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Old 11-02-2009, 09:51 AM   #1
gthicjohn
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U/B/G Standard Mill Deck

This is a standard deck I made in order to mill/control with landfall. Its three colors because whats better then being able to drop 3 lands in one turn, if you drop your regular land and use Harrow. Im going to enter in a 2HG Standard tournament with my friend who is running an aggro deck. This deck has worked great for me so far, but I want opinions from everyone to make it a problem for the opposing team.


U/B/G Mill  
creatures
4 Hedron Crab
2 Nemesis of Reason
1 Living Tsunami
2 Roil Elemental
Spells
2 Ponder
2 Into the Roil
2 Mind Funeral
1 Essence Scatter
1 Mind Spring
1 Rampant Growth
2 Countersquall
1 Sadistic Sacrament
2 Agony Warp
1 Archive Trap
3 Harrow
2 Spell Pierce
2 Rite of Replication
3 Tome Scour
Land
4 Forest
5 Islands
3 Swamps
2 Jwar Isle Refuge
1 Crumbling Necropolis
1 Arcane Sanctum

I only have 1 of some cards in the deck because I have only one, but I can search for more at the local card shops.
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Old 11-02-2009, 11:35 AM   #2
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Re: U/B/G Standard Mill Deck

maybe try and get 4 archive traps and trapmaker's snare to find them easier?
memory erosion is also a useful card, more if your friend wasn't running a aggro deck.
personally, i'd go with more tsunami's as roil elementals, especially since the elementals use fades to every 2 damage imaginable and the tsunami's are strong and empower your crabs.
also, oracle of mul daya if you're landfalling anyways.
try to max out (eg 4-of ) the mill spells, as you want to have milling be a viable way to win.
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Old 11-02-2009, 05:03 PM   #3
gthicjohn
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That is a very good point! I don't know if ill be able to get my hands on 3 Archive trap any time soon, but I am gonna go on a manhunt for more Mind funerals. Ill probably up the countersqual to 4 and get rid of the spell pierce. Should I add more basic lands? If so What should I take out?

Deck  
// Creatures
1 Jace Beleren
1 Roil Elemental
3 Living Tsunami
4 Hedron Crab
// Spells
1 Archive Trap
2 Agony Warp
1 Haunting Echoes
3 Twincast
2 Traumatize
3 Mind Funeral
2 Rite of replication
2 Countersquall
3 Harrow
2 Ponder
3 Rampant Growth
// Land
2 Jwar Isle Refuge
1 Arcane sanctum
1 Crumbling Necropolis
5 Island
4 Swamp
4 Forest
I plan on adding 2 Jace Beleren 1Traumatize 1 Twincast and 1 Mind Funeral


Last edited by Minion; 11-07-2009 at 07:21 PM. Reason: Double Posting
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Old 11-07-2009, 01:45 AM   #4
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Re: U/B/G Standard Mill Deck

17 lands is insane, especially for a tricolor deck. I had a mono green elf deck that ran 16 and it was barely enough. Up the land count. By atleast 5.
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Old 11-07-2009, 12:49 PM   #5
gthicjohn
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Re: U/B/G Standard Mill Deck

Im thinking about uping it, but the thing is I have 6 land fetch cards and I still come out ahead of my opponents in land drop.
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Old 11-07-2009, 03:08 PM   #6
Scouter3000
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Re: U/B/G Standard Mill Deck

Fetch....Lands.... They are golden with hedron crab and they fix your mana (which in a trips deck is always a good thing)
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Old 11-08-2009, 05:14 PM   #7
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Re: U/B/G Standard Mill Deck

why pay life for extra lands when you got yourself a nice Terramorphic Expanse? 4 of them.
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It starts out as a 6/6 trample no matter what. QUICKLY getting bigger. Personally, I fear this card. However, that's not stopping me from putting it in my trample deck
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Old 11-08-2009, 07:44 PM   #8
gthicjohn
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Re: U/B/G Standard Mill Deck

I like the idea of terramorphic expanse.
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Old 11-09-2009, 07:21 PM   #9
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Re: U/B/G Standard Mill Deck

Quote:
Originally Posted by KlassyReborn View Post
why pay life for extra lands when you got yourself a nice Terramorphic Expanse? 4 of them.
Because that small life loss is a bargain price to pay versus slowing down your game to a crawl?
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Let's just get some things clear.

CREATURES CAN DIE.
ARTIFACTS CAN BE SHATTERED.
SPELLS CAN BE COUNTERED.
DEAL WITH IT.

I'm getting very sick of, every time we see a cool creature - or any card, so many people just go "But it dies to (random kill card X). Yes, there are answers to it. But you know what? There are answers to those answers. That's the beauty of the game. Look at a card based on its own merits, don't just think "Terror, next" or "Naturalize, next" or "Cancel, next". Cause if you think that way, then every card sucks. The game sucks. Even those answers you just listed SUCK.

GET OVER IT.

That is all.
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Old 11-09-2009, 09:20 PM   #10
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Re: U/B/G Standard Mill Deck

Quote:
Originally Posted by Neuromancer View Post
Because that small life loss is a bargain price to pay versus slowing down your game to a crawl?
...OR you can slow your game down a smidge and live longer ;P
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It starts out as a 6/6 trample no matter what. QUICKLY getting bigger. Personally, I fear this card. However, that's not stopping me from putting it in my trample deck
Personally, I don't fear pieces of cardboard. I have a lighter.
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Welcome to the internet.
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Old 11-10-2009, 03:31 PM   #11
JerryDudko
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Re: U/B/G Standard Mill Deck

Hi, new to this forum and to magic in general (though I have been researching like a mo-fo)
and I was wondering if its even worth keeping those forests in there if all you are going to use them on are rampant growth and harrow? I know they would be some advantage to getting your mana cards out quicker but aren't there more appropriate ways to do that?
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Old 11-11-2009, 08:54 AM   #12
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Quote:
Originally Posted by JerryDudko View Post
Hi, new to this forum and to magic in general (though I have been researching like a mo-fo)
and I was wondering if its even worth keeping those forests in there if all you are going to use them on are rampant growth and harrow? I know they would be some advantage to getting your mana cards out quicker but aren't there more appropriate ways to do that?
In Standard there aren't really much other options to fix your mana beyond green, so he's pretty much forced to run it. Also note that it helps trigger Landfall more often, which is critical for this deck.

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Originally Posted by KlassyReborn View Post
...OR you can slow your game down a smidge and live longer ;P
A whole fracking turn is not "a smidge". Seriously, 1 life is not that big of a deal. This isn't casual play where you don't care much about slowing down since the opposing deck is probably just as slow and crappy as your own, in competitive Magic speed is far more important than a few life points (Ever wondered why people go fetchland---ravdual on their first turn in Extended, despite losing 3 life right off the bat?)
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Spoiler:

Quote:
Originally Posted by Tynion
I made a career of beating people's skulls flat with Llanowar Elf beatdown. Whether it takes me 20 turns of Chinese Water Torture (20X1=20) or 4 turns of Calciderm bludgeoning (4X5=20), the end goal is to accomplish 20 points of damage.
Quote:
Originally Posted by hamsandwich View Post
yes, Syphon, Neuromancer is the beginning of the end...
Quote:
Originally Posted by Syphon
Remember, if in doubt, think : What would Syphon do? and then do the complete opposite.
Quote:
Originally Posted by Tynion on MSN
I swear to God, if I could beat the holy hell out of an imaginary program, I would kick the crap out of Photoshop
Quote:
Originally Posted by Arix
Let's just get some things clear.

CREATURES CAN DIE.
ARTIFACTS CAN BE SHATTERED.
SPELLS CAN BE COUNTERED.
DEAL WITH IT.

I'm getting very sick of, every time we see a cool creature - or any card, so many people just go "But it dies to (random kill card X). Yes, there are answers to it. But you know what? There are answers to those answers. That's the beauty of the game. Look at a card based on its own merits, don't just think "Terror, next" or "Naturalize, next" or "Cancel, next". Cause if you think that way, then every card sucks. The game sucks. Even those answers you just listed SUCK.

GET OVER IT.

That is all.

Last edited by Neuromancer; 11-11-2009 at 08:57 AM.
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Old 11-11-2009, 10:15 AM   #13
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Re: U/B/G Standard Mill Deck

you arent going to use them only to play harrow+rampant growth, those enable your crabs to do ridiculous things and also to power out way more millspells per turn. the oracle as i suggested does even better as harrow in a sence, since it allows you to about always have a spell draw and also a land extra per turn, which also improve your crabs. How about omni-tool grim discovery as a way to either get back a crab AND a fetchland or a fetch and a tsunami if you have a crab open? i also agree very much with neuromancer, one of the most important lessons for new players is learning that tempo/card loss is usually worse as loss of life.
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Last edited by reapandplant; 11-11-2009 at 10:24 AM.
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Old 11-11-2009, 01:08 PM   #14
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Re: U/B/G Standard Mill Deck

Quote:
Originally Posted by Neuromancer View Post
A whole fracking turn is not "a smidge". Seriously, 1 life is not that big of a deal. This isn't casual play where you don't care much about slowing down since the opposing deck is probably just as slow and crappy as your own, in competitive Magic speed is far more important than a few life points (Ever wondered why people go fetchland---ravdual on their first turn in Extended, despite losing 3 life right off the bat?)
I justify my use of them in competitive magic by going with weenie decks, and any other colors I just use a deck of consistantly low CMCs. but I know you're right, Expanse is just the poor man's fetch. ha ha
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It starts out as a 6/6 trample no matter what. QUICKLY getting bigger. Personally, I fear this card. However, that's not stopping me from putting it in my trample deck
Personally, I don't fear pieces of cardboard. I have a lighter.
Quote:
Originally Posted by Kamahl's Disciple View Post
Welcome to the internet.
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