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How quickly can this deck mill?

!!Announcement!!

It’s been a looong time since I’ve updated this list. But FINALLY wizards has shown mill some well deserved love. I don’ mean those 2 mana defensive chumps that mill on ocasion, I mean TWO cards that can be considered absolutely KEY in mill. One will be out with M20 and another was released with return to return to Ravnica (lul). These two cards are Scheming Symmetry and Mission Briefing . The first working RIDICULOUSLY well with archive trap and the latter... Well, ALSO working very well with archive trap, among other cards. Together, mill can abuse its strong pre-existing mill cards and power through a win in record time. SS gives this deck an added layer of flexibility that makes alot of tech cards only need to be 1 ofs and allows for harder mill. It also means the deck can be less gimmicky with its lands and focus more on milling.

And the rest of the desc...

Of most of the mill decks out there, this can be considered to be a sort of "aggro" mill. It has a low avg cmc. It does quite a bit of damage to itself, so a card like Crypt Incursion , though not particularly strong, can be life saving. against mainly creature decks/ most midrange decks, you could easily heal for 24+ hp. This can also exile cards like emrakul and when all of the non creature cards return to the owners library, the deck is filled with lands and non creatures. This can lead to many dead draws and stalls the game out very well, something mill needs.

Yes, I know mill is somewhat of an unviable archetype. Even though the deck tries to keep up with the current modern meta, It will still fall flat a lot of the time. Maybe one day a decent mill card (or even a mill card that just works in modern, it doesn't have to be "good" per say i.e Archive Trap ) will be printed and will keep archetype afloat.

So lets go over the lands first, shall we?

Lands

Field of Ruin - Absolutely a hidden gem of Ixalan. Buy these out at all cost(s). Maybe a bit of an overreaction, but this card will almost always outclass ghost quarter in a mill deck, assuming you don't need that 2 mana.

Flooded Strand - Modern staple, along with heron crab synergy. Deck thinning is also nice.

Godless Shrine - mana fixing

Hallowed Fountain - mana fixing

Island - I'm tempted to replace one of these to include exactly one Sunken Hollow , just so that if we are up against aggro, we can fetch for basics t1 and t2, then fix our mana t3 after losing only 2-3 life. Is land

Marsh Flats - Playing this land turn one will often lead to you taking a bit more damage correcting mana, so I only run 1

Plains - A basic land, plain and simple

Polluted Delta - Same as the other fetches.

Swamp - ()

Watery Grave - Shock in our dominant colours.

Creatures

Hedron Crab - The best card in the deck, sorta. I just love this card, on top of being a cute little crab, it draws in Lightning Bolt s, and is probably the greatest threat the deck has, albeit on only a 0/2 body. It is the same mana cost as bolt, so it is totally fine if it is bolted.

Jace's Phantasm - I'm on the fence about this card, as it is just a 1/1 flyer for 1, making it vulnerable to other minions and spells. When(if) you manage to get this to a 5/5, that is when it really shines. Four hits to the enemy face and you can just kill them. Or, you can use it as a big blocker if you need more defense.

As you've probably noticed, the deck only has (eight) creatures! That may change, depending on what cards turn out to be good over time. I personally like Thing in the Ice  . Thing in the Ice   needs testing, but seems to be strong with all of the low cost spells. The 7/8 creature slaming the board isn't its only purpose, as the mass bounce can save our lives (Though the 0/4 body is nice). It can't be bolted and it serves as a very good blocker. I honestly see potential in this card because it is a threat, an AOE, and a blocker. It forces your opponent to use hard removal on it, While only being a two drop. I don't have this card in the deck at the moment but please, give it a try and tell me how it goes. It gives a lot of utility at almost no extra cost, and I feel like that is what this deck is lacking.

Instants

Archive Trap - Arguably the best mill card in the game available to modern. There is seldom a time when you will actually pay mana for this card (at least in the early game), and countering a spell your opponent is playing for only 0 mana is sorta risky.

Crypt Incursion - This card is absolutely bonkers if you hit just a few minions. Card's like this can disrupt grave shenanigans, while also healing you and giving you plenty of time. Even though this is an 'Aggro' deck, this card fits in well enough. If you are up against control, or decks with very few minions in general, this card should be sideboarded 99% of the time.

Path to Exile - The best removal in the format if they choose not to search, and one of our Archive Trap activators if they do. Also has synergy with Mind Funeral

Surgical Extraction - I'm a little iffy on whether this card is worth including as a 2 of, 3 of, or 4 of. I guess because it isn't as proactive as modern demands. If you choose to run Thoughtseize over inquisition, I recommend running more of these, as you can extirpate (:P) a threat before it even comes to be. It isn't really that good, as it is a tag-along/reactive card, so it will occupy a spot in your hand until you can make use of it.

Visions of Beyond - Cough Ancestral Recall Cough. The only downside to this card, and the reason running all four in a deck can be risky, is because it can be a dead card until you've milled 20; and when you NEED to draw cards, you will probably lose if you don't.

Trapmaker's Snare - The appropriate number of copies the deck should run is 2.5 or so. Since we cannot run half a card, we are forced to run 3. Though it can be a dead draw late game, we don't really care about the late that much, so having an instant speed tutor is fine.

Fatal Push - A bit of variety to removal. Consider putting in two if you take out a Path to Exile . Should be used to kill things if you don't have a trap in hand and don't want to give your opponent the land.

Sorceries

Glimpse the Unthinkable - Spell snare ruins this card, but it is pretty good overall. AND THANK GOODNESS FOR ICONIC MASTERS. I checked the other day, and this badboy was going for roughly NINE dollars a pop. BUY BUY BUY :).

Inquisition of Kozilek - Removal BEFORE they play the minion. I'm sure I don't need to say just how useful this card is. Keep in mind, that it also sends a card to the yard, which works well with visions, etc. Its purpose is to preemptively handle threats and disrupt combos, burn, and whatever.

Mind Funeral - 3 mana mill around 15 cards. It is probably the weakest card inconsistency, but it can hit hard. In a worst-case scenario, you save your opponent from four dead draws. It gets more powerful the longer the game goes on, and is a great topdeck later on because of this.

Sideboard

Crypt Incursion - One in the board incase you need more healing against a very creature-heavy deck (i.e dredge)

Etheral Haze - A better Holy Day , and a cheaper ($ wise) Darkness

Fatal Push - Removal/agro tech

Fragmentize - It may be a sorcery, but that doesn't matter. They drop a leyline turn 1, you're gonna use it right then and there anyway. The flexibility of the card fits our deck perfectly. I've noticed some esper mills running it in tournaments recently as well.

Hurkyl's Recall - Helpful against affinity and lantern control

Ravenous Trap - Because we HATE emra-un-cool. Yes, you can play this as emrakul triggers and exile things. Then nothing is bounced back, aside from your opponents preemptive smirk as they foolishly think that they have undone all your hard work. Only two are needed, due to the inclusion of snares. Tutorable graveyard hate is pretty good as well.

Relic of Progenitus - Graveyard hate with cycle on top. The persistent effect makes it flexible as well.

TIPS?

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Date added 9 years
Last updated 4 years
Splash colors W
Legality

This deck is Modern legal.

Rarity (main - side)

35 - 7 Rares

15 - 2 Uncommons

6 - 6 Commons

Cards 60
Avg. CMC 1.87
Folders Interesting, well made deck, bodacious decks, My fav decks
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