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3 months ago ::
Feb 15, 2013 - 6:38PM
#1
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Hey everyone, I made this deck a few years ago to just be stupid and fun in multiplayer games, and it seems like a lot of stuff might have come out to improve it. So here's the current list: Creatures: what are "cree tours"? Artifacts/Enchantments: 4 x Oblivion Ring 4 x Forced Fruition 3 x Solitary Confinement 4 x Psychic Possession 4 x Greater Auramancy 2 x Temple Bell 1 x Mindslaver Instant/Sorcery: 4 x Vision Skeins 4 x Remand 4 x Vex Planeswalker: 2 x Jace Beleren Land: 1 x Loneley Sandbar 1 x Shelldock Isle 2 x Mikokoro, Center of the Sea 9 x Plains 12 x Island So, ostensibly, it's a Forced Fruition deck. It aims to win by milling through massive card draw. The point of the deck is silliness, so I don't care if they're drawing options that may kill my strategy. That doesn't, however, mean I'll make it easy for them. I use Psychic Possession and Solitary Confinement and sometimes Dovescape to lock down the board while forcing them to draw cards until they die. I have this deck in pink sleeves and call it "Free Tacos." Everyone who plays against it hates it haha anyways, I know it's also full of flaws, so go ahead and critique away  I think I want to replace Idyllic Tutor for one. Probably with Skyscribing or something. This deck has so much draw in it I don't feel like I have much use for a tutor. I've also been thinking of adding 2 Greater Auramancy (in which case I'd keep the tutors) to protect my enchants. Maybe as a SB option, since it doesn't come up very often. I also thought about replaceing Vex with Dream Fracture , but Vex is a bit easier to cast. Maybe I'll replace them if I add in some Glacial Fortress or something
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3 months ago ::
Feb 15, 2013 - 8:03PM
#2
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Date Joined:
Aug 27, 2009
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Instead of vex , maybe arcane denial . Dovescape seems like it would come too late to the party. 4x greater auramancy should be enough to protect your stuff, and you can counter anything like tranquility . I would add negate s to shore up your countering ability. Instead of the tutor, you could just run some more draw of your own: vision skeins , ponder , words of wisdom and prosperity are neat choices. I would get 4x copies of solitary confinement and psychic possession to increase those draw chances. These aren't tested ideas, btw. I've never built anything like this before. You might want to look at other solitary confinement builds to see how they deal with threats. You could also search for island sanctuary in decks.
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.
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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!
Color Pie Qualities
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: 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
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Name: Keino
=100 Class: 
x 236 Diety: 
125/200
Weapon: Staff of Fire ( =2x dmg/ =4 +3 dmg)
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3 months ago ::
Feb 15, 2013 - 9:47PM
#3
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you know I thought I had 4 of both before I deconstructed the deck and counted out the cards. I at least want 4 Psychic Possession since it stacks (so does Solitary Confinement , but it just makes you discard another card for each one lol). I forgot to mention I try to avoid older cards like Arcane Denial. I try to keep it Modern (with the exception of counterspell obviously) for the most part. I like Skyscribing over Prosperity for that reason, and also because of its forecast ability which can add up. I'm on the fence about Negate . Usually when I play that card it just sits in my hand doing nothing most games, but I can definitely see the utility of it in this deck. Same with Dovescape . It's definitely a "win more" card in this deck, but it does have utility, most of which is accomplished by Greater auramancy , so it'll probably be coming out. any input on Venser? He's mostly in there to bounce Dovescape , but if that's coming out, I don't need him anymore. I was thinking maybe Consecrated Sphinx as a definitive finisher, but that seems just as win more as Dovescape was.
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3 months ago ::
Feb 15, 2013 - 10:41PM
#4
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Date Joined:
Jun 21, 2011
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I play a deck with forced fruition and the cards that work well with it are: Remand You can use it on your spells if they get countered but nothing is more frustrating than casting a spell into remand and drawing 7 cards plus having the one you started with back in your hand... I also use capsize , once the lock is on it becomes less simple than recasting that capsized permanent. For that matter, any bounce spell is nasty eg boomerang . It is not polite but a black vise or two, ok I have gone too far...
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3 months ago ::
Feb 16, 2013 - 8:23AM
#5
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If you find yourself having ample cards, consider Forbid . It would keep you countering all day. Black Vise is an evil card. I used to run 4 of them back when revised was current. But since that is just considered evil and all, you run its younger, slightly less malicious but still twisted, Cursed Rack . People seem to forget that card. It is a very cool deck. Thanks for posting it.
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3 months ago ::
Feb 16, 2013 - 11:50AM
#6
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Date Joined:
Jun 10, 2012
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Remand You can use it on your spells if they get countered but nothing is more frustrating than casting a spell into remand and drawing 7 cards plus having the one you started with back in your hand...
Just as a note, countering a spell does not trigger Forced Fruition. If a spell is countered, it is not played.
I'm afraid I don't have much else to add that hasn't already been covered. Except, for a bit of an aggressive twist cards that punish big hand sizes, like Runeflare Trap or Adamaro, First to Desire . Of course, that means adding red, but hey, could be fun.
Also, just found it, but Anvil of Bogardan would be EPIC in this deck, ESPECIALLY along side the mentioned red cards above. :D But hey, that may just take away from the lock of it all, so take it with a grain of salt.
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3 months ago ::
Feb 16, 2013 - 1:30PM
#7
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3 months ago ::
Feb 16, 2013 - 1:42PM
#8
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Date Joined:
Jun 21, 2011
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Remand You can use it on your spells if they get countered but nothing is more frustrating than casting a spell into remand and drawing 7 cards plus having the one you started with back in your hand...
Just as a note, countering a spell does not trigger Forced Fruition. If a spell is countered, it is not played.
And that would be so if they hadn't changed the oracle text to:
"Whenever an opponent casts a spell, that player draws seven cards." So Remand away!
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3 months ago ::
Feb 16, 2013 - 4:33PM
#9
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3 months ago ::
Feb 16, 2013 - 4:42PM
#10
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Date Joined:
Jul 18, 2012
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What, no Taco Bell ?
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