I hate token and weenie decks

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As the title states, I want to build a deck that is casual but deals with swarms of enemies. I would be playing this deck in a free for with 5 or 6 opponents. The decks I generally see contain some form of mass production. Essence of the Wild builds are commen. Cathars' Crusade inside a soldier or weenie deck is common as well. Oh yeh Luminarch Ascension is pretty common as well. Rite of Replication with Precursor Golem is another strong comboe that I see often. So I want a deck that deals with multiple of creatures. I ran across Leyline of Singularity and I thought that this card is exactly what I am looking for. Something that covers most every situation except the random big beater deck. Tokens seem to be taking over magic and I want a deck that can deal with all kinds of mass production. This is what I have come up with so far. I know it seems a little scatter-brained but that is why I am here. I need input on what to take out, what to put in, or should I head in a different direction all together. I remind you that this is casual but that don't mean non-competitive. I want something fun and obscur and I think so far this fits that mode. Thanks in advance for your suggestions. I will work on a budgetized mana base later, right now I am just trying to determine my direction.



With leyline of singularity, the hunted creatures practically pay for themselves. There are decks built around these cards to overwhelm a single opponent very quickly, though I'm not sure how it would play out in multiplayer.

Hatching plans x4 is pretty good draw.
Serum powder can make mulligans easier if you don't have the leyline in your opening hand. But I'm sure that additional draw will make up for it.

I think a quick gatherer search for better counterspells would do you some good. Also look at artifact and enchantment removal in green.
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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
I think the counterspells are some of the best. I am not worried about creatures for the most part so negate is fantastic. I agree with artifact and enchantment removal. I should probably drop Crawlspace for that. I like hatching plans but like you said only with four of them in the deck. I don't know what 4 cards I could drop to squeeze them in but I will work on it. Thanks
You want to play Calming Verse to deal with your opponent's enchantments.  If your truly worried about a swarm of tokens, play something like Propaganda or Web of Inertia.  That would keep them at bay for awhile. Honestly i think the easiest way to deal with them besides the leyline you have would be mass removal.  Spells like Mutilate or Pyroclasm.

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I honestly think that besides Crawlspace / Propaganda effects, the best token defense here is an Evacuation-style spell. I'm yet to give Cyclonic Rift a go, but its versatility strikes me as making it a useful addition.
Between the countermagic you have onboard and the glorious Galina / Leyline combo, I don't think I'd be worrying about too much additional artifact/enchantment removal.
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Between the countermagic you have onboard and the glorious Galina / Leyline combo, I don't think I'd be worrying about too much additional artifact/enchantment removal.

Emphasis mine - that IS glorious!

As it is MP, what about Reins of Power to use those tokens against a third person?  Bounce is likely more effective, though.

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I think CadaverousBl00m is on the right track: Propaganda and/or Crawlspace help keep tokens down. Then Echoing Truth to ruin the token players' day and it works great against Essence of the Wild.

As for the deck, some of your 1-ofs seem odd:
Braids- should probably go
Kami- is just a vulnerable Howling Mine
Reki- just seems too cute, I would just play some draw Preordain, Compulsive Research, Tidings
Jin-Gitaxis is a billion mana, though awesome, but I would rather play something smaller and castable
Iwamori- if your group plays few legends then go for it, otherwise find something else. 

I think you may need some more land animate effects if you want to go that route, Natural Affinity or Rude Awakening can help you get there with the lands.

Face it, you're pretty much here as a meat shield.

 

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No one mentioned AEther Snap and Echoing Truth yet.

Above all: besides including a way to deal with tokens, don't forget about your own gameplan.

 

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Echoing Truth
Cyclonic Rift
Mutilate
Ratchet Bomb
Oblivion Stone
Austere Command