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9 months ago  ::  Sep 03, 2012 - 9:09PM #1
Jrc160
Date Joined: Mar 4, 2012
Posts: 16
Here is my standard UR Mill deck. I know Mill decks arent that common in standard but they are fun to play with. Im having some issues with this deck (Winning mainly) and need help on what to change. Help would be very nice.

Planeswalker
Jace, Memory Adept  x3

Creatures
Fog Bank x3
Jace's Phantasm  x4
Augur Of Bolas x2
Snapcaster Mage x2
Archaeomancer x2

Instant's
Thought Scour x4
Dissipate x2
Thunderous Wrath x2
Increasing Vengeance x4

Sorcery's
Mind Sculpt x4
Increasing Confusion x2

Enchantment's
Dual Casting x3

Lands
Sulfur Falls x4
Steam Vents x4 Preparing for Return to Ravnica
Izzet Guildgate x2 Preparing for Return to Ravnica
Island x7
Mountain  x6

Help is much appreciated. Please let me know what you think.
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9 months ago  ::  Sep 03, 2012 - 9:23PM #2
WhosAsking03
Date Joined: Jan 26, 2012
Posts: 128
I like the idea, but why run the red spells that copy another spell instead of running more of spell you want to copy?  You only run 2x Increasing Confusion.  If you want to mill as a win condition, you should run 4x. 

What do you lose to often?  What type of decks do people play against you?
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9 months ago  ::  Sep 03, 2012 - 10:08PM #3
Jrc160
Date Joined: Mar 4, 2012
Posts: 16
Main reason to run the red copiers are for cheap copies that get rid of tons of cards. Like for instance if I play a  Mind Sculpt and have a  Dual Casting I pay 3 converted mana or if I have  Increasing Vengeance in hand I pay 4 converted mana for 14 cards milled rather than having to pay 15 converted mana with  Increasing Confusion or flashing back from the grave and having to play it on two turns to mill just as much. I originally had 3  Increasing Confusion in the deck but took one out to sub in something else. Plus I have a full set of Mind Sculpt and  Thought Scour and Archaeomancer seems to be too slow especially start of game where you just want to get as many spells out as possible with your free mana, as well she seems to screw over play alot and Im to cheap to buy another copy of  Snapcaster Mage . That was my thinking anyways. Im thinking of getting another  Increasing Confusion in there again, but I just dont want to have two in hand at a time when Id rather a different combo.

Well I havent played at FNM or anything just with my buddies whenever we get free time and I seem to lose to them lots with this deck. The main ones I lose to are:
RUG Delver Wolf Run Deck
Legacy Life Of The Loam  Deck
RG Wolf Run Deck
Modern Mono Black Control Deck




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9 months ago  ::  Sep 04, 2012 - 12:32AM #4
Mattmo722
Date Joined: Sep 2, 2012
Posts: 18
Hey man first off kudos for going with Mill in the standard format that isn't very friendly to it. I'm actually doing the same thing, but i'm running mono blue. I made top 8 with my Mill at this previous FNM I posted a list

 here : community.wizards.com/go/thread/view/758...

Basically you need control to delay the turns you dont have mill in your had and a mana dump for turns you need to play creatures like Sands of delirium, also Undead alchemist is invaluable in a mill deck you drop it turn 4 ( in a perfect world)  and mind sculpt + dream twist next turn for 10 cards 4-6 are creatures? thats 4-6  zombie 2/2 blockers for you. Also Shriekgeist are great turn 2 evasive pokers, when they hit two cards go in the graveyard, get few out early and mill their land its GG

Let me know if you have any questions or Critique for me as well I welcome it because i'm looking to make my deck better as well!



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9 months ago  ::  Sep 04, 2012 - 11:37AM #5
Jrc160
Date Joined: Mar 4, 2012
Posts: 16
Thanks for the advice. I already had Undead Alchemist in my deck instead of Augur Of Bolas but he never seemed to help or I would get two stuck in my hand and couldnt play them cause I needed a burn spell that turn or what have you. I have left him as well as Talrand, Sky Summoner in my sideboard. I didnt think about Shriekgeist and Im not a huge fan of Dream Twist but ill play around with them and see how they feel in there. As for Sands Of Delirium , I based my deck on that card when it came out but with play testing with it, it seemed a big flop and didnt run very well for me when Id rather an Increasing Confusion which only gives me 2 turns to pay x mana but the flashback ability is more worth it I found rather than playing Sands Of Delirium and having to wait for 3 turns to mill just as much. But I Still have one or two sitting in my sideboard just in case. 

I originally had this deck a Mono Blue as well but I got stomped hard all the time, so I tried splashing some red in there. I find its alot faster with the copy spells that red come with, and it makes for some really interesting matches. With Mono Blue I found that it was either I got stomped right away or i would mill over them completely (still lose most times) and I never really put up a big fight. But with Red I find the games get drawn out alot more and Im having alot more fun with the deck. It doesnt give much chance for your oponent to capitalize on your slow moments when your waiting for enough mana for Archaeomancer or even Snapcaster Mage with a Mind Sculpt and you want an extra mana for Thought Scour 's Draw ability or a blocking creature.

Your deck looks pretty good as is but myself personally I like the red in there. Spices things up and makes it faster and in my oppinion interesting. My original deck was close to what yours looks like. Not a whole lot different. 
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9 months ago  ::  Sep 04, 2012 - 11:40AM #6
d413gm
Date Joined: Aug 4, 2011
Posts: 174
One of the things that is good about sands is that it will allow you to use extra mana when you have it... for example on turn four you could play the one mind sculpt you have in hand... and then eot mill with sands allowing you maximum use of your mana... but I could see where it may slow down the early game some.
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9 months ago  ::  Sep 04, 2012 - 12:28PM #7
Mattmo722
Date Joined: Sep 2, 2012
Posts: 18
Going back to the sands, I only run 1 I use it for a mana dump. An example would be : draw it turn 7 drop it use two mana to mind sculpt  have two mama left over drop it on opponent at their end phase. Or play it turn 3 drop mana for turn 4 have nothing else to play so you again get opponent at their end phase it's not a card you can build a deck around ( I'll believe it when I see it ) but it's a filler to keep up the mill when you don't have a mind sculpt in your hand or. Dreamtwist in your graveyard to flashback. As for mana issues if you run draw power you shouldn't have issues ever. Personally with amass the components and divination thought scour . I always have 2 island in my hand.
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9 months ago  ::  Sep 04, 2012 - 12:41PM #8
Jrc160
Date Joined: Mar 4, 2012
Posts: 16
Ill try out Sands Of Delirium , probably just throw one in there. maybe running two was too much. Anyone know of some good fetch land cards for Blue or Red. Im looking to try and use that instead of praying I get the land I need. 
Im also thinking aboutchanging out Augur Of Bolas for a draw card spell, possibly Amass The Components . The only thing I dont like about it is the mana cost 
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9 months ago  ::  Sep 04, 2012 - 2:11PM #9
DarthEmily
Date Joined: Apr 26, 2008
Posts: 96
Evolving wilds FTW! dunno how to do the make the cards a link thing tho sry. Its a common land that lets you fetch any basic land into play tapped.
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9 months ago  ::  Sep 04, 2012 - 4:02PM #10
Mattmo722
Date Joined: Sep 2, 2012
Posts: 18
Draw power is blue fetch lands, if you dont draw one with amass the components then there is something seriously wrong with your shuffling ( jk it happens) but really between amass divination and thought scour  yu shouldn't have a problem as long as you have 20-21 lands
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