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Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.
Tap: Add {{U}} or {{B}} to your mana pool.
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Legion of the Fallen
I would also recommend taking out Drowned Catacomb for Watery Grave because the likelihood of that coming in untapped it low.
Grimgrin's Grim Grin.
Watery Grave , Drowned Catacomb and the likes will be added after the deck is built if budget permits. Reassembling Skeleton is nice, recurring sac for Grimgrin! Grave Pact auto include, now that I know about it. Thanks for the suggestions!
Filling the graveyard
I just love this combo...lets me win against a lot of "better" decks. it puts so much more pressure on your opponent, once you have that mind crank and that mage out, your opponent just has to get rid of one,leaving your growing and growing Consuming Aberration alone, for example
What i would take out for the Duskmantle Guildmage :1x Lazav, Dimir Mastermind Sure,its a very good card, but not really what you need in this deck.plus its an expensive mana card. changing it for the Duskmantle Guildmage makes your deck a lot faster
and/or
3x Invisible Stalker also a very good card, but doesent really help you milling. i think you might use him for Paranoid Delusions but Jace's Phantasm can do the job as well. your opponent wont be havin a lot of flying creatures out by turn 2 or three.so you can trigger those ciphers very reliable with it. plus: after a few turns, it is a 5/5 flying...who is gonna stop that in the early game?
and/or
take out 2 lands. you should be still fine with your mana curve. maybe put in some dual lands like Drowned Catacomb to prevent you from getting mana screwed
maybe you wanna check out mymilling deck: --> Going in for the Mill (ts B/U tho)
Extorting the Cipher (budget)
Umm... where do you buy your Drowned Catacomb ? I want four in foil if they're that cheap. :D. Well, the best answer to burn in my opinion is either lots of counters or lifegain. Tithe Drinker seems like a good option for this, having extort and lifelink on a 2-power body at common for only 2 mana, so i'd add in a 4th. I must say that those Invisible Stalker s shouldn't be lurking in the maybeboard unless price is an issue. They are by far the best dodger in standard. No money card can do its job better than stalker, and I don't even think in modern there's a better card for the job. Unless rogues are played in your format, I think Harbor Bandit should go, and be replaced by Deathcult Rogue . No mana is required to make it evasive, and in 3-colour, while you may have a blue mana source, gates aren't shocklands so with only 6 Island s, deathcult rogue fits the job description better in my opinion. Is Dimir Keyrune in there for the ramp or the unblockable creature, or both? It's a bit expensive paying 2 mana for him to come, then a cipher spell, that other creatures do his job better. I'd use a Dimir Cluestone personally. Oh yeah, if the burn deck is Guttersnipe /Burning Vengeance flashback, Beckon Apparition can save you 2 damage (maybe 4 with a Guttersnipe out) and get an evasive attacker, for you. If guttersnipe or Nivix Cyclops is a problem, spot removal like Victim of Night or the to be released in m14 Doom Blade will help. I hope the deck goes well, and good luck!
Mill Strike
@anvildust dual lands will definitely help if Watery Grave is out of your budget Drowned Catacomb isn't to expensive and will speed you up a bit. Tormented Soul will also help you if cipher is your style. happy milling.@Xindlepete and ducttapedeckbox I would really appreciate any advice you guys would be willing to offer me on my mill deck NO NO NO NOT TODAY.
Swarm and Conquer
Okay, this is against my deck Dimir Gone Rogue (each gap represents a new turn so i don't have to write and ends every time, and characters are personified as 'he' regardless of gender.)
G1: Swarm & Conquer (S&C) won the roll and chose to play. S&C kept a hand of 3 Plains , 2 Gather the Townsfolk , Signal Pest and Raise the Alarm . Dimir gone rogue (DR) kept an Island , a Swamp , 2 Hidden Strings , 2 Stinkdrinker Bandit and a Morsel Theft .
S&C plays a Plains
and a Signal Pest
DR draws an Invisible Stalker
and plays a Swamp
S&C draws Honor of the Pure
and plays a Plains
DR draws Go for the Throat and plays Invisible Stalker using the Island S&C flashes Raise the Alarm at the end of the turn.
S&C draws Spectral Procession
, plays a Plains
, and attacks with all. (S&C:20 DR:16), and then plays Spectral Procession
and ends.
DR draws Watery Grave
and plays it tapped. He then uses Hidden Strings
to untap 2 lands, and plays the other ciphering both onto the Invisible Stalker
. He then uses Go for the Throat
on a spirit and attacks with the stalker. (S&C:19 DR:16) Hidden strings untaps 3 land and stalker, and DR then prowls a Stinkdrinker Bandit
onto the battlefield.
S&C draws and plays a Plains
, followed by Honor of the Pure
. He attacks with all for 12, and it's all taken. (SC:19 DR:4) SC plays Gather the Townsfolk
with the remaining mana.
DR draws Noggin Whack
and attacks with the stalker, untapping itself and tapping the humans with strings. (S&C:16 DR:4) He then prowls Morsel Theft
, but the draw was Surveilling Sprite
and he concedes. SC:1 DR:0
Sorry, Dimir gone rogue doesn't have a sideboard yet, so neither side is siding.
DR plays and keeps Swamp
, Drowned Catacomb
, 2 Morsel Theft
s, a Stinkdrinker Bandit
and a Surveilling Sprite
. S&C keeps 3 Plains
, Raise the Alarm
, Spectral Procession
, Honor of the Pure
and Elspeth Tirel
DR plays a Swamp
.
S&C draws another Plains
and plays it.
DR draws Frogtosser Banneret
, plays a Drowned Catacomb
and Surveilling Sprite
.
S&C draws Raise the Alarm
and plays a Plains
DR draws an Island
. He then plays Hidden Strings
untapping the mana, and plays Frogtosser Banneret
. He attacks with both, and S&C plays Raise the Alarm
and trades a token off for the banneret. (SC:19 DR:20). Hidden Strings
untaps two lands and DR plays Stinkdrinker Bandit
along with the Island
drawn at the start of the turn.
S&C draws Odric, Master Tactician
, plays a Plains
and a Spectral Procession
and ends.
DR draws an Island
, plays it and attacks with Surveilling Sprite
, which is blocked by a spirit token. DR draws thanks to sprites ability and plays Inquisition of Kozilek
, which he drew. He removes Honor of the Pure
SC draws another Spectral Procession
, plays a Plains
and then Odric, Master Tactician
. He then attacks with his solider and two spirits. (S&C:19 DR17)
DR draws Stinkdrinker Bandit
and ends.
S&C draws Signal Pest
and plays it along with Spectral Procession
. Odric attacks with three tokens and forces bandit to trade off with a soldier. S&C:19 DR: 13
DR draws and concedes.
This is a playtest against a rogue tribal build. It kinda pwn'd it...
U-mill-iating - Cipher version
Creatures- Add
Jace's Phantasm absolutely belongs in any standard mill deck. A cheap, early game creature with evasion makes him good as an alternate cipher-monkey, and the fact that he gets larger in the mid-game after a bit of milling makes it one of the most cost-efficient creatures you could have in a mill deck. I feel like typically you would want 4x, but for now let's just do 3x. 10 open slots.
1x more Shriekgeist helps to round out the curve, and again is a good cheap creature with evasion, which makes him good for ciphering onto. 9 open slots.
Sorceries- Add
If you need a draw engine (something that has recurrence), and you are making a cipher deck, then Last Thoughts . Almost identical to Curiosity , yet it counts as a cipher spell, which in turn triggers Consuming Aberration . And since it is a bit pricey mana-wise for a draw card, 2x should suffice. 7 open slots.
Mind Sculpt . You have absolutely no excuse not to run this card. You are playing mill, you need a cheap mill powerhouse. Also, take a look at this:
Turn1: Island - Jace's Phantasm
Turn2: Swamp - Mind Sculpt , swing for 1 damage.
Turn3: Drowned Catacomb - Paranoid Delusions hits 10 cards in graveyard, cipher onto Jace's Phantasm , swing for 5 damage, and mill 3 more.
Mind Sculpt will make your mill deck a MILL DECK. You NEED this at no less than 3x, though I recommend 4x. This leaves you with 3 open slots.
Instants- Add
Going back to your very first comment, Rayenous is correct to recommend Forbidden Alchemy . It lets you dig into your deck a bit to help find that one card you really need at any given situation, and with flashback means you get two spells for the price of one card. It's like having twice as many copies. And the positive thing about it having such a high flashback cost- you most likely won't be able to recast it till after you have a Consuming Aberration on the field. This is a helpful extra spell just lying around, waiting to trigger an Aberration. And since you aren't casting it until later, it will help you cycle past those late game dead-draws, and find that one card you need to finish the match. :) I highly recommend it for your deck build as a 3x.
And this finishes out all of your open slots. Let's take a look at how these changes will affect the deck: jokercrow's U-mill-iating Edited By Xindlepete
I hope you found any of these recommendations helpful, and if you aren't worn out from reading my walls of text, then I have some recommendations for your sideboard as well. :) And if you need help with any other mill decks, or just any decks in the future, don't be a stranger, just hit me up on my account wall! :D
Also need 3 Skylasher and an Ajani, Caller of the Pride and 1x Temple Garden
have stuff like Steam Vents , full playset of Corpsejack Menace that includes the promo, a few other promos, 3x Progenitor Mimic , 3x Drowned Catacomb , 3x Overgrown Tomb and Sire Of Insanity . Plus lots more
| Color(s) | B, U |
| Cost | |
| Converted cost | 0 |
| Avg. draft pick | 5.54 |
| Avg. cube pick | 9.88 |
| Format | Legality |
| Standard | Legal |
| Extended | Legal |
| Legacy | Legal |
| Vintage | Legal |
| Commander / EDH | Legal |
| Modern | Legal |
| Set | Rarity |
| Magic 2013 | Rare |
| 2012 Core Set | Rare |
| 2011 Core Set | Rare |
| 2010 Core Set | Rare |