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Sidisi, My Mill Khaleesi {Primer}

Commander / EDH BUG (Sultai) Mill Primer Reanimator

Gofralighto


I like to think of this deck as a bit of a puzzle box, because there are many routes to take towards our end goal. Our end game strategy being to mill out our opponents. Allow me to break it down with my 6 Tactics to win with Sidisi, Brood Tyrant.

First priority will be getting Sidisi out onto the board as soon as possible. This means we need to incorporate the right color fixing in our lands to be sure we can get her out by turn four. So we include lands like Exotic Orchard, Hinterland Harbor, Flooded Grove, and the guild gates to make sure we have our colors.

Because of the nature of this deck, we don't have a lot of early game ramp other than Sol Ring and Millikin. However, in the mid to late game we have the option to have a massive burst of ramp with World Shaper.

Once Sidisi, Brood Tyrant gets on board the fun begins.

The moment Sidisi, Brood Tyrant enters the battlefield you'll mill the top three cards of your deck. Hopefully, you'll mill a creature and create a 2/2 zombie token. Let me take a moment to reiterate that this is not a zombie deck. Our goal isn't to overrun our opponents with zombies; our goal is to mill our opponents. These zombies are our wall of defense against incoming attacks, and paired with other cards they can be used to mill as well. Our zombies with Wonder in the graveyard can become a great wall to defend us from the other players.

Sidisi will kickstart the self-mill portion of this deck, but for our strategy to work we're going to need to be able to mill more cards in our graveyard before we can mill the rest of the table. We have ways to recur cards in our graveyard so the bigger our graveyard the more options we have and the quicker we can mill our opponents.

To get our self-mill engine running we have Nyx Weaver and Splinterfright, which will mill at our upkeep. We also include Millikin, and Perpetual Timepiece for activated self-mill. Underrealm Lich and Taigam, Sidisi's Hand work well in this deck to give us selection to choose to keep our lands, and/or instant/sorcery spells and mill our creatures. Satyr Wayfinder helps us mill into zombies while helping us make sure we hit our land drops.

Our dredge cards are incredibly helpful in the self-mill department. Golgari Grave-Troll can mill 6 of our cards with Stinkweed Imp coming in a close second with 5 of our cards. Life from the Loam can mill 3 of our cards while being able to get back our lands from the graveyard.

We also have spells like Sudden Reclamation and Grapple with the Past which can help us hit our land drops or bring back an important creature back in our hand.

Finally we arrive at our two best self-mill cards: Phenax, God of Deception and Mesmeric Orb. Phenax, God of Deception gives all of our creatures (and zombies) the ability to mill ourselves and/or our opponents. This God saves Sidisi the headache of having to attack to activate her mill. Mesmeric Orb is even better as each card milled by mesmeric orb counts as its own single "instance" which can produce a zombie.

However, Mesmeric Orb is also ridiculously good at pressure milling our opponents.

While we're working towards our burst-mill end-game plan, we need to pressure our opponents with incremental mill taking away their options to stop us and making it more likely we'll be able to mill them out later.

Mesmeric Orb is the best pressure-mill card we have as they'll be milling a decent amount every upkeep. Altar of the Brood works well with our self-mill zombie token engine. Everyone hates Mindcrank.

Dreamborn Muse works well to keep the pressure on our opponents every upkeep. Manic Scribe does the same. Riddlekeeper deters some people from attacking us and punishes those who do.

While it can also be used to end the game, Mind Grind is best used towards our pressure-mill strategy. Mind Grind is a great setup for us to end the game with our burst-mill later on. Consuming Aberration's ability works as a repeatable Mind Grind. Our man Undercity Informer works as a targeted, repeatable Mind Grind.

It doesn't make much sense to mill ourselves if we're not able to utilize our graveyard so we have a variety of options to bring whatever we want back!

Our spell-based recursion comes in the form of Beacon of Unrest, Stitch Together, Victimize, Ever After, and Dread Return. Dread Return is particularly good because we can cast it from our graveyard with "Flashback".

However, most of our recursion comes with the aid of our creatures. Genesis is critical in helping us bring back to our hand any creature we need. Sheoldred, Whispering One and Meren of Clan Nel Toth are powerful reanimators for us to have on the board and are threats in their own right. With our zombie engine, Gravespawn Sovereign can bring also back creatures from the graveyard.

Greenwarden of Murasa, Skullwinder, and Eternal Witness are crucial in getting back any of the instants, sorceries, or artifacts we need for our end-game plan; Nyx Weaver can do this as well. Seasons Past is also helpful in bringing back from our hands a number of important pieces.Mission Briefing can help us recast one of our instants or sorceries while Ramunap Excavator and World Shaper helps us get our lands back from the graveyard.

Artifacts like Mesmeric Orb and more importantly Altar of Dementia are vital in our mill plan and there's a good chance they'll wind up in our graveyard. To get them back we include lands like Academy Ruins and Buried Ruin. Beacon of Unrest can also bring back a target artifact from the graveyard. Glissa, the Traitor can also help us get our artifacts back from the graveyard.

If a particularly important card is exiled, we can use Riftsweeper to get it back in our library.

If someone tries to exile our graveyard or if we are dangerously close to milling ourselves out, we have Perpetual Timepiece, Loaming Shaman, and Gravepurge. Psychic Spiral is our best saving grace.

Here we go, our end-game mill plan - what we've been working towards the entire game. This strategy involves getting one of our massive creatures on the board and sacrificing them to Altar of Dementia to mill what's left of our opponents decks.

Getting our opponents down to between 30 - 40 cards left in their decks means we'll be able to finish them off with our end game strategy.

Our big creatures for this are Apocalypse Demon, Consuming Aberration, and Sewer Nemesis.

Note: If someone is open to attack with one of these big boys, by all means swing at them. You can always sack at instant speed if someone tries to pull something.

However, there are also two spells in this deck meant for the end game as well. These are Psychic Spiral and Bitter Ordeal. Psychic Spiral weaponizes your self-mill into a targeted, devastating mill spell that will end one player's game at the table. Bitter Ordeal is more interesting, because you can use it to strip someone of their combo pieces, or to take out those pesky cards that prevent us from winning with a mill strategy like Ulamog, the Infinite Gyre.

However, only having three creatures that can fit the role of "Big Boy" limits our chances of getting those key cards on the field. Thankfully, we have some "Big Boy" Imitators.

We need to reduce the number of steps it takes to get our big boys on the field as much as possible. Sometimes we simply don't have the time or mana to recur them from our graveyard.

So we include imitators like Body Double, Lazav, the Multifarious, and Dimir Doppelganger who have the ability to copy creatures in our graveyard.

We also have Necrotic Ooze who has the activated abilities of all creatures in our graveyard. We mostly use this to activate Lazav, the Multifarious's ability to copy into any creature, but it can be used with these creatures as well: Gravespawn Sovereign, Underrealm Lich, Nyx Weaver, Undercity Informer, and Millikin.

I find this deck very fun, challenging, and rewarding to play. Because we'll be self-milling different combinations of cards every game, it feels like no game plays the same. We're working towards the same end game strategy, but how we get there depends on what we have in our hand and what gets milled early on. I love the challenge of that.

This deck is very focused on its mill strategy and as such is weak in areas like removal. The only removal we run being Acidic Slime and Ravenous Chupacabra. However, because of our pressure-mill tactic we will be removing many of their options before they get the chance to cast it. Milling is our primary method of removal.

We also run Living Death as a board wipe that can also work as an alternate win con.

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95% Casual

Competitive

Revision 8 See all

(3 years ago)

+1 Boneyard Mycodrax main
+1 Fiend Artisan main
-1 Izoni, Thousand-Eyed main
-1 Loaming Shaman main
Top Ranked
  • Achieved #32 position overall 5 years ago
  • Achieved #30 position in Commander / EDH 5 years ago
Date added 6 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

39 - 0 Rares

21 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.69
Tokens Experience Token, Zombie 2/2 B
Folders Cool Decks, THREE COLOR EDH
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