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Mirko Vosk, Deck Drinker

Introduction

Please note that this deck is still quite heavily under construction, be a part of the building process and offer me suggestions, they're greatly appreciated!

The goal of this Mirko Vosk, Mind Drinker deck is to mill my opponents to death, while deterring them from attacking me and not making myself a target of too much hate. This deck is played almost exclusively within my playgroup, which is a small and very casual group of my close friends (who I introduced to the game; yes I'm a pusher of cardboard crack). In the Local Meta section below is a brief description of the types of decks this one will see play against.

Although there are some mill cards to support Mirko Vosk within the deck, I want him to remain the focus of the deck. Somewhat along idea of being a Mirko Vosk voltron, though maybe not so dependent on him as a true voltron. Please note that although I do not have a set budget for this deck, it will never be a multi-thousand dollar deck. This first incarnation has been built exclusively with cards-on-hand, so any cards that are expensive (here's looking at you, Vendilion Clique) in it are cards that I was lucky enough to already have. That being said, any suggestions for individual cards that are less than $20 or so will be seriously considered, as long as I get good bang for my buck!

Construction Theory
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Strengths and Weaknesses
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Strategy
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Combos and Synergies
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Card Choices
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-Silumgar's Command:
Jack of all trades. Counterspell, removal, bounce, a versatile card.

-Psychic Strike:
Mediocre card, but it fits the mill theme and costs 3 mana. Milling 2 cards doesn't really count for much, so this could probably be replaced by either a cheaper or more versatile counterspell.

-Swan Song:
Counters immediate removal threats to Mirko Vosk for , I like cheap counters.

-Spell Crumple and Hinder:
Combo off with Tunnel Vision.

-Rewind:
Not much to say.

-Silent Arbiter:
Makes sure Mirko doesn't get chump blocked to death, in case I haven't got anything else out to help him hit.

-Swiftfoot Boots, Ring of Evos Isle, and Elgaud Shieldmate:
Generic hexproof givers. Ring of Evos Isle gets the job done, but I don't like needing to keep open just in case.

-Jace, Architect of Thought:
Mostly going to be +1'd to keep opponents from getting too aggressive.

-Fathom Feeder and Tidehollow Strix:
A couple of deathtouchers to keep big creatures pointed at other players.

-Vortex Elemental:
Similar to a deathtoucher in a lot of ways, but can be used to get rid of nasty indestructible brutes.

-Talrand, Sky Summoner:
I'm not too sure about the inclusion of this card. I haven't pulled him in a game yet. I would like to think that he will create enough chump blockers to keep me alive through some aggro, but it remains to be seen.

-Prowler's Helm:
Is set to get replaced by Whispersilk Cloak when it arrives.

-Skyblinder Staff and Archetype of Imagination:
Relies on my opponent's not having any reach creatures out (pretty reliable for me).

-Mask of Riddles and Whispersilk Cloak:
I'd say these are the real all-stars of the evasion cards in this deck. Evasion plus Survival or Card Draw is a nice bonus, and fear has been very reliable for me in my playgroup.

-Aqueous Form and Invisibility :
Not much to say.

-Teferi, Temporal Archmage:
Great card, mostly used for +1 but his -1 can be used for big drops which is great.

-Dictate of Kruphix:
Not too sure about this one. I like the recurring card draw, but I don't like giving cards to my opponents when I'm not relying on that as a way to mill them.

-Shadowmage Infiltrator:
Speaking of too expensive, but Sphinx of Magosi at least provides a (pretty dang big) body to go with the cost. Shadowmage infiltrator has been a reliable source of card draw every time I've had him out. I like recurring card draw in case you couldn't tell.

-Sire of Stagnation:
Big mana drop, but has a body to go with it and should give plenty of card draw for the cost. I am worried that this guy might attract too much attention my way, as my playgroup tends to dislike being punished for playing lands. Also crosses over into Mill slightly.

-Arcanis the Omnipotent:
Arcanis the card draw king.

-Treasure Cruise:
(Possibly) One mana for 3 cards, I'll take it.

-Sigiled Starfish:
Cheap drop, has a body to block and lets me filter through my deck, doesn't sound too bad to me.

-Diabolic Tutor and Diabolic Revelation:
Pretty expensive tutors, I like that Diabolic Revelation lets me tutor up a 2 card wincon but 7 mana to do it is a lot. These are good candidates for improvement, I think.
-Surveyor's Scope:
I have a feeling this card will end up under-performing as it relies on me to be behind to be any good. Definite candidate for replacement.

-Sword of the Animist:
Has proven quite a few times to be a great ramp card, and it thins out the deck too which is great.

-Basalt Monolith, Sol Ring, Hedron Archive, and Everflowing Chalice:
Pretty typical artifact ramp cards that I already had on hand. I tried to pick ones that I think are reasonably efficient (and the auto-include Sol Ring). These could probably be replaced by better and more expensive ramp cards, but in my casual playgroup no one really runs expensive ramp cards so it would be overkill.

-Duskmantle Guildmage and Bloodchief Ascension:
Wincon combo pieces with Mindcrank.

-Vendilion Clique:
Combo piece with Tunnel Vision.

-Dimir Doppelganger:
Fits to the needs of the moment and removes key pieces from opponents' graveyards. Sweet.

-Jace's Phantasm and Wight of Precinct Six:
Cheap creatures that get big off mill.

-Sadistic Sacrament:
Utterly mean card if played late game with the kicker. For extra fun, pay the kicker then go and remove 15 lands from a players deck. They'll love you and Mirko will mill for even more. Great way to make friends.

-Grimoire of the Dead:
Fun (likely) wincon if it makes it without removal. Should probably keep a counterspell or 2 in the hand to make sure it survives.

-Jace, Memory Adept:
0, 'nuff said.

-Undead Alchemist:
Keeps creatures out of opponents' graveyards, gives me chumps, and helps mill too.

-Trepanation Blade:
Mirko milling for 5 lands instead and getting extra commander damage out of it is pretty sweet.

-Strionic Resonator and Fireshrieker:
Mirko milling for 8 lands (or 12 together) is even better.

-Mind Grind and Mind Funeral:
Mirko #2 and #3.

-Tunnel Vision and Mindcrank:
Combo pieces.

-Traumatize:
Always hilarious.

-Keening Stone:
Great with Traumatize or any of the rest of the mill cards really.

-Startled Awake:Haven't had a chance to use this card yet. I like that it is repeatable, but for its cost it might not prove to be worth it when I have repeatable milling in the form of Mirko.

-Consuming Aberration:
Another source of continual mill, and after an early Traumatize, your 40/40 (or more) Consuming Aberration definitely also counts as a Deterrant.

Ways to Improve
One thing this deck lacks that other mill decks often include is a significant amount of graveyard hate. There are some spells in here that let me remove choice cards from an opponent's graveyard (Dimir Doppelganger), but the deck does not include them as a major feature, and I only really have them for their other benefits.

This is because my local meta does not really play any recursion, but for a player constructing this deck in a different meta, they may find that they need to include more of these type of cards.

Change Log
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Any and all suggestions are welcome, I'd really appreciate some help!

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Date added 7 years
Last updated 6 years
Exclude colors WRG
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

27 - 0 Rares

36 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.26
Tokens Ape 3/3 G, Bird 2/2 U, Drake 2/2 U, Emblem Teferi, Temporal Archmage, Manifest 2/2 C, Zombie 2/2 B
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