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uwb control mill



 
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drognan1470



Joined: 02 Sep 2008
Posts: 19

PostPosted: Sun May 05, 2013 3:57 am    Post subject: uwb control mill Reply with quote

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
3 [GTC] Godless Shrine
1 [ST] Plains (3)
1 [CMD] Island (3)
1 [AT] Swamp (1)
4 [GTC] Watery Grave
4 [M12] Glacial Fortress
4 [M11] Drowned Catacomb
4 [DIS] Hallowed Fountain
2 [ISD] Isolated Chapel

// Creatures
3 [M13] Augur of Bolas
3 [ISD] Snapcaster Mage
2 [DGM] Council of the Absolute
1 [GTC] Consuming Aberration

// Spells
2 [GTC] Psychic Strike
2 [OD] Syncopate
2 [M13] Jace, Memory Adept
2 [TSP] Think Twice
2 [GTC] Devour Flesh
3 [ISD] Dissipate
2 [GTC] Mind Grind
4 [RTR] Azorius Charm
2 [RTR] Detention Sphere
3 [RTR] Supreme Verdict
3 [RTR] Sphinx's Revelation

have board just havnt added it in yet testing this for ptq in orlando any input would be appreciated
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warwizard87



Joined: 04 Oct 2006
Posts: 201

PostPosted: Sun May 05, 2013 4:23 am    Post subject: Reply with quote

for a deck thats wants to mill, you lack drownyards,
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drognan1470



Joined: 02 Sep 2008
Posts: 19

PostPosted: Sun May 05, 2013 4:32 am    Post subject: Reply with quote

drownyards are overrated i dont see a need for them considering im already consistantly milling out at my fnm and on mws
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Mizukage



Joined: 24 Jul 2009
Posts: 106

PostPosted: Sun May 05, 2013 7:58 am    Post subject: Reply with quote

A good (competetive) mill deck needs drownyards since the deck doesn't really win by milling. It wins by ignoring the opponent's game plan and once it has done so, you can tell your opponent how many turns he has before his deck runs out.

With drownyards, you can eschew hits such as Jace, Consuming Abberration and god forbid Mind Grind and just stick to cards that actually do something relevant.
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GreenBear



Joined: 27 Jul 2010
Posts: 896

PostPosted: Sun May 05, 2013 11:07 am    Post subject: Reply with quote

Lands which do something more than be a land always have and almost always will be good. Almost every broken deck of recent times and many of times gone by have featured lands, that do more than just be a normal land. Affinity - blinkmoth nexus caw balde celestial colonnade modern jund, raving ravine treetop village. Older decks tolerian academy, cradle. These lands are very very good as they dramatically increase the consistency of your deck, as they allow you to run more lands and make your deck more spell dense at the same time.

Running mind grind in your uwb control deck, is no different to running lava spike in your uwr control deck. Most of the time the spell does nothing and is completely incoherent with the strategy of almost every control deck ever of winning by card advantage. Drownyard does the same thing but better as it is a recurring threat and has the bonus its a land also. It may be different functionally to ravine, nexus, village etc but just like all of them it can win you the game.
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Magx



Joined: 07 Sep 2004
Posts: 452

PostPosted: Tue May 07, 2013 6:46 am    Post subject: Reply with quote

Because you have ONE card that can be played twice because of Snapcaster Mage, you call this deck a mill one ? are you kidding me ?

so, next time I'll do a deck with one creature in it, I'll say it's a creature based deck...
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Scuta04



Joined: 28 Sep 2004
Posts: 151

PostPosted: Tue May 07, 2013 8:47 am    Post subject: Reply with quote

he has consuming aberr. mind grind and jace.. and hopefully now drownyards. I think we have all probably been milled out or close by a jace we cant deal with so lets give him a little bit of a break.
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drognan1470



Joined: 02 Sep 2008
Posts: 19

PostPosted: Wed May 08, 2013 3:40 am    Post subject: Reply with quote

ok new list with board

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
3 [GTC] Godless Shrine
4 [GTC] Watery Grave
4 [M12] Glacial Fortress
4 [M11] Drowned Catacomb
4 [DIS] Hallowed Fountain
2 [ISD] Isolated Chapel
3 [ISD] Nephalia Drownyard

// Creatures
3 [M13] Augur of Bolas
3 [ISD] Snapcaster Mage
2 [DGM] Council of the Absolute
1 [GTC] Consuming Aberration

// Spells
2 [GTC] Psychic Strike
2 [OD] Syncopate
2 [M13] Jace, Memory Adept
2 [TSP] Think Twice
2 [GTC] Devour Flesh
3 [ISD] Dissipate
2 [GTC] Mind Grind
4 [RTR] Azorius Charm
2 [RTR] Detention Sphere
3 [RTR] Supreme Verdict
3 [RTR] Sphinx's Revelation

// Sideboard
SB: 2 [RTR] Detention Sphere
SB: 1 [RTR] Supreme Verdict
SB: 3 [GTC] Blind Obedience
SB: 3 [CMD] Vampire Nighthawk
SB: 2 [RTR] Rest in Peace
SB: 2 [DGM] Render Silent
SB: 2 [DGM] Reap Intellect
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Spyre



Joined: 11 Mar 2013
Posts: 26

PostPosted: Wed May 08, 2013 12:38 pm    Post subject: Reply with quote

Run mind sculpt. Thought scour. And the new glimpse the unthinkable(breaking/entering) then you'll have a mill deck
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Terri



Joined: 23 Jan 2010
Posts: 107

PostPosted: Fri May 10, 2013 1:04 pm    Post subject: Reply with quote

24 lands are way too few in a deck that wants to cast sphinx's revelation and mind grind.
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