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Parker2038
Joined: 20 Apr 2009 Posts: 30
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Posted: Wed Oct 07, 2009 9:43 am Post subject: Turning you into a mindless null... |
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W/U/R Milling Control
// Lands (24)
2 [ZEN] Mountain
3 [ZEN] Plains
4 [ZEN] Island
4 [M10] Glacial Fortress
3 [ZEN] Misty Rainforest
4 [ZEN] Scalding Tarn
4 [ZEN] Arid Mesa
// Spells (36)
4 [ZEN] Archive Trap
4 [ZEN] Day of Judgment
4 [ZEN] Hedron Crab
3 [ZEN] Ior Ruin Expedition
3 [M10] Jace Beleren
3 [M10] Pyroclasm
4 [CON] Path to Exile
1 [ZEN] Pitfall Trap
2 [M10] Intimidation Bolt
4 [ZEN] Trapmaker's Snare
4 [M10] Twincast
\\ Sideboard (15)
SB: 2 [M10] Pithing Needle
SB: 3 [M10] Flashfreeze
SB: 3 [ARB] Double Negative
SB: 4 [ALA] Swerve
SB: 3 [ALA] Deft Duelist
In this deck mill is not an alternative win condition like in other decks posted recently, in this deck mill is THE win condition.
Hedron Crab have GREAT SINERGY with fetchlands, GREAT!!! When I play a first turn crab my opponents start wishing for spot removal...
(2 crabs and 2 fetch can rip out half of my opponent cards, and its not too rare to draw an opening hand with that... eh eh eh)
SIDEBOARD:
pithing needle: I think this one dont need any explanation... good agains lot of things (walkers, etc...)
flashfreeze: this one is an easy pick too. just a good counter
double negative: very good against cascade (damn bloodbraid and friends)
swerve: this is the best card in the sideboard. very good against jund because they play blightning and pulse and is also good against banefire or any kind of burn spell/spot removal
deft duelist: I use this against mono red because they cant kill it with spot removal(shroud) and I can stop any ball lightning, hellspark or 7/1 token they trow at me. Is good as well against W winnie and Boros bushwhacker
PLAYTEST:
I've played against G/R mana ramp, G/B mana ramp, big Naya, Jund, mono R burn, RW bushwhacker/landfall and mono W soldiers and the deck was very good against those decks.
It's good against any creature aggro deck.
It still need more playtesting.
If you have any cool idea for this deck let me know!
Thanks for your comments... 
Last edited by Parker2038 on Tue Nov 10, 2009 10:18 am; edited 8 times in total |
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Parker2038
Joined: 20 Apr 2009 Posts: 30
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Posted: Wed Oct 07, 2009 9:55 am Post subject: |
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I'm expecting for lots of people telling me to put some scute mob in...
Last edited by Parker2038 on Mon Oct 12, 2009 4:08 am; edited 1 time in total |
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DoomBring3r
Joined: 30 Apr 2009 Posts: 436
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Posted: Wed Oct 07, 2009 10:12 am Post subject: |
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| Parker2038 wrote: | I'm expecting for lots of people telling me to put some scute mob in.
Yes, I do believe scute mob is THE BEST creature in the set.
And even better for extended. |
I'd actually suggest Squire.
Too bad he's not T2 legal.  |
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Akeldyma
Joined: 05 Jul 2009 Posts: 108
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Posted: Wed Oct 07, 2009 10:33 am Post subject: |
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| Yes, you're correct. Certainly needs mas Scute Mob. |
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kfcman
Joined: 16 Sep 2006 Posts: 723
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Posted: Wed Oct 07, 2009 2:50 pm Post subject: |
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| Akeldyma wrote: | | Yes, you're correct. Certainly needs mas Scute Mob. |
Yeah, i'd suggest at least 4 main and 4 sideboard. |
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kimsan_a02
Joined: 03 Oct 2009 Posts: 11
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Posted: Wed Oct 07, 2009 4:38 pm Post subject: |
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| I would suggest taking out 3 snare replace it with howling mine. howling mine works well in burn and card |
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darkwizard42
Joined: 02 Sep 2005 Posts: 83
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Posted: Wed Oct 07, 2009 5:12 pm Post subject: |
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| Mindbreak Trap seems useless...put in something like Sleep or something to keep yourself alive |
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darkwizard42
Joined: 02 Sep 2005 Posts: 83
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Posted: Wed Oct 07, 2009 5:13 pm Post subject: |
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| Also you should have at least 1 or 2 Plains/Islands...cause You can't even play Hedron Crab first turn... |
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SJM
Joined: 17 Apr 2009 Posts: 144
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Posted: Wed Oct 07, 2009 5:13 pm Post subject: |
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Cool.
I truly hope either the U/R combo deck or U/X mill is a tier 1 deck because cascading into blightning and swinging buff elves into the red zone just doesn't make me feel good. |
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SJM
Joined: 17 Apr 2009 Posts: 144
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Posted: Wed Oct 07, 2009 5:14 pm Post subject: |
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| darkwizard42 wrote: | | Also you should have at least 1 or 2 Plains/Islands...cause You can't even play Hedron Crab first turn... |
He forgot to add basics to his deck list.
He has like 10 fetches and no basics right now lulz.
16 land total.
I'm sure there's like 7-8 basics. |
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Parker2038
Joined: 20 Apr 2009 Posts: 30
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Posted: Mon Oct 12, 2009 4:07 am Post subject: |
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| darkwizard42 wrote: | | Also you should have at least 1 or 2 Plains/Islands...cause You can't even play Hedron Crab first turn... |
Basics added. I forgot to put them in the first post...
5 islands and 3 plains |
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Parker2038
Joined: 20 Apr 2009 Posts: 30
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Posted: Mon Oct 12, 2009 4:39 am Post subject: |
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| kimsan_a02 wrote: | | I would suggest taking out 3 snare replace it with howling mine. howling mine works well in burn and card |
Snare doubles my chances of drawing my win condition and it can be used to tutor another trap in case of need (minbreak or pitfall).
Is one of the most functional cards in the deck. 4 of. |
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Alpha_Donkey
Joined: 02 Aug 2005 Posts: 28
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Posted: Mon Oct 12, 2009 8:50 pm Post subject: |
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| you shouldnt run all the different mill cards. i realize its a mill deck, but i think you need mroe card draw or control. Really a twincasted free archive trap is what your after. So id take out the crabs, or at LEAST take out the tome scour... its just not potent enough, drawing that late game just seems bad unless their at 4 cards. My suggestion would be howling mine. |
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sps62487
Joined: 29 Sep 2009 Posts: 16
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Posted: Mon Oct 12, 2009 10:47 pm Post subject: |
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angel songs or safe passage ??? that would not be a bad idea especially if someone swings big or with lots of creatures
woah woah woah wait wait wait no cancels ??? throw them in |
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Parker2038
Joined: 20 Apr 2009 Posts: 30
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Posted: Tue Oct 13, 2009 4:27 am Post subject: |
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| Alpha_Donkey wrote: | | So id take out the crabs... its just not potent enough |
Its obvious that you never played with this deck...
In this deck my normal start is:::
first turn: island+crab
second turn: fetch+tome scour [mill 11](leave 1 mana open for PtE or Pitfall trap if needed)
third turn: PtE+Archive trap+twincast [mill 27]
[And my opponent is at one Archive trap distance from death...]
fourth turn: DoJ (or anything else that need to be palyed (Snare, Jace, etc))
fifth turn: Archive trap, GG...
And I not counting the other 2 or 3 fetch that I will play in my first 5 turns...
[mill 6 per fetch]
Is the deck that bad? |
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