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MDV Featured Article:
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MDV Featured Article -
How to Win with Milling: A Guide to a
Slow Painful Death. -
by
omegaprime9774 - reposted 5/25/08 - originally posted 1/24/08 - discuss
here
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When most players sit down to play a game of Magic, whether
it be casually or in a tournament, they usually sit down with the idea of
dealing twenty damage to their opponent’s face. A lot of players simply ignore
or don't know that Magic actually has three different win conditions:
-
A player loses when they are
reduced to zero life.
-
A player loses when they
receive ten poison counters.
-
A player loses when they can
no longer draw a card.
Of these three win conditions, most players have died
thousands of times by damage to the face, and a few older ones remember the fun
of trying to dodge the last poison counter back in the Ice Age/Mirage Block
eras. However, the third win condition most players only encounter when a long
stalemate has gone on and their opponent can no longer draw cards since their
deck has dwindled down to nothing. Today, we're going to take a look at this
third way of winning, and a few decks that use it.
The first thing to remember about creating a Mill deck is
that you’re usually setting yourself up for a very long game. Because the goal
of your deck is to remove whatever cards in your opponent's library that they
don't naturally draw themselves, it’s going to take a little longer than your
average attempt to hit your opponent with twenty points of damage. I've played
duels that have lasted as long as an hour or better, and multiplayer games where
playing a milling deck has forced the game into two or three hours much to the
unhappiness of the other people around me. So if someone says that they want to
play a quick game, I would seriously consider picking up another deck.
The second thing to remember about the anatomy of a Mill
deck is that the it is most often a Control deck at heart. (There are a few odd
Combo-Mill decks out there.) So just like your average Control deck, you'll need
a few things:
- Defense. Since your goal is survive until your
opponent(s) run out of cards, having ways of preventing them from killing
you is a must. Plan on equipping your deck with creatures with defender or
high toughness and consider using enchantments like Teferi's Moat, Ghostly
Prison or Maze of Ith to stall out your opponent’s attacks.
- Board clearers. Often times a Mill deck will have
little to no creatures of its own, so it can often turn to Wrath of God,
Damnation, or their cousins to clear the board of creatures with very little
damage to the deck's game plan. These board clearers will often buy you
precious turns of making your opponent’s deck magically disappear.
- Counterspells and utility. Most Mill decks are
often base-Blue and will want to include some form of counter power to
prevent their kill conditions from being destroyed or to keep something off
the board that their defense and board clearers can't handle. Utility (such
as Disenchant or Swords to Plowshares) are often just as important as
defensive measures in case something gets through your counterspells, or to
give you options in case you know that you need to save your counters for
something even more threatening to your game plan.
- Kill condition. Just like most Control decks, the
Mill deck needs a kill condition. Sometimes it’s an artifact or two that
mill your opponents, sometimes it’s a creature, and sometimes even
high-impact spells. Just remember that you need to protect them so that you
can win.

The mindset of Mill decks is often the same mindset found
in tournament-level Control decks. Just like tournament Control decks, Mill
decks are defensive in nature and for the most part make for passive, boring
game play. Many of my friends find these decks tough to play simply because they
enjoy actually being able to do something, so if you’re a person who likes
explosive turns or beating your opponent with massive creatures, make sure that
you only approach playing this style if you’re up for a real challenge. The
other part of the mindset is to consider the attitude of your opponent(s); if
your opponent or play group doesn't like games that grind to a halt, you should
either be prepared for silent complaints, sudden concessions, or outright
hostility if your Mill deck makes too many appearances.
Now that we've talked about the basics, let's take a look
at a few examples:
Example 1: Artifact Milling
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 Library
Destruction.
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Lands: (22)
4 Hallowed Fountain
6 Plains
12 Island
Creatures: (2)
2 Pristine Angel |
Other Spells: (36)
3 Grindstone
1 Ivory Tower
4 Jester's Cap
4 Millstone
1 Sol Ring
1 Staff of Domination
1 Extract
4 Absorb
1 Land Tax
4 Brainfreeze
4 Counterspell
2 Evacuation
4 Force of Will
2 Last Word
2 Reminisce |
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by omegaprime9774 |
This
deck is perhaps one of the best examples of the principals stated above. It
combines counterspells like Absorb and Last Word to protect you from anything
devastating and uses Evacuation as an emergency board clearer. It also takes
advantage of the life gain from Ivory Tower and the creature-tapping abilities
of Staff of Domination as defense against creature attacks. The deck also
includes Pristine Angel as one of the best blockers available; this protection
from everything Angel can serve as an alternative win condition should milling
not prove adequate. Finally, it uses some traditional milling artifacts like
Millstone, Grindstone, and Jester's Cap to accomplish the milling mission.
Some of the artifacts:
Millstone: The original mill card. Two cards for two
mana; efficient but not very exciting.
Grindstone: Released in Tempest, this card brought a
whole new dimension to milling by allowing you to potentially get more than two
cards. Sometimes it acts as a slow Millstone, but against mono-color decks, it
can often nab eight to 12 cards before grinding to a halt.
Whetstone: This card is designed to be symmetrical,
milling two cards from everyone at the same time, so it requires some
modifications for your own deck to withstand that symmetry. The major
modification is usually the inclusion of Gaea's Blessing to put your library
back where it belongs.

Offset the symmetry of Whetsone with Gaea's Blessing
or one of its relatives...
Mesmeric Orb: This artifact doesn't require you to
spend any mana beyond the casting cost. Instead, it mills as people untap. Just
like Whetstone, decks packing this bad boy usually require the power of Gaea's
Blessing or something similar.
Jester's Cap: This powerful artifact does more than
just place cards from your opponent’s library into their graveyard; it allows
you to see the contents of their entire deck, remove a combo piece, or take out
any major threat to you completely. And laugh while doing so. Evilly.
Example 2: Artifact Milling with Creature Board Control
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 Mageta's
Control. |
Lands: (22)
6 Plains
10 Island
4 Hallowed Fountain
2 Academy RuinsCreatures: (8)
4 Mageta the Lion
2 Waterfront Bouncer
1 Meloku the Clouded Mirror
1 Keiga, the Tide Star |
Other Spells: (30)
1 Extract
2 Absorb
4 Brainfreeze
4 Counterspell
4 Arcane Denial
2 Jester's Scepter
2 Grindstone
2 Millstone
1 Staff of Domination
2 Reminisce
2 Jester's Cap |
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by omegaprime9774 |
This example comes from one of my previous articles. As you
can see, it continues to use the classic milling artifacts like Millstone,
Grindstone, and Jester's Cap for a milling win. Counterspells and utility still
come into play as well. The major shift of the deck is the use of Mageta the
Lion as the major board clearer. He represents a major problem for other decks,
since he can continuously remove creatures from the board. Other defensive
elements include bouncing creatures with Waterfront Bouncer or simply stealing
the best one with Keiga, the Tide Star. It also can win with either beatdown
from Keiga or the single Meloku included in the deck.
Example 3: Milling with Spells
With the release of Ravnica and the House Dimir, some
incredibly powerful milling spells were released. Outside of the prior release
of Traumatize, milling had always been confined to artifacts and a few
creatures. Here is one of the decks designed to take advantage of these powerful
spells:
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  The
Unthinkable. |
Lands: (22)
2 Blood Crypt
6 Island
1 Mikokoro, Center of the Sea
2 Shivan Reef
4 Steam Vent
5 Swamp
2 Underground RiverCreatures: (10)
4 Circu, Dimir Lobotomist
2 Izzet Guildmage
2 Mischievous Quanar
2 Uyo, Silent Prophet |
Other Spells: (28)
4 Brainstorm
4 Brainfreeze
2 Damnation
2 Fireball
4 Glimpse the Unthinkable
2 Reminisce
4 Terminate
1 Traumatize
4 Undermine
1 Yawgmoth's Will |
|
by omegaprime9774 |
This
deck uses Damnation as its primary board clearer. However, it also utilizes
Terminate as spot destruction, since it can be copied by the abilities of Izzet
Guildmage, Uyo, and the Quanar. Those same copy abilities turn milling spells
Glimpse the Unthinkable, Traumatize, and Brainfreeze into back-breaking plays.
The lone counterspell (Undermine) is there simply to stop anything that will
seriously hamper your ability to win, such as indestructible creatures or an
opponent’s Gaea's Blessing. Circu creates an interesting twist on the mill theme
by forcing opponents to not be able to play key spells that he removes from the
game, crippling them even further.
Some of the key milling spells include:
Glimpse the Unthinkable: Ten cards for two mana; the
most efficient milling card in the game.
Brain Freeze: The storm mill. Can often catch opponents
off guard and remove massive amounts of cards. This card was the desired kill
spell in the Mind's Desire decks that once dominated Standard and Extended.
Dampen Thought: The Arcane milling spell from the
Kamigawa block. In the proper deck, it can nab several sets of four cards by
being spliced onto other Arcane spells.
Traumatize: Half of their library gone... ‘nuff said.
Vision Charm: This versatile spell can nab four cards,
or do other things, so it’s never a dead card.
Extract: One-for-one card removal... a great way to
deal with Gaea's Blessings still in your opponent’s library.
Besides spells and artifacts, Wizards have given us several
creatures over the years that love to attack the library and make it go away.
It’s very fitting that many of them are Wizards themselves as seen in the
following example:
Example 4: Wizards and Your Disappearing Library
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Wizards
are Stealing Your Library. |
Lands: (20)
20 IslandCreatures: (40)
1 Arcanis the Omnipotent
2 Azorius Guildmage
4 Crafty Pathmage
3 Dimir Guildmage
4 Magus of the Jar
2 Meloku the Clouded Mirror
2 Patron Wizard
4 Prodigal Sorcerer
3 Raven Guild Master
2 Scalpelexis
4 Sage of Epityr
3 Supreme Inquisitor
4 Vedalken Aethermage |
Other Spells:
None |
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by omegaprime9774 |
This
wizard deck does not just put cards into the graveyard, but uses the special
abilities of Raven Guild Master, Scalpelexis, and Supreme Inquisitor to remove
them from the game. The Patron Wizard gives counterspell possibilities, while
Meloku and Scalpelexis provide large bodies for defense. Meloku can also step in
should milling not be enough to get the job done.
Creatures that love to eat libraries include:
- Raven Guild Master: If he hits an opponent, ten
cards leave the game... chances are to never return.
- Supreme Inquisitor: Kind of useless by himself,
but give him four Wizard friends and you get to remove five cards from your
opponent’s library each time you can untap your creatures.
- Circu, Dimir Lobotomist: Circu takes your Blue and
Black spells and uses them to remove those spells to remove the top card of
your opponents library from the game. Then they can't play those cards as
long as Circu stays around. He’s counter magic and mill in one package.
- Szadek, Lord of Secrets : This guild master from
Ravnica loves to mill when he hits players... and he doubles in size every
time. It’s not unusual to see him taking twenty to forty card chunks out of
people's libraries at a time.
- Cloudhoof Kirin: Old Hoofy loves to interact with
your Arcane spells and Spirits to fill graveyards.
Speaking of Old Hoofy, the next deck (which comes directly
from the deck archives here at Magic Deck Vortex) shows off his interactions
quite well:
Example 5: Exhibit Z
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 Exhibit
Z.
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Land: (24)
9 Island
8 Swamp
4 Watery Grave
1 Duskmantle, House of Shadow
1 Miren, the Moaning Well
1 Minamo, School at Water's Edge
1 Shizo, Death's StorehouseCreatures: (15)
4 Dimir Infiltrator
2 Circu, Dimir Lobotomist
2 Kiri-Onna
4 Cloudhoof Kirin
3 Zephyr Spirit |
Other Spells: (20)
4 Reach Through Mists
4 Dampen Thought
4 Consuming Vortex
3 Disrupting Shoal
2 Hideous Laughter
2 Rend Flesh
1 Death of a Thousand Stings |
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by Chris Millar
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This deck uses the interactions between Cloudhoof Kirin and
other Spirit and Arcane spells to quickly eliminate an opponent’s library. It
has plenty of spot removal in Rend Flesh and Consuming Vortex, plus mass removal
in Hideous Laughter. As a bonus, Dampen Thought can be spliced on to most of
these spells to remove even more cards from their library.
While Wizards and Spirits have inspired Mill decks for
eons, even the mighty kings of aggression – Slivers – can produce a Mill deck if
you enjoy this style of playing:
Example 6: Sliver-mill
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  Sliver
my Library. |
Lands: (22)
12 Forest
6 Island
4 PlainsCreatures: (30)
2 Dormant Sliver
4 Gemhide Sliver
4 Harmonic Sliver
4 Questing Phelddagrif
4 Screeching Sliver
2 Seedborn Muse
2 Selesnya Evangel
4 Sinew Sliver
4 Spinneret Sliver |
Other Spells: (11)
3 Hivestone
4 Intruder Alarm
4 Search for Tomorrow |
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by omegaprime9774 |
 This
deck uses Screeching Sliver to give all Slivers, “Tap this: Mill a card.” It
then abuses Intruder Alarm by creating Hippo tokens with the Phelddagrif or
Saprolings with the Evangel to totally mill any number of libraries down to
nothing on one explosive turn. It can also win with traditional Sliver beatdown,
or by abusing Gemhide Sliver and the Phelddagrif to make the Questing Hippo
bigger than Hungry, Hungry Hippos and send it smashing through your opponents
defenses for the win.
As we've seen, Mill can be put together in quite a few
ways, with Wizards giving us many options with which to gobble up libraries and
give our opponents fits. Finally I leave you with this deck that my friends hate
to see hit the table in our multiplayer games:
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 The
Archives are Burning. |
Lands: (21)
2 Flooded Strands
1 Hallowed Fountain
11 Island
3 Plains
4 TundraCreatures: (10)
2 Dreamborn Muse
1 Grand Arbiter Augustin IV
1 Kami of the Crescent Moon
2 Kiyomaro, First to Stand
4 Walking Archive |
Other Spells:
4 Howling Mine
3 Mesmeric Orb
2 Simic Signet
1 Tormod's Crypt
2 Whetstone
2 Ebony Owl Netsuke
3 Sphere of Resistance
4 Counterspell
4 Gaea's Blessing
2 Turnabout
4 Wrath of God |
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by omegaprime9774 |
 This
last deck enjoys drawing up massive cards with Walking Archives, Howling Mines
and Kami of the Crescent Moon; beating face with Kiyomaro; and stalling out your
opponents with the Spheres and Grand Arbiter.
However, the core of the deck is the heart of what I've
discussed throughout this entire article. First, it stalls with the
aforementioned Sphere/Arbiter combo. Then it stops as many threats as possible
with Counterpells and destroys the creatures on the board with Wrath of God.
Then as your opponent draws massive amounts of cards and can't play them,
Dreamborn Muse steals away their library equal to the amount of cards in their
over-flooded hand. If they actually tap to play anything, then Mesmeric Orb
steps in to leech away even more of their library. Talk about being stuck in
between a rock and a hard place.
I hope that you've enjoyed reading about milling, and stop
in and check out the
MDV deck database for
more Mill decks that are interesting to say the least.
Omegaprime9774
You can discuss this article in the MDV forums
here.
Find other articles by this author here.
Find other articles from this series here.
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