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8 months ago  ::  Sep 29, 2012 - 11:27AM #1
Keino
Date Joined: Aug 27, 2009
Posts: 2,905
With RtR revealed, I've decided to make a deck focused on hitting my opponents hard late game.



4 x lavaclaw reaches
10 x mountain
10 x swamp

4 x breath of malfegor
4 x kaboom!
4 x circle of flame
3 x death pits of rath
3 x mana geyser
4 x ur-golem's eye
4 x blasphemous act
3 x skull rend
2 x void
3 x havoc festival
2 x baneful omen


There's a lot of big stuff that makes my opponents angry. My only real saviors are blasphemous act and the circle of flame / death pits of rath combo. Would it be better to have more sweeping effects like earthquake instead? If I do focus on the combo, then what is the fastest way of getting it out? I would really like to incorporate furnace of rath just to make everything even more volatile.

My meta doesn't like quick stuff like flame rift . I become an instant target because of those kinds of cards. I just want to have some form of protection for the late game while I use things like baneful omen .

Comments on how to improve the deck are greatly appreciated.
HOW TO AUTOCARD!
When posting in a text box, type [c]Plains[/c] to make your post show Plains .
Are you making a casual mill deck? Please read. Show

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!

Color Pie Qualities Show

: 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.

Fun Show

Name: Keino
=100                               Class:
x 236                     Diety:
125/200                       

Weapon: Staff of Fire (=2xdmg/=4+3 dmg)
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8 months ago  ::  Sep 29, 2012 - 11:07PM #2
slave
Date Joined: Jul 22, 2011
Posts: 1,309
Circle of Flame should be Caltrops .

My only concern with a deck like this is surviving long enough to get to late game, when some other deck is packing some sort of Stompy-aggro etc. or some combo to put a Jin-Gitaxias on the table. 
  
Avoiding becoming the target of the table?? - honestly I don't think you can avoid that with a BR deck that burns the table!!
The trick is to negate their early game until you're in a winning position.
Baneful Omen is very slow, and Kaboom!  always fizzles for me, leaving me with card disadvantage.
Outside of blue decks running typical bue filter I'd be reluctant to use this, preferring more protection.
Vengeful Pharaoh  could be an option maybe? 
 
I have a similar BR deck that also packs 4 Blodchef , 3 'crank
Of course that'll guarauntee you're the target, so I tend to pack a whole lot of sweep style effects like Volcanic Fallout , Earthquake etc. to wipe the weenies.  Cards like Syphon Soul / Exsanguinate are fairly necessary.
EVERY burn/leech card in the deck can get me counters, and once Blodchef is active.....
I do pack Deathpits & Caltrops, but the combo rarely works.... 
'Crank is not the focus of this deck, as it's actually pretty hard to get Blodchef cook'n in MP, I have it in there mainly just for my friends running combo decks full or blue filter like Brainstorm/Ponder etc etc, so I can make their draws a bit slower.
I also have some B/R cycle-lands like Barren Moor in there. 

....and yeah, Flame Rift is rad, shame your group doesn't like it...  I'd tell 'em their favourite card is unfair too....
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8 months ago  ::  Sep 30, 2012 - 6:29AM #3
krichaiushii
Date Joined: Jul 17, 2003
Posts: 4,053
Even with the Golem Eyes and Mana Geysers, I have trouble seeing this deck working well due to so many cards costing 5 cmc or more.

I have a monored Kaboom! deck full of dragons that makes use of Scroll Rack to set up for the kill, Seething Song to allow for early Kaboom!s and Aether Flash , Aether Membrane , and Breath of Darigaaz for early-ish defenses.  Artifact mana rounds off the deck.

My monoblack Baneful Omen deck makes use of multiple Crystal Ball s and lots of Relentless Rats , backed with Dark Ritual s to speed the Omens into play, and Phthisis and No Mercy (though Koskun Falls would work) for a mix of defense.

In both cases, I manipulate the top of the deck, which is crucial to making Kaboom! and Omen work in my favor.  Not mixing the two in the same deck also helps.

Regardless, I see a crucial lack of card draw.  Syphon Mind and Harvester of Souls would fit well in your deck.  Wheel of Fortune / Wheel of Fate , as well - some people grow irrationally irate at having to discard cards even when they get to draw new ones.

Perhaps replacing a chunk of the deck with defenders and Vent Sentinel s could work for early defense.  Aether Membrane , Wall of Souls , Ogre Jailbreaker , Rage Nimbus , Gargoyle Sentinel , and Manor Gargoyle .  A friend even makes use of Battle Rampart 's ability to make temporary allies during games.  This keeps you around long enough to cast and make use of Baneful Omen and Kaboom!.  Granted, the overall damage output of these cards is smaller due to average CMC in the deck, but in my mind, that is worth it.  

Cheers!
A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama.

www.zombiehunters.org for all your preparation needs.

http://shtfschool.com/ - why prepping is useful, from one who has been there.
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8 months ago  ::  Sep 30, 2012 - 1:28PM #4
Keino
Date Joined: Aug 27, 2009
Posts: 2,905
Thanks for your suggestions guys!

I never really intended for this to be a CMC manipulation type of deck most boom decks tend to be. I think I will drop most of everything in the deck, it clearly doesn't have a focus. So let me try something different...



4 x lavaclaw reaches
10 x mountain
10 x swamp

4 x havoc festival
4 x wound reflection
4 x death pits of rath
4 x caltrops
Anything Else


I want the havoc festival + wound reflection combo in the deck no matter what. The death pits of rath + caltrops combo isn't really an early combo, but I like it. I'm not against adding creatures. My earlier version had things like shepherd of rot with a zombie sub-theme to dish out mass life-loss. I also had blistergrub and death's shadow for blockers. I like the looks of soulcage fiend as well. I really don't want to add walls, I already have a defender deck that's eating up all of my good red walls.

I would appreciate any suggestions for this current decklist!
HOW TO AUTOCARD!
When posting in a text box, type [c]Plains[/c] to make your post show Plains .
Are you making a casual mill deck? Please read. Show

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!

Color Pie Qualities Show

: 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.

Fun Show

Name: Keino
=100                               Class:
x 236                     Diety:
125/200                       

Weapon: Staff of Fire (=2xdmg/=4+3 dmg)
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8 months ago  ::  Sep 30, 2012 - 2:56PM #5
slave
Date Joined: Jul 22, 2011
Posts: 1,309
krichaiushii, your suggestion of Scroll Rack gave me an idea.
Spinerock Knoll ?  
Highly conditional, but all you need to do is wait for an opponent to get nailed for combat damage - and then follow it up with an instant like  Lightning Bolt etc. to get the magic *7*.  
Then cheat anything into play.....maybe even a Mox Lotus ?
I doubt Spinerock will allow you to run a low land count, but it may help you to churn something out quicker, especially if you run Amulet of Vigor , although this should be entirely unnecessary  .......unless maybe you decide to use a lot more tap-lands/creatures etc.

Considering Caltrops will make many leave their weenies in defence, it could be funny to play Grand Melee , regardless of whether it's a good idea or not!  If you're playing Defender's you're laughing....
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8 months ago  ::  Sep 30, 2012 - 8:28PM #6
Keino
Date Joined: Aug 27, 2009
Posts: 2,905

Sep 30, 2012 -- 2:56PM, slave wrote:

krichaiushii, your suggestion of Scroll Rack gave me an idea.
Spinerock Knoll ?  
Highly conditional, but all you need to do is wait for an opponent to get nailed for combat damage - and then follow it up with an instant like  Lightning Bolt etc. to get the magic *7*.  
Then cheat anything into play.....maybe even a Mox Lotus ?
I doubt Spinerock will allow you to run a low land count, but it may help you to churn something out quicker, especially if you run Amulet of Vigor , although this should be entirely unnecessary  .......unless maybe you decide to use a lot more tap-lands/creatures etc.

Considering Caltrops will make many leave their weenies in defence, it could be funny to play Grand Melee , regardless of whether it's a good idea or not!  If you're playing Defender's you're laughing....




Play spinerock knoll into something awesome.
Use scroll rack to stack seething song , kaboom! and draco into your next draws.
Do 16 damage from kaboom!
Reveal hideaway card
Emrakul, the aeons torn .

HOW TO AUTOCARD!
When posting in a text box, type [c]Plains[/c] to make your post show Plains .
Are you making a casual mill deck? Please read. Show

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!

Color Pie Qualities Show

: 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.

Fun Show

Name: Keino
=100                               Class:
x 236                     Diety:
125/200                       

Weapon: Staff of Fire (=2xdmg/=4+3 dmg)
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8 months ago  ::  Oct 01, 2012 - 1:25AM #7
krichaiushii
Date Joined: Jul 17, 2003
Posts: 4,053
I have a lone Draco in my Kaboom! deck just for that reason.

As for your new build, it still looks to be slow, although Solemn Simulacrum can help out.  Armillary Sphere and Wayfarer's Bauble ?

Aether Flash works well alongside Death Pits.  Recycling Reassembling Skeleton or Nether Traitor provides an endless supply of guys.  Dingus Staff Tremor Plague Spitter Last Laugh ?

Antagonism and Copper Tablet could make for amusing additions.  So can Lim-Dul's Hex and Festering Evil .

Jokulhaups because it leaves your enchantments alive? 

Many of my recommendations are black... so maybe a deck two-thirds black and one-third red?

Cheers!
A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama.

www.zombiehunters.org for all your preparation needs.

http://shtfschool.com/ - why prepping is useful, from one who has been there.
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8 months ago  ::  Oct 02, 2012 - 2:47PM #8
Sacrifice
Date Joined: Aug 6, 2006
Posts: 1,339
I like the way Havoc Fest could play with the Exquisite Blood / Sanguine Bond combo here.  With some of those cards, 4-ofs are overkill. Leave yourself more space for some cheapo defense. Blood Cultist is a killer with Pits, and so is Fog of Gnats for some simple defense.

Something off the top of my head:

4x Vampire Nighthawk
3x Stromkirk Captain
4x Blood Cultist
4x Fog of Gnats

3x Death Pits of Rath
3x Havoc Festival
3x Exquisite Blood
2x Sanguine Bond
3x Caltrops
4x Dreadbore
3x Dark Ritual
1x Demonic Tutor
2x Liliana Vess

23x of the best lands you can come up with

62 card deck, which to me is fine in a casual or multi-player game. There's a number of win scenarios there. Save the Rituals for the bombs later on, unless you can Ritual a Nighthawk turn 1 or 2.  Lots of combo pieces to put together, so play a defensive game early and try to hide as much as possible. Once the Death Pits comes out, you're gonna have a big bulls-eye on your forehead, so be prepared to put the rest in place in a hurry. 

There's SOO many diff ways to take this deck idea. 1 good Tranquility or some such from an opponent, and you might as well scoop. It's gonna be a slow deck, no matter how you do it. Play your cards close to the chest, and hide as much as you can as long as you can. Spinerock Knoll might be a great idea, given that you can dig the card you need with Liliana before you drop Spinerock. Looks promising. I might try it myself.

EDIT* I'm gonna add one more idea for you to consider. When playing Death Pits, a Triskelion with a Sadistic Glee on it is a lot of fun.
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8 months ago  ::  Oct 02, 2012 - 5:51PM #9
Keino
Date Joined: Aug 27, 2009
Posts: 2,905
I don't know if I would want to put 3 different instant win combos in my deck, all of which rely on enchantments.

I think I might go with creatures as an alternate win condition. Vampires are pretty fast and don't really bode well in MP settings, especially the big fat ones, as they tend to win games all on their own, making them the focus more than havoc festival. The two types of creatures I'm looking for are either relevant zombies, for shepherd of rot , or ones like blistergrub that are rattlesnakey type cards.

I also want to stay away from powering out big spells with things like dark ritual . Since I'm looking forward to having a strong late-game, dark rits would only hurt my hand.

I will dabble with some ideas, then post another list soon.
HOW TO AUTOCARD!
When posting in a text box, type [c]Plains[/c] to make your post show Plains .
Are you making a casual mill deck? Please read. Show

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!

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Name: Keino
=100                               Class:
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Weapon: Staff of Fire (=2xdmg/=4+3 dmg)
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8 months ago  ::  Oct 02, 2012 - 6:02PM #10
Sacrifice
Date Joined: Aug 6, 2006
Posts: 1,339
Yeah, sorry about that. I've been thinking about this and was thinking of changing my post completely. I guess I kinda missed the part of Havoc Fest where players can't gain life. Kinda screws my Blood Bond deal. Go back to the Wound Reflection and I'll shut up. :P Moving along...

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