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13 Reasons Why (Mill Can Do Modern)

Modern Competitive Control Mill Tempo W/U/B (Esper)

TheSurgeon


Description

v. 1.1

Composed of 13 nonland cards to tempo the board and completely wreck your opponent's library by/at turn 5.

13 Reasons:

Archive Trap is one reason with thirteen good little reasons to play this deck. Its infamous is fueled by Ghost Quarter and Path to Exile, as well as Modern's plethora of fetch lands on the opposing side. This card is the forefront of the deck's early mill power, and is easily tutored and repeated with Trapmaker's Snare.

Fraying Sanity, cleans up quick when casting multiple Traps, and turbo boosts the multiple Landfall triggers of Hedron Crab. I've also included Open the Armory, to help tutor Sanity to play by turn 4 if the need arises, setting you up for wincon, turn 5.

While the Traps can win the game on their own, the wincon card shreds at turn five:
Traumatize- which, when coupled with Sanity, mills the opponent out sometimes entirely. Note: this card's mill rounds down, so there's the potential the opponent will have 1 card left in the library regardless.

Piloting is fairly simple: Drop a Hedron Crab then begin to throw the opponent's early game off by destroying land with Ghost Quarter, countering anything that they attempt to play with Remand or Silence; removing face-eating boardthreats with Path to Exile, Darkness, and Ethereal Haze, while you keep resources in hand via Visions of Beyond.

Description coming, as playtesting proceeds..

Suggestions

Updates Add

Against my original whims, I went back to Esper, I added an additional wincon, but nixed the aggro side of this deck. It now runs broad Esper control, while waiting patiently to mill heavily at the right moment. The control feels a bit safer stable with the addition of Silence and Darkness.

4x Traumatize, seemed too many and Haunting Echoes is a great late-game crippler for long games.

Thanks to those who gave input to the deck, especially to bah-bammmm for nagging me enough to put in the fetches to fuel Hedron Crab. I was a jerk to him and he deserves my public apology. I'm stubborn and opinionated, and I need more people like you to help me improve the deck, and I'm sorry.

Look it over! Feedback is always encouraged!

(It's my birthday, show me some love!!)

Comments View Archive

On the extremely off-chance that it's relevant, for the same converted mana cost and speed etc, Ethereal Haze is better than Holy Day in specific situations where out-of-combat damage might happen.

August 3, 2017 2:21 p.m.

Awesome. I am considering using this card myself. Happy milling :)

August 3, 2017 2:24 p.m.

ThatScarecrowGuy- Thanks, I've never seen the card before! never really thought about noncombat creature damage being a huge problem, but since this covers both cases, it'll be switched forthwith!

Thanks again!

August 3, 2017 2:36 p.m.

Quick suggestion, your only legitimate T1 drop is Hedron Crab. Which may or may not be reliably drawn every opener. With that in mind, I'd consider swapping a land like Shelldock Isle for a manland like Celestial Colonnade. That flying/lifelink duo can be gamechanging if you're still stalling via Fog effects.

Also, your biggest threats are decks that run Emmy or any GY shuffling effects. I would SB one Path for a MB Crypt Incursion so you can stop on the GY trigger and exile it.

And honestly, you could probably get away with just a 1-of for Traumatize. It's kinda overkill beyond that, plus it frees up a slot. And haunting echoes seems too slow of an exile effect. I'd personally just MB all the Crypts and add Surgical Extraction to the side.

Not too sure about the Trap tutor, either. Archive is definitely potent. but you could consider fleshing out the strategy to have solid discard spells like Thoughtseize or Inquisition of Kozilek regardless if you don't have Fraying Sanity in play, the known knowledge of their hand is still vital to knowing how you can proceed. Plus, if/when you do draw a mid-game discard spell it triggers Fraying Sanity.

Love the Esper build mate.

August 3, 2017 2:45 p.m.

n0bunga- Thank you for your in-depth look at my deck! Your input is invaluable, and has made me consider a few things.

First, Celestial Colonnade is appealing, but slow, I really need the speed in this deck against boardthreats and counters.

However, to make up for the decision to nix the lifelink aspect, I mainboarded the Crypt Incursions, and as you suggested, SB Surgical Extraction.

As far as hand-hate, I don't feel there's room in this deck for them (plus I would have 13+ reasons then ), when I have so much Fog, Silence and Remand working for me. I TOTALLY understand the benefits, just trying to keep this a bit gimmicky, and if it ain't broke..

I truly appreciate your feedback!
Play on, playas!!

August 3, 2017 5:26 p.m.

Anytime mate! I guess my only rationale regarding the manland is, what do you frequently do T1? Land, pass? How often do you land a T1 Crab?

It's totally slow if you draw it late, but it also poses a threat if someone has a Leyline and you've no way to blow past it. Totally understand why it would jive with ya though.

As for the discard totally I can see why you'd be reluctant to want to part with stuff. I would probably say, if you're positive you don't/can't afford a new card, to perhaps consider dropping to 1 Traumatize, lower your curve and perhaps go up either an Open the Armory, or fill out a fog set. Just statistically speaking, Traumatize is definitely a nicety since it's game ending with Sanity, but you'll have likely milled the majority of the deck before Trauma even lands so I feel like it might be better to improve your odds of drawing protection or tutors.

August 3, 2017 6:04 p.m.

n0bunga- I need at least 2. If an opponent falls for the Trap once, they rarely fall for it again. If that's the case, I need Something to make sure the job gets done, and I need a better chance than 1/60. Otherwise I'm going to have to use turns 5-10 to make my moves for victory, and I don't have the resources to draw out the game that long.

How about 1x Psychic Spiral, I can use it anytime after turn 5 to keep the game going. I briefly put it in here while editing last time, but decided against it. Now, I'm second guessing that decision. Thoughts?

August 3, 2017 6:23 p.m.

TheSurgeon the beauty of the trap is you can force it by Ghost Quartering their lands it's a beautiful interaction.

Spiral is definitely intriguing...I say give it a test as a fun of.

That's what I'm doing right now with Varolz, the Scar-Striped in Death's Shadow.

August 3, 2017 7:20 p.m.

n0bunga- I feel as if you already know, but I should remind you: Quarter and Path don't force the player to do anything. If they refuse to search, the deck all but stands still, until turn 5.

August 3, 2017 7:43 p.m.

Very true. It is a may effect. That was just hyperbole.

August 3, 2017 7:55 p.m.




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Date added 6 months
Last updated 5 months
Splash colors B
Legality

This deck is Modern legal.

Cards 60
Avg. CMC 2.07
Folders Who Runs Milltown? You do, Master Blaster., Need to playtest, Deck Thoughts, dex, Decks I like, Mill, Westside Killas, cool decks to keep an eye on, Other People's Decks, Cool Ideas, See all 19
Top rank #1 on 2017-08-06
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Revision 7 See all

5 months ago)

-1 Watery Grave main
+1 Flooded Strand main