It seems fine, but there are a few things I'll pick up on.
First, Blood Artist
doesn't seem to be that much of a thing. He's good, but he doesn't actually do much that you particularly want. You're not trying to attack life totals, so the life loss is nothing special. Of course, other players will be attacking life totals so it's not wasted, but for a milling deck this one is already pretty thin on milling cards (8 strong ones, plus Nightveil Specter
), so I'd be dropping it in favour of something more to do with Plan A.
I'm also not a fan of Force of Will
in multiplayer. Two cards to stop a single spell from a single opponent (and if it's a creature, maybe not even one that was going to hurt you) is a poor deal, and you don't have the draw power to compensate for it.
There seems to be an awful lot of defence but not a lot that's going to try and win. Alt-win conditions like milling or poison are tough in that you have to do everything yourself. Opponents' life totals are being attacked from all sides, but with milling nobody else is doing your work for you (well, aside from drawing cards). You could add in something like Forced Fruition
or Whispering Madness
, but that type of milling has the problem that it will quickly help find whatever solutions your opponents might be running. I'm not sure you need Fog Bank
, Baleful Strix and Typhoid Rats
, and having them is setting you up to be on the wrong side of your own Damnation
. As well as that, you won't want to cast all those little buys when you have Damnation
in hand, so Consuming Aberration
is likely to be waiting around. Whispering Madness
can trigger Aberration reliably though, because the copy it creates is cast. It's still got problems with Damnation
, so that's a thing. But I'm in favour of adding spells that you'll still want to cast. And Duskmantle Guildmage
seems like a pretty sweet deal, especially alongside something like Belltower Sphinx
as a deterrent to large attackers.