Maybeboard


I like to win in some unorthodox ways and milling in multiplayer commander is definitely unorthodox. Thats when I made this Dimir deck originally led by Mirko Vosk, Mind Drinker. It was mostly targeted mill deck with some protection to keep it going but has since evolved into a more conservative playstyle and is now led by Oona, Queen of the Fae. There are a few combos/synergies in here and even some turn three wins! Surprisingly, this deck is designed for multiplayer games and doesn't necessarily hold up so well in 1v1s.



Disclaimer: I build my decks with the main goal of having a good time while playing and not necessarily optimizing them to win. Regardless of what you are looking for I hope you enjoy the deck!

Part 2: Because I only play casually, no group I play with uses commander damage as a win condition. Please keep that in mind while looking at the deck.

There are a few options for Dimir mill commanders such as Lazav, Dimir Mastermind or Szadek, Lord of Secrets. I initially chose Mirko Vosk, Mind Drinker, who led this deck for its first 8 years, because he seemed the most fun to me at the time. He was also one of the easier ones to get out early and start milling as early on. I loved to attach Trepanation Blade and Fireshrieker, then make Mirko unblockable with Whispersilk Cloak. As this deck has transformed over the years, it has become more conservative and reactive and I never found myself casting Mirko anymore so I switched to Oona, Queen of the Fae. I miss Mirko being the face of this deck but Oona far better fits the playstyle of the deck and will be able to be better utilized than Mirko.

The main point of this deck is to win by milling out your opponents. The way this is achieved has changed greatly in the years I've had this deck. Originally, the plan was to get out Mirko Vosk, Mind Drinker as soon as possible and make him unblockable with cards such as Invisibility and Whispersilk Cloak. While some of these effects are still in the deck, this is not really a viable strategy for winning multiplayer games, especially with how much stronger my current meta is. The new way this deck performs is with some targeted mill, but mostly incidental mill such as Psychic Corrosion and Altar of the Brood (Altar pairs great with Oona, Queen of the Fae as well) while controlling the board with cards likeDrown in the Loch and AEtherize, simultaneously hiding behind others like Dissipation Field and Crawlspace. There is also a lot of group draw to slightly increase mill rate, help me find what I need, and gather general goodwill of the table. In addition to decreasing my opponents' libraries with extra draw, this increases the strength of cards like Sphinx's Tutelage and Psychic Corrosion and my advantage state. This deck also has a few combos, but they are not the main win con and are there solely for fun if I happen into them luckily. Oona, Queen of the Fae is also mainly a backup source of mill and defense or situationally good with certain cards.

Personal choices:

  • Tutors: I get that tutors are good, I very occasionally use them however because it feels a bit cheaty to me and I prefer the randomness of drawing off the top, uncertainty is all part of the fun for me!

  • Infinite Combos: They are allowed in my playgroup and it varies how often they show up in my decks. Winning with one is kinda boring though so I prefer to limit them (another reason I don't prefer tutors - sometimes they just say "grab a combo piece and win the game")

  • Jace, Memory Adept: I have two strategies with this Jace depending in the number of opponents. For two or fewer opponents I will pretty much only use his 0 to get the maximum amount of mill from him and I will use his +1 if I need to draw cards. However, if I am facing three or more opponents I will use his +1 until I can use his ultimate to make everyone draw.

  • Jace Beleren: I play this Jace pretty much the same no matter the number of opponents. I use his +2 to make everyone draw cards and up his loyalty then use his -10 on whoever I don't like.

The first way to win in three with this deck, is by using the Duskmantle Guildmage + Mindcrank combo. The optimum hand would be Sol Ring, Mindcrank, Duskmantle Guildmage, 2x Swamp, and 2x Island.

Turn 1: Play Swamp, tap for Sol Ring and use that mana to play Mindcrank.

Turn 2: Play Island, use both lands to play Duskmantle Guildmage.

Turn 3: Play Island, tap for for Duskmantle Guildmage's first ability and attack with him.

Game Over.

The second way to win in three is using Fraying Sanity and Traumatize for single player or Bruvac the Grandiloquent and Maddening Cacophony. The ideal hand would be Fraying Sanity/Bruvac the Grandiloquent, Traumatize/Maddening Cacophony, Sol Ring, Arcane Signet, and 3 untapped lands.

Turn 1: Play land into Sol Ring into Arcane Signet

Turn 2: Play land and Fraying Sanity/Bruvac the Grandiloquent using Arcane Signet and Sol Ring

Turn 3: Play land and Traumatize/Maddening Cacophony and 1, 2, ... poof deck gone



I'm looking to get some cards on the Maybeboard. Any suggestions on cards there which I should or shouldn't get are much appreciated. Hope you enjoyed my deck! Thanks!

Feel free to comment and +1. :) And feel free to check out my other decks here!

The original version of this deck was created in early 2016

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Revision 30 See all

(3 weeks ago)

-1 Ashnod's Altar maybe
Top Ranked
Date added 8 years
Last updated 2 weeks
Exclude colors WRG
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

45 - 0 Rares

24 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 2.98
Tokens City's Blessing, Faerie Rogue 1/1 UB, Monarch Emblem, Zombie 2/2 B
Folders Likes, EDH References, mill deck wants, stuff, Scumbag, SETS, Interesting decks by other people, Mill infinite combo, edh, Possible Decks
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