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Lands:
3 Reliquary Tower
17 Island
4 Shelldock Isle

Creatures:
4 Plumeveil

Other Spells:
4 Jace Beleren
4 Howling Mine
4 Sanity Grinding
4 Twincast
4 Boomerang
4 Broken Ambitions
4 Cryptic Command
4 Evacuation

Sideboard:
4 Glen Elendra Archmage
4 Remove Soul
4 Unsummon
3 Negate

Turbo Mill 2009 Standard.

Description of deck by its author (quoted):
This is not a Sanity Grinding deck. People will say it is, they will make the misstep of looking at it and thinking “Sanity Grinding in a deck = the same deck as any other deck with Sanity Grinding” and they will be wrong. This deck is not only designed differently than the Sanity Grinding decks on Magic Online, but it functions differently while playing.

So why is it called “Turbo Mill”? Generally the name of a deck is not that important, and is often a reflection of the creator’s, or the person who takes credit for creating the deck’s, biases. The most egregious deck naming error is trying to insert one’s own name into the title (something Mike Flores is often erroneously credited for doing, despite the fact he has rarely if ever actually done so, but simply had large swaths of the community do so post facto to distinguish his often unique designs from other traditional builds of similar decks). I stuck the name “Turbo Mill” on the above list because it seemed accurate.

Yes it has Sanity Grinding in it, but it’s not a Grinding deck. It’s a Howling Mine deck, and like any true Howling Mine deck dating all the way back to Turbo Stasis, the very first, it is called “Turbo” because the act of playing Mine speeds up the game. Adding “Mill” to the moniker seemed appropriate because it’s the big way the deck ends the game. This is important, because simply referring to it as “Sanity Grinding” is misleading; your game plan depending on deck against this build is different than the one you have against traditional Sanity Grinding decks.

All that said, players will call decks what they will, but in an attempt to be honest, it seemed appropriate to include not only the “Turbo” nomenclature, but to avoid misrepresenting the deck as “just” a Sanity Grinding Deck.

The Breakdown: Turbo Mill’s goal is to open on a draw engine, either Mine or Jace, and disrupt the opponent while spitting out a land about every turn. Against control oriented decks like Five Color and the Sanity Grinding mirror, you will dominate the game by sitting back on your counters, building up a perfectly sculpted hand, and out-resourcing them on the back of Reliquary Tower. While they mope around discarding each turn, you’ll simply accrue cards until you’re ready to pull the trigger. It’s entirely possible you just never will, instead allowing them to deck themselves in their draw step or with Jace instead.

Specifically against Five Color you are just overwhelmingly favored. Their deck is as much as 60%+dead against you when you take into account the amount of cards they’re playing to beat creatures, and the high land totals they run. Their attacking threats are almost entirely irrelevant, and the only spells they truly have that can disrupt you are a sparse suite of counters (yours are often cheaper thanks to Twincast), and Esper Charm. Making Turbo Mill discard two cards of its choice, however, is a losing proposition, particularly as you accrue a larger and larger hand thanks to Mines, Jace, and Reliquary Tower. The discard effect just doesn’t matter. So far the only plan identified from them that’s relevant is that of Banefire, in which they slowly bleed your life total using Volcanic Fallout, then send a massive, uncounterable Banefire at your head. Fortunately for you, Twincast sends it right back at their head for a Turbo Mill win through damage, so do the best you can to hold your Saviors of Kamigawa reprints for that exact moment (you’ll probably need two).

The mirror is a bit trickier. It plays a number of cards that aren’t very functional (Godhead of Awe, Overbeing of Myth) but make their Sanity Grindings more powerful than yours. While Turbo Mill’s average Grind is in the area of 10-15 cards, traditional Grinding decks will be higher. The good news is that you will have a bigger hand and more resources to combat them with thanks again to Mine, Jace, and Tower. It is a traditional control mirror where the first player to flinch is generally the one that will lose. As a final note, Boomerang is generally only used in a few situations: to knock out Shelldock Isle, on the second turn after winning the die roll to set them back a land, or to bounce a Jace that has loyaltied up to nine counters.

Against non-burn oriented aggro decks, meaning Boat Brew, Black White Tokens, Faeries, and all varieties of Kithkin (including those that have some amount of burn in them), you stabilize the early game with Boomerang, Plumeveil, and Broken Ambitions until you reach a critical mass wherein you essentially lock out their combat step each turn with your “wraths”: Evacuation and Cryptic Command. Boat Brew, Monowhite Kithkin, and Red White Kithkin play no disruption save for the occasional Ajani Vengeant, a minor nuisance provided you have Boomerang or Cryptic Command to bounce it should it approach its ultimate. Brew and RW Kithkin have small amounts of burn, but they lack cheap burn that could allow them to capitalize on the fact they got in for 4-8 early points. Instead, they try to maneuver a sufficient Banefire or Siege-Gang Commander, but that path rarely works out and prevents them from redeploying the creatures you bounce or tap with Evacuation and Cryptic Command, buying you more time to set up and easing the stress on your game plan.

Faeries and Black White Tokens run some amount of disruption elements, with Faeries providing the biggest challenge of the above listed aggro decks. It can Thoughtseize, Mistbind Clique, and counterspell its way to victory, but in testing the matchup still felt like it was about .500. That means it could go either way in real life when facing down a solid, competitive Faeries player, but you needn’t fear walking into the battle. Black White Tokens, on the other hand, has at best Thoughtseize and Tidehollow Sculler for disruption against a deck whose very nature makes it resistant to handkill simply by way of drawing massive amounts of cards. It also doesn’t hurt that BW’s Coercion comes from a pseudo-Mesmeric Fiend that can be undone with a simple Boomerang.

That leaves Blightning Aggro as your final matchup, and it is as difficult to win as the Five Color matchup is easy. That’s the problem inherent in designing a leveraged deck; you trade matchup percentages against one section of the metagame for a huge gain in another section. For Turbo Mill, the “unwinnable” matchup is red. In testing, the only games won came down to winning the die roll, having Boomerang to slow down their land drops and prevent them from quickly establishing themselves, then comboing early with Sanity Grinding + Twincast, followed by enough to deck them the following turn. That often left them in a position where they were unable to attack enough early to follow through with damage later in the game, but it is not a chain of events that occurs often. If your opponent is playing a version of the deck heavier on creatures or more reliant on expensive creatures instead of cheap aggressive ones, then the matchup brightens a little. The fundamental issue is that Turbo Mill’s game plan is to lock out the combat step, which the majority of beatdown decks in the format are banking on, while aggressive red decks can switch gears to reaching through a wall of Evacuations or Twincasts and sending their “attackers” straight at your head, 2, 3, or 4 points at a time.

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by Bill Stark @ www.thestarkingtonpost.com

MILL: Howling Mine - Sanity Grinding / Plumeveil

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