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Whenever equipped creature attacks, defending player reveals cards from the top of his library until he or she reveals a land card. The creature gets +1/+0 until end of turn for each card revealed this way. That player puts the revealed cards into his or her graveyard.
Equip 2
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Shiny, Shampooed,.. Sigarda
Ah, I forgot about that aspect. Maybe Trepanation Blade instead. It doesn't always hit big, but it tends to throw off your opponent a bit which I like
Duskmantle Control
I have been struggling to make a standard mill deck. I think you have a deck where mine was weak, and weak where mine was strong. My deck hit hard early, as my main mill strategy was using Jace's Phantasm and Invisible Stalker with Paranoid Delusions and Trepanation Blade to mill early. Unfortunately, I never had large enough creatures to block the damage like you have. I dont know if this will resolve your problem, but i still wanted to share and +1 fellow miller.
Dimir Mill (help Needed)
Also much like Mirko Vosk, Mind Drinker , Trepanation Blade is very usefull, but you get the same effect without having to do damage, and its effect only boosts the creatures power
milling? Sword of Body and Mind Trepanation Blade Mindcrank Crosstown Courier Duskmantle Guildmage Nemesis of Reason Consuming Aberration Paranoid Delusions Glimpse the Unthinkable Mind Funeral and Bloodchief Ascension is juster icing on the cake.
as for staples in general:Infiltration Lens Lightning Greaves Champion's Helm Mask of Avacyn Mask of Memory Mimic Vat Skullclamp Sol Ring Sensei's Divining Top Swiftfoot Boots Whispersilk Cloak Wurmcoil Engine Solemn Simulacrum
and then depending on your colors go to search and type in "charm", there will be various ones using 2 or 3 different colors, the great thing about them is the utility.
also search "signet" it'll show a list of 2 costing artifacts that you can tap for two mana of the colors you need.
Lazav, Dimir Mastermind EDH
Trepanation Blade has been really good in my experience. It's particularly nasty when Lazav holds it. Plus having Lazav get bigger during combat is pretty darn good.
Head Games seems fun, mainly because it's useful at any time and very, very Dimir. If you don't have the windfall just give them a jank hand to work with.
You're right about the Nezumi Graverobber . He has to be down early to get the flip usually, but then he dies before anything really scary comes along to snatch.
Consider Tunnel Vision . Not just for mill, the moment you have Lazav in play and name something like Avacyn, Angel of Hope or similar monsters, the look you'll get is priceless. Though it does rely on you knowing your opponents' decks well.
The Sunfist Brigade
Match 1: 2-0 Angels deck, my opponent couldn't get steamMatch 2: 2-0 Weirdest deck i've seen so far in standard constructed, blue mill with the use of unblockables like Invisible Stalker
and artifacts like Trepanation Blade
and Consuming Aberration
.Match 3: 2-1 vs a mono-white. It was a very strong match-up but I got lucky both times I had the play. Match 4: Massively paired down, was the only undefeated. -> 2-1 vs a VICIOUS mill control deck. Specifically he wanted to get infinite mana with Axebane Guardian
and Galvanic Alchemist
then Increasing Confusion
for mill win and fog effects to control all damage. He managed it game 1 (he was on the play) with an intense amount of mana flooding on my side (20 turns or so, I got to 13 lands with 4 from hand. It was bad). Game 2 and 3 after sideboarding Assemble the Legion
, Oblivion Ring
and Skullcrack
(skullcrack was definitely the most valuable card here). I'll see how it fares vs the pro players on Sunday/Monday tourneys then report back!
Your pain, my Gain
For starters borto1412, I appreciate your advice, I always appreciate any advice anybody is willing to give, so thanks for commenting. I considered what you had to say, but having considered it and done some math, I think I disagree, but in case you're curious why I disagree, I'm giving some of the reasons below:
i.e. Glimpse the Unthinkable does the job by itsself 2 cost and 10 mill, I've also never seen Mind Funeral mill less than 10. Statistically speaking, in a deck with the normal mana balance (24) it's average mill from Mind Funeral will be 10 cards milled (24 mana = 2/5 mana so 4 mana comes around 10 cards). So again it's 1 card to activate Avatar of Woe.
However I would have really liked to add Guiltfeeder if the mana-cost to cast it weren't so high. It's still worth considering though since it's the same cost as Consuming Aberration but in the end it's the exact same amount of damage as Consuming Aberration . It's downside is that it doesn't have Consuming Aberration 's ability to mill (thus self-growing) and it doesn't have as much defense as Consuming Aberration . However it is unblockable by itsself without needing Whispersilk Cloak which is what makes it worth considering. However I'm not sure that benefit makes it worth my dollars to buy the card for this deck.
Breaking Is great but only 8 cards instead of 10, and mindsculpt is only 7. Both are good if I want to put more milling in the deck but I'm after more damage not more milling, I want just enough milling to activate my damage cards, and milling 10 cards one time seems to be about right.
With 8 milling cards my chances of drawing one in my starter hand is around 65% and goes up to 75% by turn 2 (1 draw), and 79% by turn 3 (2 draws) which is when I actually have enough mana to play them.
Also Avatar of Woe counts all graveyards so playing either of those milling spells adds a card to my graveyard as well which counts, making Mind Funeral More likely to generate 10 cards in all graveyards even with a bad draw on the opponent's deck, since it counts itsself.
If it fails however Trepanation Blade (which can activate first on turn 4) or Mindshrieker (which can activate on turn 3) should finish up the 10 I need with just one attack (on average) and gives me bonus to my attack damage. (Trepantation Blade averages +2.5 damage, Mindshrieker closer to 2.7 depending on the mana balance, I'm assuming a bell-shaped curve that peaks at 4 mana cost. as the average deck) Which means after my attack phase on turn 3 or 4, if Mind Funeral somehow got less than 9 cards, then if I played a 2 cost Mindshrieker on turn 2, I can attack with it to have enough cards by my second main phase for a avatar of woe on turn 3, or by turn 4 if I played Trepantation Blade on turn 3, equipped it for 2 mana, I should have 2 mana left to play an avatar of woe on turn 4 after trepantation blade activates.
The truth is I can't play Avatar of Woe before turn 3 ever since I need to play a mill first and that costs either 2 or 3 depending on which mill card I play, but when it comes out it will come out on turn 3 or 4 it which should basically end the game with it's first attack on turn 4 or 5, and that's good enough for me.
GhostformAs for what you're saying about Ghostform I'm aware of that card and considered it, but I have 4 reasons for using Whispersilk cloak:
Avatar of Woe is already hard to block (fear)
Those are my main attackers early on, beyond that I may have 1 guy that needs help getting through, namely: Wight of Precinct Six . Meaning I never need to really make more than 1 guy to be unblockable, but I do have LOTS of guys that are big, and prime targets for destruction spells, which Whispersilk Cloak can protect me against. Though the mana cost of Ghostform is tempting since I can play Wight of Precinct Six on turn 2 and attack on turn 3, I can't equip Whispersilk Cloak till turn 4, but if I'm worried about mana, I'd use Infiltrate instead.
Also I need to attack 2-3 times with my creatures to get a kill usually so I prefer something that can keep working turn after turn.
Theoretically I hope to never get to a late-enough stage in the game to cast Consuming Aberration But if I do it definately prefers Whispersilk Cloak since it'll be the biggest of all, and grow every time I cast a spell, making it a good game-ender if the game goes long enough to cast it, but a must-kill for my opponents. And if I do change to Guiltfeeder as you suggest, then I would have only 1 guy ever that's not already pretty tough to block, but I still get an advantage from the shroud ability of the cloak.
Dimir: Mill for Power
Assuming that your game plan is to control the board state until the opponent is milled out, I'd say that you need less mill spells and more removal and counter spells. Also, adding in Nephalia Drownyard is probably a good idea. For example:
-3 Swamp
-2 Island
+4 Watery Grave
-2 Psychic Spiral , add to sideboard.
+2 Consuming Aberration , remove from sideboard.
+4 Tragic Slip
Maybe put this into a separate list and give it a go. :)