Sideboard


Haha, Mill goes brrrrrrt

So you wanna mill? Here's how we go about it:

Your starting hand should look something like this: A Hedron Crab, a Glimpse the Unthinkable, two Lands. Play a land, set the Crab. Play a fetch, crack it -> Crab landfall triggers two times. Mill for 6. This may not seem much on paper, but milling an opponent for 6 for a move you would have done anyway is really dang good.

Turn three will ideally see a Fraying Sanity, which means any mill count will be doubled at the opponents End step. It is important to remember that Fraying Sanity does stack and thankfully they resolve in order and not simultaneously. i.e, if three Sanitys are on the field and the opponent milled 6 cards that turn, at their End Step, they will mill another 6, then 12 and then 24 for a total 48 cards. It is safe to say, however, that such a devious ploy will likely never happen, unless your opponent is really stubborn.

Use Field of Ruins to cast Archive Trap for free. Ideally you cast two with a Sanity on the field, which should - in most cases - conclude the game. THE ONE THING TO BEAR IN MIND is that this deck profits immensely from midrange play. Unless you play against heavy discard, safe your mill spells until you have at least one Sanity on the field. Rushing them all out in the early game should be avoided if posibble. To compensate this, the deck heavily banks on Darkness. This lovely and completely colourboken card from Legends is available to us thanks to a timeshifted in Time Spiral.

Mesmeric Orb makes sure that no matter your hand, Milling is happening and can help as support for slower games. The fact that it mills yourself can usually be disregarded.

Visions of Beyond serves as a Card Draw Engine and is an Ancestral Recall on steroids in this deck - what do you want more?

Shelldock Isle can be a lifeline in many cases. Hiding away a Glimpse or Trap that can be pulled out of nowhere has saved my arse countless times.


EDIT: Zendikar Rising

Didn't think I would get to revision this Deck at any point but the rise of Zenikar rising also brought some unexpected power so the edit is as follows:

minus 4x Hedron Crab minus 4x Breaking

plus 4x Ruin Crab plus 4x Maddening Cacophony

Ruin Crab is pretty much a no-brainer: Aside from not being able to self-mill (which we do not care about anyway) it does the exact same as Hedron Crab but with one more toughness, so it is a strictly better upgrade. And... so is Maddening Cacophony, really. The card is basically a Breaking but with one less colour requirement and a Traumatize stapled to it. With a Fraying Sanity on the field, it becomes an alternate win-con... that is STILL mill! What do you want more, really?

It might even be worth to consider swapping out Darkness for the OG Hedron Crab and run it alongside it's new, slightly tougher brother. I have to playtest it but if the deck becomes fast enough to not need the combat protection, it is GG.

Also Mill is officially a keyword now. I am a happy boi.

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Casual

95% Competitive

Date added 3 years
Last updated 3 years
Exclude colors W
Legality

This deck is Modern legal.

Rarity (main - side)

44 - 8 Rares

12 - 3 Uncommons

0 - 4 Commons

Cards 60
Avg. CMC 2.22
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