Gargamel's Unlimited Power™

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Hello everyone Smile

After being persuaded by my friends, I started again to play some magic in my spare time Smile  So I browsed a bit on this site and found the overwhelming article "The Power of the dark Side" from 2007 that was so funny to read and convinced me, that a world without smurfs - erm creatures would be better place. So I'm trying to adapt a deck idea without creatures that bases on keeping the board mostley clear with Innocent Blood, Barter in Blood, Fill with Fright and Syphon Mind. The Deck engages with Corrupt and Exsanguinate.

In the decks in the article, I missed a bit this suicidal tendencies of black, and wanted to add Greed and Glacial Chasm, because I love the vision of myself panically drawing cards and losing life in search of a solution when all of the other 5-7 players turn on me Laughing



I absolutely have no idea how this deck will work out, but it would be very nice if you can help me if I do wrong in some ways there
Diabolic Tutor is slow, get Beseech the Queen in there, as your curve is low enough to make it good.
I would consider popping in a couple Expedition Map and drop your Glacial Chasm to 1.  The maps can find your Coffers or Chasm when needed, and having even 1 Chasm in your opening hand is fricken horrible!
 
Get rid of the "Target Opponent" stuff like Fill with Fright.  They're not effective enough in MP. 
You'd be much better off with Pox or Smallpox

Because you have quite a few sac effects, but no defence other than that, I would consider some recursive creatures that can forever be brought back to chump block for you.
Reassembling Skeleton's are good.
Barter in Blood is okay, but I wouldn't play so many of them, I'd rather pop in  Abyssal Gatekeeper to stop people wanting to attack you.
A way to constantly get creatures back might be Haunted Crossroads, which is a nice budget option.
I'd look at a single Vengeful Pharaoh too. 

On another note, an active Bloodchief Ascension can net you quite a lot of life in large MP games.  I'd consider a couple of them to make Greed worth it.



RE: Smurfs?
Last time I saw Metallica, SLayer, Anthrax, Cypress Hill, Orange Goblin and Kyuss Lives (festival) there was a fella wearing a shirt titled;
"Pop a Smurf" with a criminal hooded smurf shooting Papa smurf in the face.Laughing
Gibbering Descent will allow you to skip the cumulative upkeep of glacial chasm. There are other upkeep triggers that are worth skipping on other cards too.

I agree with slave, change the "target opponent" with "each opponent" spells. Even unnerve is a better version for multiplayer - tons of card advantage there. Or, if you decide to go heavy on gibbering descent, delirium skeins can quickly make your opponents frown.

Lately, I've been very fond of shepherd of rot in drain decks. Even if you just run 4 of him, you don't need to dedicate to zombies to make him work wonders. He works even better with exquisite blood, though.
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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!