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A "Swamp-Island" mill deck. A ship mill is a water mill that floats on a river or bay, and whose current or tide provides the water movement.

Please let your know your thoughts and/or suggested edits!

Creatures: This is the number one thing I have edited since creating this deck. I have almost completely overhauled it at least twice. Originally I had less creatures in this deck, and more of them were focused around milling. I constantly encountered a problem. Almost overtime, against various kinds of (strong) decks I played I literally would be able to win in my next turn, and then lose right before hand. My main issue? I needed more defensive.

1) My final edit was to add some of my already favorite creatures in the game, Vampire Nighthawk and Gifted Aetherborn , plus Tidehollow Strix . I have two of each. All these creatures only cost 2-3 mana. They also all have death touch, which means if you do attack your creature will die. Nighthawk and Tidehollow also both have flying, which I found important. Lastly, Nighthawk and Aetherborn both have Lifelife, so if they do attack, or defend, you can increase your life total, which adds to your defensive.

2) Talrand, Sky Summoner is great for this deck which is so sorcery and instant based. When played, it also helps increase my defense by giving me a larger quantity of creatures on the battlefield.

3) When played, Baral, Chief of Compliance also helps greatly, because not only it is another creature on the battlefield for defense, but in a deck which relies so heavily on instants and sorcery's it helps me plays them faster since this makes them cheaper.

4) Lastly, in addition to creatures for defense, Nemesis of Reason and Consuming Aberration are cards to help mill.

Sorcery and Planeswalker: These cards are pretty self explanatory. They all send cards from opponents library to the graveyard.

Instants: 1) Visions of Beyond is a cheap way to draw cards. 3 cards for one mana in a mill deck. Thus helping me get deeper into my deck to find the cards I need.

2) Hero's Downfall Defensive again.

3) Crypt Incursion This is one of my favorites in this deck. Hold onto this card and use it a run or two before you are going to lose. By holding on you will be able to have a larger number of cards in their graveyard. I love this for three reasons. One, a massive life gain they will surely not be able to regain from! Two, by exiling them, it prevents the players ability to bring them back into play. Three, by only exiling the creature cards the opponent will still have other cards in the graveyard. This is important when Consuming Aberration is on the battlefield. Allowing it to still have a nice high power and toughness.

Land: 1) Notice Jwar Isle Refuge and Dismal Backwater . They may come out tapped, but you gain a life, which helps defensively.

2) Mortuary Mire . I only have one because this is such a low creature deck. The goal would be to play this after one of your creatures has gone to the graveyard. Alas! You have now revived it and brought it back from the dead!

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Date added 7 years
Last updated 4 years
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 3 Mythic Rares

21 - 11 Rares

14 - 4 Uncommons

11 - 8 Commons

Cards 64
Avg. CMC 3.08
Tokens Drake 2/2 U
Folders Decks Online
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