[SINGLE
CARD STRATEGY] Some words about Millstone.
Dear Pojo
reader.
Salute to
Jeff Franzmann for his unique Single Card Strategies (originally located at:
http://mox.perl.com/deckmaster/scs/index.html, but disappeared in the
meanwhile) and numerous strategic evaluations of often underrated cards. His
articles had made me look differently at a lot of cards in the past. Even if
some of the evaluations are outdated now (after release of more than 10
expansion sets), at least the writing style is worth to read some descriptions
again.
Nevertheless,
during excessive play with an U/W control deck I recognized some strategic
impacts by using Millstones which I like to share now with the community. My
personal way of card rating uses victory points. There is one or maybe more
than one point for every strategic impact of the card to a specific play
situation, independent of the opponents type of deck and playing style. Finally
I summarize the victory points to get an impression about the tactical strength
of a card.
On to the
Millstone:
Putting two
cards from the top of a players library on the top of his graveyard is not a
big deal by itself. No damage, no land destruction, no creature removal, no
artifact removal and no neutralization of opponents threats. Nothing of them
directly but all of them at the same time in a subversive way.
There are
up to now a lot of recursion decks out who’s players may thank you for filling
their graveyard. What if you are planning to play such a deck by yourself? You
need a creature, enchantment or what ever card in your graveyard - go mill your
own deck. Consider the use of the Millstone because of the additional strategic
effects you gain from it. Half of a victory point for supporting the own deck’s
strategy.
The
Millstone is a potent weapon against the common four Tutors (first in Mirage,
later in sixth Edition) as you may mill away whatever the opponent had put on
top of his deck. Or otherwise, the opponent will not use any Tutor as long as
an active Millstone is in play. That gives one victory point for fighting
against decks which relay on specific cards.
Agonizing
Memories, Painful Memories, Memory Lapse, Time Ebb, Fallow Earth, Plow Under,
Elven Warhounds and the new Temporal Spring all are very nice by themselves but
combine especially well with the Millstone in removing opponents threats. Some
of the cards (maybe except the Warhounds :) are worth building a special deck
around them. One more victory point for targeted removal of an opponents
threat.
If used in
a ‘bleeding’ deck, like the mentioned U/W Humility/Forbid/Millstone deck, this
nice little artifact shows its best side: depleting approximately 2/3 of the
opponents spells leaving him with a rest of only 1/3 for use. This should not
be underrated, it is a serious attack that will give the opponent headaches. In
its simple power the Millstone makes the assembly of any combo much harder. The
opponent does not have his combo cards in 4 copies each available, no there may
be only 1 or 2 (depending on luck and the initial draw) of each left after
milling through the whole deck! In most cases when I was playing my U/W deck
the opponents cries out loudly: ‘Hey, you’re lucky, you countered the first
Disenchant and now you mill away all my others’. Then I have to answer: ‘No,
I’m not lucky, dear opponent, you have to play with only 1/3 of your deck.
Therefore you have to use your single Disenchant to destroy both my Humility
and my Millstone! Tell me how you will do that.’
Why 1/3?
The opponent draws one card each turn and you mill away two more. That is the
reason I do not agree with Jeff’s original recommendation to use Millstone
together with Howling Mine. Four cards per turn sounds like a good bleeding
progress, but the denial is only 50 per cent (two drawn, two milled away). On
the other hand you may increase the rate slightly by using Fatigue (maybe the
combination with Howling Mine is the only serious use for that card).
Let us
reconsider: If the Millstone is already in action you need to disrupt or denial
only 1/3 of the remaining threats. That gives you the freedom to reduce the
number of counters (for example) for keeping ‘total’ control and opens the
possibility to use Forbid with maximum power. If you can add a couple of spells
that deal with all those permanents which are already on the board (let’s say:
Wrath of God, Scattering Pulse, Allay) you should win. Simple, isn’t it? And
God help your opponent if you are able to have two active Millstones in play!
Three victory points for that strategic impact is appropriate.
What other
card can neutralize that amount of spells?
That makes
all together: 5,5 strategic victory points for the Millstone.
What are
the downsides?
The bad
pairing downside: Your opponent is playing Counter-Oath or another Deck using
Gaeas Blessings. To escape from the never ending Millstone-story you need at
least one Jesters Cap resolving to remove all the Blessings. In a creature
based deck, the Rootwater Thief may be the proper replacement. Especially the
Cap does not have a very high probability to become active, only a small
chance. Nevertheless, maybe the Millstone deck is the only one that can include
a Jesters Cap maindeck for good reason.
The
technical downside: If you include four Cursed Scrolls in your deck, have one
in the starting hand and draw the other three during your next three turns,
chances are good that you survive the duel. If the same happens with
Millstones, you will most probably loose. To bring it to the point, the
Millstone is no offensive threat, it is neither a lifesaver nor a board
controlling card by itself.
Finally
some words about the often claimed preference of Grindstone over Millstone.
Personally I would include three Millstones and one Grindstone maindeck and
have one of each in the Sideboard. Especially when playing a control deck, mana
is limited and the higher activation cost of the Grindstone may be more of a
disadvantage then the possibility of milling additional cards away (don’t
forget the need to have mana available for counterspells to responses of the
opponent to your Grindstone activation). Only if the opponent plays a mono
colour deck, preferably mono Blue, I would sideboard in the second Grindstone
and search for it with an Enlightened Tutor. To have both ‘Stones’ in your deck
provides something like a Lifeline against opponents Splinter, which you may
miss to counter. Yes, believe me, splinter will resolve only once - next time
you will play more carefully.
My deck
example for a proper use of Millstone (Type 1.75):
3x
Millstone
1x
Grindstone
1x Jesters
Cap
4x Humility
4x Caltrops
4x Wrath of
God
3x
Enlightened Tutor
2x
Disenchant
4x
Counterspell
3x Annul
3x Force of
Will (or maybe Foil)
3x Forbidd
1x Trade
Routes
4x
Quicksand
4x
Wasteland
4x Tundra
7x Island
5x Plains
Thanks for
your attention
Johann
Fritz