This is a self-mill deck built around
Jace, Wielder of Mysteries
. It can win you the game by turn six, and is dynamic enough to stop aggro players and beat hard-control decks.
The Goal
The goal of the deck is to mill yourself entirely while having Jace, Wielder of Mysteries in play. This is especially easy since every single card in this deck has a very aggressive way of making the library thinner.
The Lands
The deck needs to be Dimir colors (blue and black), and since you will be throwing most cards into your graveyard, the deck needs to have 25 lands.
Four of those lands are
Evolving Wilds
. It does enter the battlefield tapped, yes, but it will remove an extra card from your library. That is gold.
The Mill
Obviously, the mill is built around
Jace, Wielder of Mysteries
, but Jace himself won't do much milling, and will most likely never use his final ability. Instead, cards in your deck such as
Stitcher's Supplier
and
Drowned Secrets
will thin out the deck for him.
Milling cards, and how to use them:
-
Stitcher's Supplier
: This is the best (and only) card for turn 1. It can potentially mill six cards for one mana, and also block some damage. Should be played if able.
-
Drowned Secrets
: This is most effective when played early in the game (turn 2 or 3), since it will maximize your milling potential. If your library has less that 20 cards, it's not really worth to play anymore.
-
Ashiok, Dream Render
: This is the most effective mill card. If allowed to activate its ability the maximum amount of times, Ashiok itself will mill twenty cards off your deck. Ashiok = bae.
-
Jace, Wielder of Mysteries
: Needless to say, you cannot win without him, but the planeswalker himself can do a fair amount of milling. Three cards per turn while gaining a loyalty counter? count me in.
-
Radical Idea
: Radical Idea technically only mills you a single card, but when played in combo with
Drowned Secrets
it can do some serious work. Also, the jump-start tech in this card is amazing for a deck that pushes every card into the graveyard
-
Chemister's Insight
: Same as Radical Idea, but with steroids. j u m p - s t a r t
-
Discovery / Dispersal
: Most cards you surveil will go directly into your graveyard anyway, but it's nice to have the option to draw them with Discovery.
Tech Cards that make this deck playable
-
Creeping Chill
: This card is completely useless if drawn, but when milled from your library to your deck, it becomes MVP. If drawn into your hand, it can still work to activate the jump-start for Radical Idea or Chemister's Insight
-
Narcomoeba
: Narcomoeba is a miracle worker when in comes to defending yourself from aggro (specially when those creatures fly). Most times, Narcomoeba will enter the battlefield without you having to pay it.
-
Aid the Fallen
: This is it. The one card that does not mill. In place, this card will allow you to look into your graveyard and rescue Jace from there, while also grabbing one or two card:Stitcher's Suppliers back, while you're there.
-
Nexus of Fate
: Okay. I know what you're thinking, what the hell is Nexus doing there?? It cannot be milled! You're right. By definition you cannot mill Nexus of fate, but you can do something much greater. Once your deck is thin enough, you can play Nexus of Fate for an opportunity to activate your planeswalkers again and draw him one more time (it's incredibly easy, since your deck will have like ten to fifteen cards in it). Nexus is a tech card that will give you that extra mill capacity on the final lap. It's a must.
The Sideboard
Wall of Lost Thoughts
and
Dazzling Lights
are here for defending against aggro. These cards further the mill, while also stopping annoying aggro creatures.
Negate
and
Devious Cover-Up
are here for countering removal against control decks. Devious Cover-up should replace Aid The Fallen, since they serve the same purpose.
Additionally,
Doom Whisperer
is here to provide a faster way of ending that mill against decks that play slow and won't be dealing much damage to you during the first few turns. Remember, you can just activate Doom Whisperer's ability nine times in a row and mill 18 cards.
Have fun playing this!
If you actually start playing the deck, let me know how it goes!