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6 months ago ::
Dec 13, 2012 - 11:53AM
#1
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Date Joined:
Sep 14, 2005
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So I've got a Wolf Tribal deck that's pretty good but I wanted to see if I could build a deck that cranks out a lot of the 2/2 wolf tokens. Suggestions/Thoughts/Ideas? 4 x Priest of Titania 4 x Elvish Archdruid 4 x Llanowar Elves 4 x Heedless One 4 x Wolfbriar Elemental 3 x Wolf-Skull Shaman 3 x Wren's Run Packmaster 4 x Howl of the Night Pack 4 x Harmonize 2 x Beastmaster Ascension 2 x Feed the Pack 2 x Fable of Wolf and Owl 20 x Forest
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6 months ago ::
Dec 13, 2012 - 11:57AM
#2
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Date Joined:
Oct 11, 2010
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What about Mayor of Avabruck ? Or a small splash of red for Huntmaster of the Fells ?
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6 months ago ::
Dec 13, 2012 - 12:08PM
#3
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Date Joined:
Sep 14, 2005
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What about Mayor of Avabruck ? Or a small splash of red for Huntmaster of the Fells ?
I considered both but they make the tokens a lot slower than the options I went with, they're both better suited in a actual werewolf deck.
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6 months ago ::
Dec 13, 2012 - 12:12PM
#4
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Date Joined:
Oct 11, 2010
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Fable of Wolf and Owl seems out of place then, if you're going for speed. It's a lot to cast, and you're only utilizing half of it's abilities. What about Kessig Cagebreakers ? Could be good synergy with Feed the Pack ...
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6 months ago ::
Dec 13, 2012 - 12:25PM
#5
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Date Joined:
Sep 14, 2005
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With all the mana elves Fable isn't too bad, and once it's out I get a wolf for every spell I play. That being said it is the slowest of my options and I may replace it. I've been thinking about the breakers but the down side is they aren't very effective unless my elves die and they're more useful in play. The Heedless also seems to work best with FTP.
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6 months ago ::
Dec 13, 2012 - 3:49PM
#6
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Date Joined:
Aug 27, 2009
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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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6 months ago ::
Dec 13, 2012 - 7:57PM
#7
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6 months ago ::
Dec 14, 2012 - 10:14AM
#8
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Date Joined:
Sep 14, 2005
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6 months ago ::
Dec 14, 2012 - 5:32PM
#9
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Date Joined:
Aug 12, 2011
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A clunky combo is: Fable of Wolf and Owl + cloudstone curio + birds of paradise (or any 1 mana green creature that taps for :f  , and a way to give creatures haste (such as fervor or anger or mass hysteria ). Infinite wolves. You have some great cards in there: wolfbriar elemental is a great card all by itself. Wrens run packmaster is a great card, but I would play it in a deck with more elves. If you are rich, there is garruk relentless
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5 months ago ::
Dec 17, 2012 - 10:40AM
#10
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Date Joined:
Sep 14, 2005
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I've already dropped the fable and a 4+ card combo is to hard to pull off. Wolfbriar is awesome with enough mana, and although Packmaster may work better in a dedicated elf deck since I'm running 18 other elves in this it should be fine. The main reason it's here is to give the tokens from all the other things deathtouch, I probablly won't even use its token gen unless I've got nothing else to spend the mana on. As for garruk, since he's a bit pricey and I'd most likely only want his search ability(which he needs to transform for) I think I'll leave him out.
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