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Jace's Phantasm gets +4/+4 as long as an opponent has ten or more cards in his or her graveyard.
|Have (26)||xlebec , Comicalflop , colin13 , Didgeridooda , IonImplant , canterlotguardian , shadowhound14 , DrLitebur , christydude , Rhinowarrior , georgeegroeg2013 , MrEggCream , rache , aebtoga18 , Luiscencias , Raistlin911822 , CharmedGeek , Heffrum , gnarlycore , pumpkinsword , Nate_D , jwe94 , Timocalypse , Braxlyon , agtbubblez74 , ThisIsBullshit|
|Want (2)||punxdiex , Krishnaaaa|
The green sources are for Nature's Claim out of the SB as well as Abrupt Decay that I use against certain matchups. The decay isn't on the SB currently but it gets moved in and out of the SB often. I think I will put the black discard back in now that you mention it. I used to run 3 IoK MD before maindecking the Ensnaring Bridge and Jace's Phantasm , and it seemed to work against certain decks. Since Visions is an instant, I can just draw at the end of my opponent's turn and use most of the cards during my turn, as I normally don't use visions until the rest of my hand has been emptied. It does look like a nonbo in this list, but playing a modern Ancestral Recall is the main draw to playing mill imho!
Just to name a few, you should take a look at my deck Competitive Mill Deck.
You should take a look at my mill deck Competitive Mill Deck
I'd run the 4th Jace's Phantasm and the 4th Hedron Crab over the Wights every day of the week. I'd also take out 1 Avatar of Woe in order to use Archive Trap in the MD. Since you do have a few high cmc cards, I'd replace the Halimar Depths and another land for a pair of Shelldock Isle . The Isle effectively lets you dig an extra card deeper than H.Depths does, and protects it against black discard spells. (It's also a way to cast the Entering half of Breaking without adding a red mana to the deck!) I'd also cut 1 MD Crypt Incursion for the 4th Breaking , since you never really want to draw 2 incursions in the same game. Feel free to look at my mill deck on my profile if you want, I've had a lot of experience playing it and it's come a long way.
Found Jace's Phantasm to also be possibly a great add to this deck if you can only ping a little out at a time by mid game this can become a true monster
williamgp99, I was thinking Aeronaut Tinkerer as another guy to run to chump block flyers or even give you an edge on decks without flying/reach. Evasion cards are how I win most of my games when I'm not playing a swarmy token or burn. But instead you could run Jace's Phantasm for that early game chump/later game finisher since I can see a lot if of good trading happening with this deck.
Also after play testing it a bit, you need some lower costing creatures or you will just get beat on by damage from turn 1.
I fully recommend a play set of Jace's Phantasm in the sideboard atleast.
|Power / Toughness||1/1|
|Avg. draft pick||5.50|
|Avg. cube pick||10.85|
|Commander / EDH||Legal|