In my online goldfishing, this actually seems to do quite well with only 20 land, thanks to the piles of mana acceleration. I've experimented with a pile of multicoloured dragons in here (especially the Invasion five), but found that it really slows things down. I'm using Cinder Marsh and Mogg Hollows because they come in untapped, and I don't have anything much better that can go here. They seem to do the job well enough, as there isn't a huge call for the coloured mana. In terms of the dragons chosen for this deck, I've got all of these handy except for Karrthus, Mordant and Flameblast (which I'm about to buy - they're all surprisingly cheap). Any suggestions on bigger, nastier dragons are definitely listened to!
I'm wondering how effective this deck will be when faced with disruption? If your burn two or three cards to get down one dragon, it's (obviously) big card disadvantage to get hit with that StP. With multiple opponents to kill, there's a lot of time for someone to draw into Wrath of God, or any other removal spell. Then you have to draw more rituals, more dragons, and start all over again. I think a repeatable engine, like Belbe's Portal , Quicksilver Amulet , or Zirilan of the Claw would be a lot stronger. If you wanted the use the Invasion dragons, there's Dragon Arch , too.
Whatever path you choose, you might want to try out Scourge of Kher Ridges . This guy has a very reasonably priced board-sweeping ability that hurts only your own Brass Heralds.
The trick here will be to pace myself. In other words, don't drop every single freaking dragon I possibly can on the table all at once. Two is great. Three is borderline. Four is probably overkill. At any rate, this thing has shown the capability of getting two dragons on the table by the end of turn three in its goldfishing. By the time people cope with that so early in a multiplayer game, I've probably got six land online and can drop a dragon a turn from thereon in. At least that's the theory. We'll see how well it works in practise.
I didn't mean to imply you didn't know how to play around board sweepers. It's just unavoidable that if you ritual out creatures, removal hurts more. I assume you're a good player, it's just the deck inherently has a weakness in one area despite your skill.
The more I think about it, the better some sort of enhanced card selection sounds. Sensei's Divining Top would be great, but it's probably hard to budget. Sylvan Library or Mirri's Guile would also be good, but there's color concerns (and I don't know what they're going for these days). So perhaps Mind's Eye or Angelheart Vial ? These seem to be alright for rebuilding steam after the initial flurry of dragons during the midgame.
I didn't mean to imply you didn't know how to play around board sweepers. It's just unavoidable that if you ritual out creatures, removal hurts more. I assume you're a good player, it's just the deck inherently has a weakness in one area despite your skill.
Oh, no stress. Can't say I took it that way - it's certainly a valid concern when playing a deck like this. And if any relative newbie sees this decklist at some point and wants to play it themselves, it's an important thing to know. Dumping six dragons on the board only to have someone Wrath is pretty much GG for a deck like this. Got that, kids?
The more I think about it, the better some sort of enhanced card selection sounds. Sensei's Divining Top would be great, but it's probably hard to budget. Sylvan Library or Mirri's Guile would also be good, but there's color concerns (and I don't know what they're going for these days). So perhaps Mind's Eye or Angelheart Vial ? These seem to be alright for rebuilding steam after the initial flurry of dragons during the midgame.
I very much agree that this deck's one weakness is going to be card advantage. At the moment, playing this deck is pretty much going to take the form of 1) Drop a dragon or two, 2) swing until someone deals with it, 3) drop more. Given it's primarily red, and red is balls for tutoring and card drawing, it probably pushes us into artifacts for this purpose. I have a Top, and I've just purchased some Seer's Sundial s for the other deck being built at the moment (surprisingly effective in playtesting), but Mind's Eye would be the gold standard here. Shame it's so expensive. Angelheart Vial does intrigue me. At first look, it's a crap Sun Droplet , but then you remember the card advantage. Has anyone given this a run yet? Is it any good?
After playing a free for all with a guy that made a crazy deck with [Primal Crux[/c] I made some changes.
I want to take attacking completely out of the picture(unless the Bridge is destroyed) since it's likely I'll be helping my opponents with some land as well. I added Volrath's Stronghold since the Outcasts are prime targets; nice to get them back easily(same for Kokusho) I included Miren to get some much needed life in case someone tries to spell me to death or a way to deal damage through Kokusho. I added two Sarkhan's to help deal more damage as well since he's disposable. I wish I could also add Sword of the Ages to deal even more damage if I needed to finish someone off quickly...
Some of the pieces are still on their way in the post. This deck should get a run in two weeks at the latest. But I'm sure looking forward to dropping two fatties in the first three turns if I can pull it off - that stuff just frightens people.
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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 scour s 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 x 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[/c], 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 new 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!
: Order, Law, Faith. : Knowledge, Artifice, Control. : Corruption, Death, Self-Interest. : Freedom, Destruction, Victory. : Nature, Growth, Life. : Progressive, but too controlling. : Focused, but short sighted. : Skilled, but hypocritical. : Unified, but without a sense of self. : Cunning, but devious. : Inquisitive, but incautious. : Rational, but impulsive. : Powerful, but spiteful. : Instinctive, but selfish. : Fearless, but reckless.