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7 months ago ::
Nov 13, 2012 - 10:01AM
#1
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"I don't do tactics. I don't do guard duty. I do damage. Take it or leave it."
"Some have said there is no subtlety to destruction. You know what? They're dead" -Jaya Ballard, task mage
"The enemy has been destroyed, sir. So have the forest, the city, your palace, your dog . . ." Keldon soldier
"Someday, someone will best me. But it won't be today, and it won't be you."
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7 months ago ::
Nov 13, 2012 - 10:18AM
#2
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A long while ago, there was a competitive deck called "Twin Sanity" that milled huge chunks of peoples decks out by playing Twincast targeting their own Sanity Grinding. The deck had a lot of blue spells with 2 or more Blue mana symbols in all spells it ran, plus they had Howling Mine and Overbeing of Myth to help draw into everything. Overbeing besides being a huge boon for Sanity Grinding, acted as a Plan B. Going U/B Is strong, but it weakens Sanity Grinding, at that point Glimpse the Unthinkable is just better. I've always liked Sadistic Sacrament paired up with Mind Funeral in mill. Turn 3 Sacrament out 3 lands, then hit them with a turn 4 Funeral. I'd cut a Traumatize for Haunting Echoes . If they built their deck for optimum consistancy, Echoes will rip apart their deck just as well as Traumatize. Traumatize is only really amazing once (the first time you use it), after that it's just diminishing returns. Echoes is really good after they have a full 'yard. The 2 play well together. Turn 5 Traumatize into turn 6 Echoes is usually GG for me because the only thing usually left in their deck at that point is basic land.
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7 months ago ::
Nov 13, 2012 - 11:02AM
#3
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Date Joined:
Feb 28, 2011
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agree on sanity grinding, as is you mill ca 6,8 cards with it - not so great tbh. on average your spells mill for 3 cards pr card so you need to survive 6-10 turns before you can kill opponent, i think you will find yourself a little light on defense archive trap is a good mill spell imo you have to choose between agro or control with mill, you cant do both anymore than you can expect to win with a mix of lightning bolts and counterspells - agro-control needs effective combat creatures that can serve as defense as well as offense, such is not available - or not good enough, in mill. for control,mill is a decent wincon for agro, mill is 1-2 turns slower than the fastest agro decks. edit: nemesis of reason and geralf's mindcrusher dont suck tho, not for combat either. riddlekeeper also. Throw in hedron crab and sword of body and mind + a ton of control and there might actually be a decent agro-control deck. but these cards are decent at combat, not good and in the end the strategy is like all out agromill - a slower, worse version of a nonmill deck. perhaps a better option is a fairly aggresive mill deck utilizing some of those masscontrol enchantments and/or artifacts like ensnaring bridge . using those you can survive on 12 control cards vs most decks, leaving you cards enough for an offense.
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7 months ago ::
Nov 13, 2012 - 11:46AM
#4
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I like the bridge and I wanted glimpse over the Sanity grinding but lacked those 4 cards. I have the bridges on hand. I have basic control in the deck between counters and royal assassin. But assassin can be easily handled. Thank you for all the considerations I am muleing them all over in my head.
I am iffy on the creatures being put in this deck acts pretty fast and can overwhelm fast and hard before you get the threats into you hands.
"I don't do tactics. I don't do guard duty. I do damage. Take it or leave it."
"Some have said there is no subtlety to destruction. You know what? They're dead" -Jaya Ballard, task mage
"The enemy has been destroyed, sir. So have the forest, the city, your palace, your dog . . ." Keldon soldier
"Someday, someone will best me. But it won't be today, and it won't be you."
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7 months ago ::
Nov 13, 2012 - 11:56AM
#5
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I could easily cut out my Assassins and replace them for something else, just not sure of what with the cards I have on hand. I could take out sanity griding and go 4 Mind funeral and then do 2 Ensnaring bridge or do the Sacrament combo with mind. I would like to keep the creature replacement fast and have it have good utility with the deck as well. a few things to consider
"I don't do tactics. I don't do guard duty. I do damage. Take it or leave it."
"Some have said there is no subtlety to destruction. You know what? They're dead" -Jaya Ballard, task mage
"The enemy has been destroyed, sir. So have the forest, the city, your palace, your dog . . ." Keldon soldier
"Someday, someone will best me. But it won't be today, and it won't be you."
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7 months ago ::
Nov 13, 2012 - 12:04PM
#6
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The problem I have always had with my mill decks is that yes, I mill away at my opponents deck and they still manage to drop my life to 0. You may want to look at creatures that will assist you and be able to soak up attacks. I like Jace's Phantasm because if you are doing a good job at milling, you have yourself a 5/5 flier for 1 blue. Evil Twin isn't mill, but can work as removal of your opponents creatures and letting you have a copy of one of theirs. The old Dimir cards are nice too. Dimir Infiltrator is unblockable and you can also use it to search for a Glimpse the Unthinkable . Circu, Dimir Lobotomist takes the milling a step further by actually removing cards from their library, then not allowing to cast non-land cards of the same name. The Dimir guildleader Szadek, Lord of Secrets has a hefty mana cost but can grow immensely and his damage is pure mill. As for spells, I like Increasing Confusion as it doubles with flashback. Perplex isnt so much as mill as a difficult decision for your opponent and you can use it to search for Mind Funeral . As for life gain, there is Psychic Drain that gives you precious life and takes out some of the opponents library. Decimator Web , Trepanation Blade , and Keening Stone are useful artifacts. I use a Grafdigger's Cage to keep pesky graveyard loving decks from taking advantage of the growing graveyard. Hope this helps and sorry its so long
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7 months ago ::
Nov 13, 2012 - 12:12PM
#7
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Date Joined:
Feb 28, 2011
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its going to take more than 2 bridges imo.i'd get a full playset of bridge and propaganda
maybe throw in a meekstone or two add to that 4-8 counterspells and you should be fairly set. this still leaves you with half your deck as offense (and/or draw). since you'll likely spend your first few turns setting up defense you can up traumatize to 3 or 4 making it that much more likely to end the game t6
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7 months ago ::
Nov 13, 2012 - 12:56PM
#8
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Thank you Candy, I forgot about some of those cards. I will def take what you said into consideration and I may use the bridges we shall see I will work with my deck and re-edit it in a bit.
So many ideas and thank you all for the help.
"I don't do tactics. I don't do guard duty. I do damage. Take it or leave it."
"Some have said there is no subtlety to destruction. You know what? They're dead" -Jaya Ballard, task mage
"The enemy has been destroyed, sir. So have the forest, the city, your palace, your dog . . ." Keldon soldier
"Someday, someone will best me. But it won't be today, and it won't be you."
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7 months ago ::
Nov 13, 2012 - 1:40PM
#9
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Alright guys thank you so much for all the help. As we can see I revistited the deck and changed it to Mono Blue and tooks out some cards. It still plays fast. Any more suggestions to this would also be greatly appricated.
I am always looking for more ideas.
"I don't do tactics. I don't do guard duty. I do damage. Take it or leave it."
"Some have said there is no subtlety to destruction. You know what? They're dead" -Jaya Ballard, task mage
"The enemy has been destroyed, sir. So have the forest, the city, your palace, your dog . . ." Keldon soldier
"Someday, someone will best me. But it won't be today, and it won't be you."
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7 months ago ::
Nov 13, 2012 - 2:45PM
#10
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