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Target player puts the top half of his or her library, rounded down, into his or her graveyard.
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I'd put in a lot more ramp, such as Mana Vault , Sol Ring , and Gilded Lotus . Also, necessary cards would be Keening Stone , Traumatize , Hinder , Nemesis of Reason , Tunnel Vision , Bloodchief Ascension , Mindcrank and many more. ALso, you should probably have Tunnel Vision in. Look at Your deck is going down! Literally! just for any help. Good deck though, soon it will get a +1 from me.
Ok. I play mill a lot so I know a bit just know that I have never actually won an fnm but I can tell you what I know. First if your only putting white in for Sphinx's Revelation then remove it. You can use Crypt Incursion instead and works with what the deck is doing though it hurts you Consuming Aberration . That brings me to my next point are you milling to make creatures bigger or win by deck depletion? If bumping up creatures use Wight of Precinct Six as well. also consider Traumatize it his hilarious and very efficient. if you are playing mill you MUST i repeat MUST run Breaking / Entering you will not be using entering but 8 cards for two mana just amazing. you might also consider running some more Consuming Aberration because they trigger themselves. other then that i cant think of anything else right now
Consider Breaking / Entering instead of Tome Scour . Part of the reason Glimpse the Unthinkable was so good was that it was a 2-cmc that milled 10. Even though Tome Scour is 1-cmc, you would need 6 of them to do what Breaking // Entering does.
I disagree with Traumatize being an ok card. If you can control the board, and run 4-of Traumatize, you can turn the game around by T5. Followed up with a Breaking // Entering, or a Jace, you'll only be a few turns away from mill victory.
What I've learned playing Dimir is that it's very difficult to divide your mana and focus between counterspells and removal. It's why in my current Dimir deck, I sideboard counters and run pure removal in my mainboard. The majority of decks will run plenty of creatures anyway, so removal is a safe option.
Since you have so few creatures, some mass bounce like Cyclonic Rift , or AEtherize , or Whelming Wave would be useful. Your primary win-con is mill. If you can survive an extra 2 or 3 turns to get there, so be it. The above suggestion of Crypt Incursion is interesting, and might help you survive even longer.
If you plan on playing mostly 4 player you might think about Recurring Insight
, it'll draw you atleast 10 cards with it's rebound. If you want to survive a free for all it's pretty important to play Propaganda
, Ghostly Prison
and Sphere of Safety
. If you're milling I'd think about playing Keening Stone
. You can infinitely mill and kill people with Mindcrank
plus Duskmantle Guildmage
. gl building.
Your deck looks very strong. Sun Droplet
for 4 player games can be very strong and check out Beacon of Immortality
if you've never seen that card before. If you're trying to mill there's always Keening Stone
. I think mindcrank goes infinite with Duskmantle Guildmage
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
|Avg. draft pick||2.72|
|Avg. cube pick||2.08|
|Commander / EDH||Legal|
|2011 Core Set||Rare|
|2010 Core Set||Rare|