I'm not a fan of Animate Wall here, because it's a completely dead card as soon as Rolling Stones is in play. Wakestone Gargoyle is a good replacement, giving you the same redundancy for wall-animating but also still being worthwhile anyway. That's a rare, but Warmonger's Chariot is another option (there aren't a huge number of alternatives for that effect)).
Fog is a pretty limited card for multiplayer, especially in a deck that's already packed with defence. It could probably go in favour of something else. You don't have any enchantment or artifact destruction, so Seed Spark might be worth a go (or anything really, but in this deck's colours Seed Spark is a decent one).
Animal Boneyard probably isn't terribly useful here. You don't have any recursion, so you probably don't want to throw your guys away. Congregate ought to be enough lifegain by itself, again along with the amount of defense you already have.
The land base is pretty even for a deck that's almost entirely White. Doran's three colours are a pain, but you could easily lose some Swamps and Forests . There's a useful thread somewhere in the first couple of pages here detailing budget dual lands, so that should be worth a look, and Gatecreeper Vine with some of the Guildgates might be worth considering (if you included enough, you could try Hold the Gates ). Or you could commit to a three-colour deck and include things like Souls of the Faultless , which would work very well if you can reliably cast it. You could also turn it into a big-mana thing with Overgrown Battlement and Axebane Guardian .
Oh, and finally, you're relying an awful lot on getting one of two Dorans out and protecting it. Treefolk Harbinger is a decent way of finding him, but every single creature has zero power. It doesn't take much to kill doran, and without him the only possible way to win is to wait for your opponents to draw themselves out. So you'd have to include some way to bring Doran back into play (because he is definitely going to be killed), or use defenders with power so it still does something when you just have Rolling Stones . Or find another alternate win (the big-mana route is the one that jumps out to me, but you could do pretty much whatever).
Second, I know that the vast majority of your deck is all about defender and rolling stones , but there are excellent options outside of walls. Treefolk, for example, has orchard warden as a tribal element. 3 unstoppable ash creates an infinite champion cycle if they target each other, giving you infinite life with the orchard warden . That's just a thought I'd throw out there.
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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!
: 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.
Is your goal a Doran deck or a Defender deck that happens to include Doran? I ask, because the latter seems to be what you have.
There are a number of big-butt small-power creatures in Green and White, and a smaller number in Black. The benefit of them is that most are not Defender, so they can swing without an additional two cards' worth of tricks (Doran and a defender-animator).
Infamado mentioned this thread on budget lands. It is well worth the read. Shelling out the cash for some Murmuring Bosk s or Vivid Lands could help you out; you can then bounce Vivid lands via the Ravnica bouncelands, like Orzhov Basilica . Just be careful about running too many EBT lands as it can slow you immensely.
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.