Description

Esper Mill strategy with Death's Shadow. It is a reckless mindset, not going all-in with typical mill builds. Mill in general has a lack of bodies and I formerly relied upon Darkness and Crypt Incursion as part of my "defense" in the mainboard. I am going to try and invert that strategy by taking those out and adversely use the lack of that type of defense by incorporating Death's Shadow in the mill shell with some removal and disruption. Essentially, removing threats via mill/discard until I can cast Death's Shadow optimally. I'm not sure if it'll work yet because it can be clunky. Heavy playtesting to follow.

Spells:

The brew is obviously very light on creatures and power compared to other Death's Shadow variants. Feel free to offer suggestions.

Sideboard:

Updates

Comments

Wurmlover says... #1

you might want to consider Jace's Phantasm, its the Serra Ascendant for mill!

April 21, 2017 4:06 p.m.

Wurmlover Thanks, that's a good idea! I was debating it because it was a playset in my original UB Mill brew. Trying to think of what I could cut for him. He could come in for Lingering Souls. I guess I opted for that for more board state flyers for blocking, even though they're always gonna be 1/1's. Then again, they cost more than Jace's Phantasm. I'll playtest switching either out for each other.

April 21, 2017 4:19 p.m.

C.LewisMTG says... #3

Hedron Crab Isn't very good here, as you only have 18 lands, sometimes he's just going to be a 0/2. I would play Surgical Extraction over Extirpate as it can be cast with your life total, and can be flashbacked with Snapcaster Mage - I'd play at least 3. Orzhov Charm seems way too cute here. I know it can make Shadow bigger, but I feel like we should just be playing a cheaper cleaner removal such as Path to Exile as big clunky casting cost cards make Snapcaster Mage look far more unattractive to play. Thought Scour is great, and we could be playing 3-4 in my opinion. and possibly a Dismember if we are removing Orzhov Charm. Just my thoughts on the list.

May 1, 2017 1:09 p.m.

C.LewisMTG, I didn't think about that with Hedron Crab. I think because I was using it default with my all-in mill plan, but now that this specific brew has morphed that plan, Hedron Crab is much less effective. I'll give Surgical Extraction a shot, maybe a 3 and 1 w/ Extirpate at first. Orzhov Charm does have a lot of utility but I did find myself hardly ever using it in almost any stage of the game, so I'll likely take that out for Anguished Unmaking and/or Dismember. I have 4 Path to Exile and so far it's been excellent. Synergizing well with Archive Trap, especially when the opponent really needs a land.

Trying to think of what could take place of 4 Hedron Crab for me to try out.

With all this said, this is of course a brewing phase and I may just return the core to esper mill. So far, it has been fun to playtest with, though.

May 1, 2017 2:53 p.m.

C.LewisMTG I wasn't doing the math. -4 Hedron Crab, -1 Extirpate, +3 Surgical Extraction, +1 Thought Scour and I'm thinking +1 Breaking. -2 Orzhov Charm for +2 Dismember to try out.

May 1, 2017 3:11 p.m.

C.LewisMTG says... #6

Yeah that all seems fine. I like your idea of raising the Breaking count since we are taking out crabs. panaderian_hunger

May 1, 2017 8:40 p.m.

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Date added 5 months
Last updated 2 months
Exclude colors RG
Splash colors W
Legality

This deck is Modern legal.

Cards 60
Avg. CMC 1.81
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