage until your opponent runs out of
steam, and out of cards in their library. Arrow Volley Trap
and Whiplash Trap are both good ways for you to keep your
opponent's offense down as much as possible.
You can take out the Angelsong to make room for the extra
Days of Judgment. As I explained above, making a concrete
impact on the board is always preferable to a one-turn
effect. You'd always rather destroy the creature
damaging you than just prevent the damage.
Good luck!
~BMoor
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