mtg, mtg cards, magic the gathering, gaming, geeks
Target player puts the top three cards of his or her library into his or her graveyard. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may play a copy of the encoded card without paying its mana cost.)
An interesting approach to Dimir mill. I've seen some people go with unblockables with Paranoid Delusions ciphered onto them, complimented by Mirko Vosk, Mind Drinker and Consuming Aberration . A lot of people like spell-based mill with Tome Scour , Traumatize , and Breaking . I've also seen defender-driven mill with Phenax, God of Deception , kinda how you're combining him with the Aberration. Pretty cool, +1.
4x Dimir Infiltrator and 2x Duskmantle Seer : There are much more powerful cards that can go in this place, I suggest using gatherer and doing an advanced search of modern legal cards and look through the blue and black colors, starting with lowest mana cost and seeing what you can come up with.
Hands of Binding : I actually wish I had something better to suggest for this, but I am drawing blanks, most of your guys should just be able to push through and this seems to be more defensive, I might consider some board control like kill spells
Mindcrank seems a bit dead. I might just cut it, it seems like a weak link card.
I have always liked discard decks so the I like cards such as Tome Scour , Chronic Flooding , Doorkeeper , Millstone , Paranoid Delusions , Consuming Aberration , and Phenax, God of Deception . But beware of the card Psychic Spiral .
2-3x Crypt Incursion help to survive against aggro/burn, G/R monsters, even. You should at least have them sideboard.
-2x Traumatize for +1 Ashiok, Nightmare Weaver and +1 Hero's Downfall . Traumatize is ok, but the longer the game goes on the less value you get from it. Ashiok adds a little bit of mill incrementally every turn he's out, and gives you creatures to fuel Phenax, God of Deception 's ability, or even just for the damage or blockers as needed. Hero's Downfall is just too strong not to run 4 of in a deck like this.
-4x Tome Scour +2 more Thoughtseize and +2 Divination . Early mill is overrated and Thoughtseize is pretty self explanatory, but the extra draw from divination can be a necessity in what is essentially a control deck without Sphinx's Revelation .
I would also take out 1 of your Doom Blade for another land. 23 is a little low for this, especially if you follow my suggestions, which will increase your curve a bit. Watery Grave is also a necessity, but I'm assuming you just don't have any, as I don't see any other reason you wouldn't have put them in here already.
These are some suggestions of a Dimir/Esper mill veteran. There isn't enough mill in set to just go all out aggressive with it. Mill just works better as a win condition with a control shell. If you follow my suggestions above, you will have a much more control-oriented deck, but it should be more consistent overall than the current set-up.
+1 for playing Dimir :p
Several things I can think of that could help here!
I'd definitely add another Mirko Vosk, Mind Drinker , or maybe even two. He's a great creature, and the only disappointment about him is his slightly weak 2/4 body.
Adding Consuming Aberration would make every single spell you play just that much deadlier.
Take out Coerced Confession and Destroy the Evidence for another Pilfered Plans (total 3 of them now) and another Paranoid Delusions . They're 5-drops, and you'd risk running too many of those if you add more Mirko Vosk, Mind Drinker and Consuming Aberration .
Take out Dimir Charm and Negate for Psychic Strike . It pulls off two of the charms abilities in one, and isn't restricted to sorceries. As for Negate , it does that and more, and can counter creatures.
As for Chronic Flooding , it is horribly evil. I love it.
, in my opinion, isn't really that great of a card. Sure it mills them for half of their library, but that means that it's losing value every turn. More importantly, it's losing value every time you cast a mill spell. Assuming you get all of your land drops and have an opportunity to play Traumatize
turn 5 (which means you'll be completely tapping out for the turn to play one spell, which is something I never like doing that late in the game with UB) then you have to think about how many cards they're gonna have left. They'll have drawn 7 (no mulligans) plus 4 or 5 depending on who went first. We'll call that 11 cards just to low ball it. Then lets say you play a turn two Incursion Specialist
, followed up by a turn three Duress
and Paranoid Delusions
ciphered onto the Incursion Specialist
. You swing unblockable and mill them for 6 turn 3. Turn 4 you drop a Whispering Madness
ciphered, and swing again on average the Whispering Madness
will probably mill 4 cards, which means 8 because it happened twice, and 11 because of the Paranoid Delusions
. That's 28 cards milled on turn 4. You drop the Traumatize
turn 5 which means that in an average 60 card deck will have 32 cards left. That's 5 mana payed to mill 16 cards, which is the same as casting Breaking
twice for one less mana.
I admit this is a rather perfect situation, but more than likely you won't have a Traumatize by turn 5, and if you do, you're gonna find yourself in a situation where you need something else to survive. It's been my experience playing against mill decks that they always seem to draw a Traumatize when they don't need it, or when it does minimal damage for the cost.
Have you thought about possibly running Dimir Keyrune ? You can get that extra mana bump for your Mind Grind , chump block with him, or even hit him with Paranoid Delusions since the cipher sticks to him even when he loses the creature status.
Just thoughts, I think this looks really fun to play though.
|Avg. draft pick||10.56|
|Avg. cube pick||1.99|
|Commander / EDH||Legal|