- 4x Circu, Dimir Lobotomist
- 2x Disciple of Deceit
- 3x Echo Mage
- 4x Grand Architect
- 2x Meletis Charlatan
- 1x Oona, Queen of the Fae
- 4x Pili-Pala
- 2x Lantern of Insight
- 1x Mirari
- 2x Mistvein Borderpost
- 2x Panoptic Mirror
- 2x Semblance Anvil
- 3x Staff of Domination
- 3x Extirpate
- 2x Haunting Echoes
- 3x Pithing Needle
- 2x Reap Intellect
- 3x Surgical Extraction
- 2x Thada Adel, Acquisitor
- 1x Brain in a Jar
- 4x Counterbore
- 4x Cranial Extraction
- 1x Curious Homunculus Flip
- 1x Cyclonic Rift
- 2x Dissipation Field
- 2x Ensnaring Bridge
- 4x Extirpate
- 4x Infinite Obliteration
- 4x Invasive Surgery
- 4x Lost Legacy
- 2x Magus of the Coffers
- 4x Memoricide
- 1x Mirari
- 1x Mistvein Borderpost
- 1x Nightveil Specter
- 1x Panoptic Mirror
- 4x Pick the Brain
- 4x Pithing Needle
- 4x Quash
- 2x Rogue's Passage
- 1x Semblance Anvil
- 2x Set Adrift
- 1x Spellbinder
- 1x Spellweaver Helix
- 2x Spellweaver Volute
- 2x Staff of Domination
- 4x Stain the Mind
- 4x Surgical Extraction
- 4x Telepathy
- 2x Umbral Mantle
- 1x Void Snare
- 2x Ward of Bones
You have a big land problem, you don't have enough and your not running any basic land. You need a minimum of 20 land (probably 22), and at least 4 have to be basic. Next you have 82 cards listed, you want 60 and 37 of those spells cost 4 or more, spells costing this need to help you win. You want the hard work of the deck to be done by cheap spells and creatures, most of a deck should be under 3 mana...
Here is a sample deck, focussed on milling but also still exiling the graveyard and running 8 extraction effects, most decks don't have 8 threats -
2x Drowner Initiate, mill when you cast a blue spell.
4x Hedron Crab, mill when you play a land for free.
2x Oona, Queen of the Fae, finisher creature.
4x Altar of the Brood, mill when you play a creature, land, planeswalker or artifact.
2x Tormod's Crypt, exile a graveyard for free.
2x Mistvein Borderpost, mana fixing, it's also blue and gives an extra Alter trigger and Crab trigger next turn.
4x Lost Legacy, extraction...
4x Duress, discard to remove any pesky non-creature spells.
4x Extirpate, extraction...
4x Swan Song, cheap counter, the creature doesn't matter.
4x Archive Trap, free mill for 13 as most decks tutor for land.
2x Void Snare, bounce and a sting.
Jace Beleren, he draws and his ultimate mills.
4x Creeping Tar Pit, an extra creature, just incase.
2x Terramorphic Expanse, fetch and trigger the Crab twice.
2x Evolving Wilds, fetch and trigger the Crab twice.
2x Shelldock Isle, hideaway is fun!
2x Ghost Quarter, land based strategies.
Now for the rub, trying to fit in the extraction strategy makes the deck unwieldy. It's a cool effect but it's really more of a sideboard thing. Still if you want to build a mill deck you now have a groundwork to base it off of. By putting in the extraction to the mill based deck, I can't run card draw, so the deck suffers a little. Hope this helps.
April 19, 2017 10:22 a.m.
April 19, 2017 12:12 p.m.
One of the big flaws in this deck is not knowing what I am versing.Would it be worth it to use more general cards such as instead of Tormod's Crypt using Haunting Echoes for graveyard removal and deck exile/mill
Also,Sorry about not putting in all the lands,I was just putting in cards I saw as possible core cards and was thinking about sorting mana after.
Thanks for the feedback though, it really helps :)
April 19, 2017 7:49 p.m.
For Modern cards that cost more than 4 mana need to win you the game, or add a lot to your strategy. Reap Intellect costs a minimum of 5, it is deeply inefficient compared to Duress. Tormod's Crypt costs 0 Haunting echos costs 5, same story...
I pasted the deck I made in the comments and added a sideboard, have a look Mind Mill the key thing to look at is the Mana Curve, most of the work of the deck costs 1 mana, that is the sort of curve you need. I didn't mention it previously due to the price but Glimpse the Unthinkable is a go to card for mill based strategies.
The simple rules of deck building are:1. Consistency, try to run 4 of a card.2. Mana curve, make sure your deck isn't top heavy, most spells should be 1, 2 or 3 mana (more 1 and 2 than 3).3. Focus, a deck with a clear strategy will do better than one without.4. Win condition, know how your deck wins and have a backup plan5. Know your threats, cards you play against will be Lightning Bolt, Path to Exile, Spell Pierce and Thoughtseize... I couldn't think of a good example of a green 1 drop, but you get the idea.
There is a 6th rule, have fun. I know that splashy spells are cool and it's ok to have a few, but in Modern the winner of the game is normally decided by turn 4 or 5. Hope that makes things clearer for you.
April 20, 2017 5:18 a.m.
Sorry, let me fix that...
The simple rules of deck building are:
Consistency, try to run 4 of a card.
Mana curve, make sure your deck isn't top heavy, most spells should be 1, 2 or 3 mana (more 1 and 2 than 3).
Focus, a deck with a clear strategy will do better than one without.
Win condition, know how your deck wins and have a backup plan.
Know your threats, cards you play against will be Lightning Bolt, Path to Exile, Spell Pierce and Thoughtseize... I couldn't think of a good example of a green 1 drop, but you get the idea.
April 20, 2017 5:20 a.m.
Yeah that actually helps a lot.I am pretty new and it may seem like basic things but it is really great to have someone break down the core things that I need to focus on.I will keep trying out new things and refer back to your advice.Thanks again so much again Darth_Savage :)
April 20, 2017 7:57 a.m.
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|Date added||1 week|
|Last updated||1 week|
This deck is Modern legal.
|Tokens||1/1 Faerie Rogue|