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7 months ago ::
Dec 04, 2012 - 7:10PM
#71
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Date Joined:
Mar 10, 2005
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Completely worthless card except in limited and even that's debatable.
Unless there's a card that says "blue spells that cost more than 7 cost 5 less to play, completely worthless and unplayable.
Contributions are welcomed!
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7 months ago ::
Dec 04, 2012 - 8:25PM
#72
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Date Joined:
Dec 27, 2009
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Limited?
I can't remember the last time I saw a limited game reach the 12 mana mark.
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7 months ago ::
Dec 04, 2012 - 8:34PM
#73
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Date Joined:
Oct 10, 2011
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Although everyone is saying monoblue, its greatest potential feels much more green to me. Overbeing of Myth // Maro // Masumaro, First to Live Green has the ability to amp mana like no other, making that high cost a breeze. Smash an Elixir of Immortality . Or Wild Mongrel your hand, then hit the bottle.
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7 months ago ::
Dec 05, 2012 - 2:15AM
#74
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Date Joined:
Apr 28, 2008
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I dunno, I'm sure OMNIDOOR THRAGFIRE will find a use for it.
Everything Mown does is elegant.

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7 months ago ::
Dec 05, 2012 - 9:42AM
#75
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Date Joined:
Oct 12, 2010
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Limited?
I can't remember the last time I saw a limited game reach the 12 mana mark.
Rise of the Eldrazi limited has before.
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend.
[c]Lightning Bolt[/c] = Lightning Bolt
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7 months ago ::
Dec 05, 2012 - 7:40PM
#76
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Date Joined:
Dec 27, 2009
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Fair enough, but that's the exception rather than the rule.
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7 months ago ::
Dec 06, 2012 - 1:17PM
#77
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Date Joined:
Aug 27, 2009
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12-post Islands Omniscience Enter the Infinite
...and anything else, really.
I hate the design of this card so much.
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 ( =2x dmg/ =4 +3 dmg)
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7 months ago ::
Dec 06, 2012 - 2:25PM
#78
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Date Joined:
Dec 17, 2010
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Wonder how long it will be until someone tries to Boundless Realms into this and/or Omniscience .
"I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am a God."
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7 months ago ::
Dec 06, 2012 - 4:07PM
#79
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Date Joined:
Oct 12, 2010
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Fair enough, but that's the exception rather than the rule.
True. It's also the only time in over a decade that I drafted green. Well, black/green, anyway.
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend.
[c]Lightning Bolt[/c] = Lightning Bolt
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7 months ago ::
Dec 06, 2012 - 8:50PM
#80
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Date Joined:
Oct 10, 2011
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I'm aware monoblue has Aeon Chronicler // Soramaro, First to Dream // Sturmgeist . Psychosis Crawler is another option. It'd win you the game outright. But I don't like the feel of monoblue as much as with green, which adds a special something to it. Just thinking about a 60/60 Masumaro makes me grin (and Empyrial Plate would triple it). EDH Jhoira is likely going to eat this up alongside Burning Wish . As could the turn one win Omniscience-Wish deck I was talking about at the release of M13. By the way guis, Long-Term Plans // Shelldock Isle (Hideaway lands) is the strongest combo for this.
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