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Flying
Jace's Phantasm gets +4/+4 as long as an opponent has ten or more cards in his or her graveyard.
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Kill Mill, Vol. 1
@ZacMayfield: If you read the description you would have noticed that the deck is not focused on mill as a primary win-con. This deck wins through aggro, utilizing mill to stop my opponent's from drawing too many useful cards, and boosting my creatures like Consuming Aberration and Jace's Phantasm . Making room for a mill-focused PW in a deck that doesn't really need one would mean pulling something else that DOES help me out of the deck.
Sublimital Messages
vishnarg: Jace's Phantasm is in the side board, also I need to get rid of some old weight from the previous card game I just stopped playing. Selling those cards are annoying...
Zombie Millionaire
Undead Alchemist exiles the creatures that would be put into opponent's graveyard, so the Wight of Precinct Six are all but useless. I would recommend to you Geralf's Messenger or Vampire Nighthawk or Gravecrawler or maybe Blood Scrivener unless you are looking for buffs, where I would say Jace's Phantasm . However, it is hard to find zombies that buff themselves.
Perfection of Milling
Understood that it's not a combo deck, but it feels like one, because you must either:
Have Mind Grind and enough mana to cast it (and keep count of their lands).
Have Consuming Aberration and enough mana and removal protection in hand.
Have Jace's Phantasm and mill 10 and removal protection in hand.
You need to build a base of both U and B mana fast, no later than turn 4.
The removal protection is a big part of that, because if you're relying on a kill-for-win, you usually have just one or two bodies to do it with (before you're dead).
Of my wins, most are with straight damage (and most often with Phantasm, not Aberration) rather than mill.
I've mainboarded 3 Mutilate and I'm using them often in the MTGO meta. I've also built a mono-blue mill that seems to perform better actually, but I'm just stubborn and want to make it work with Dimir. Borrowing from mono-blue's success, I think the key is to have more control. Considering maining 3 of Mizzium Skin .
You don't deserve to have a deck
I have thought of getting rid of Duskmantle Guildmage . I will be doing that at the first possible chance I get. I would switch it for the Wight of Precinct Six , but I don't own a copy and the store that I'm going to has none in stock. Jace's Phantasm will be temporarily switched as well due to me only owning one copy and the store not having any. Dimir Charm seems too situational for me, and it's third ability just doesn't seem that great. Paranoid Delusions is being taken out for Devour Flesh . I'm not sure about using Dissipate mainboard yet. It will probably get a 2 of for a while though. The land will be bumped up to 24 at least for tomorrow.
Cipher Deck
Its a good start
Since more than half your non creature spells cipher-able it would be wise to get at least 4 unblockables in your deck,Invisible Stalker would be a nice creature to have for that since he's hexproof and unblockable for 2 drop
Also milling in this deck makesJace's Phantasm be another creature to have a couple copies of for that 1 drop flying that turns into 5/5 that you can use as an effective cipher target early game
Crypt Ghast would also be a card that you would want to get hold of 1-2 more copies to end up doubling the swamps you tap,letting you pay for the expensive cipher/creature spells in this deck
Lastly is to obtain 4 copies of Drowned Catacomb this is all if your trying to buy or get into some trading of course, good luck!
First Mill
Alright, Lets go down the ListFirst, Creatures. I would say go with 4x Fog Bank 4x Jace's Phantasm 2x Invisible Stalker 2 or 3x Duskmantle Guildmage 2x Mirko Vosk, Mind Drinker and Mainboard Jace, Memory Adept and 2 or 3x Consuming Aberration .More! Ring of Evos Isle .Enchantments... 4x Curse of the Bloody Tome 3x Mind Sculpt 3x Mind Grind , Mainboard the Breaking & EnteringI run 4x Archaeomancer and 4x Ghoulcaller's Chant to bring my Mind Grind or Breaking & Entering back for more milling. (Note: Duskmantle Guildmage his 3 mana ability activated twice then Jace, Memory Adept milling 10 equals 20 damage that turn.)
| Power / Toughness | 1/1 |
| Color(s) | U |
| Cost | U |
| Converted cost | 1 |
| Avg. draft pick | 5.50 |
| Avg. cube pick | 9.74 |
| Format | Legality |
| Standard | Legal |
| Extended | Legal |
| Legacy | Legal |
| Vintage | Legal |
| Commander / EDH | Legal |
| Modern | Legal |
| Set | Rarity |
| Magic 2013 | Uncommon |