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Old 04-20-05, 20:58   #1
jade
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The Official Mill Thread

There has been a few recent cards that have strong pontential to do well in a ravegerless format by using mill. Dampen Though is excelent in draft but difficult to use in constructed. Grinding station also has a lot of ways to be used. The question is what will keep you alive in this format long enough to mill your opponet in to the ground. The best two options that I can see are using counters from blue or life gain from white and srtifacts here is the current deck I am working on for mill. The white/green deck recently posted Mr. Durden gave me some good ideas for this deck as well that really hut the likes of muc.

Dosan, the Falling Leaf x3
Sakura-Tribe Elder x4
Eternal Witness x4
Leoin Elder x4
Salvaging Station x4
KCI x4
Grinding Station x4
Chimeric Coils x4
AEther Vial x4
Conjure's Bauble x4
Sunbeam Spellbomb x4
Chrome Mox x2
Land
Forest x9
Plains x6

Sideboard
Scrabbling Claws x4
Ghostly Prison x4
Virdian Zealot x4
Gale Force x3

Lots of good options for control and if youu have completely diffrent mill ideas that could be competive then please post them. March of the machine, along with salvaging station and grinding station plus any one drop artifact goes infinit mill. I think combo could do very well in a control heavy enviorment.
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Old 04-20-05, 21:50   #2
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Myr Servitors were built for Grinding Station .... and I saw the most hilarious thing last Friday:

Mill players has one MEsmeric Orb on the board... WW player has some guys


WW player taps 4 to play Hokori, which gets mana leaked with 3 open, he pays it... than swings with like 4 dudes

Mill players untaps, mills, then drops Mesmeric Orbs 2-4 from his hand... WW scoops.

Orb is probably the way to go
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Old 04-20-05, 21:54   #3
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Hummm orb is a possibility, especially with things like toils of day and night or mabey even early frost if you decide to go the blue route. that and dampen thought could had to it.
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Old 04-21-05, 21:29   #4
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More Mill Ideas

Here are three deck lists which all have mill in mind but go about it in diffrent ways. They are currently without sideboards but the options for each are farely obvious.

Grinding March

March of the Machines x3
Thirst for Knowledge x4
Dosan, the Falling Leaf x2
Eternal Witness x4
Sakura-Tribe Elder x4
Fabricate x2
KCI x4
Grinding Station x2
Salvaging Station x4
Conjure's Bauble x4
AEther Spellbomb x4
AEther Vial x4
Chrome Mox x2
Land
Forest x9
Island x6
Blinkmoth Nexus x2


Lack of Knowledge

Mesmeric Orb x4
Sculpting Steal x4
Condecend x4
Mana Leak x4
Hinder x4
Sakura-Tribe Elder x4
Eternal Witness x4
Fabricate x4
Virdian Zealot x4
AEther Spellbomb x4
Land
Forest x12
Island x8

Tap Much?

Mesmeric Orb x4
Sculpting Steal x4
Fabricate x3
Early Frost x4
Dampen Thought x4
Toils of Day and Night x4
THirst for Knowledge x4
Mana Leak x4
Condecend x4
Vex x4
Chrome Mox x4
Land
Island x17
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Old 04-21-05, 22:45   #5
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I hate to sound stupid by posting this if sounds that way. Have everyone forgotten about Millstone... It's an alternate way besides Grinding Station and the other mill cards out there. or just run both in the deck perhaps?
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Old 04-21-05, 22:58   #6
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I kind of have to agree with Winkle. The thing that makes Grinding Station good (or at least worth losing an artifact over) is the ability to go infinite with it. If you're not going infinite or at least using it several times a turn, Millstone is the better choice.
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Old 04-22-05, 20:05   #7
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I have thought about millstone as a possiblity but the card is just not real effective as say grinding station and salvaging station. Mesmeric orb is really quite amazing when you drop two of them and then to sculpting steels when your opponets taps a ton. however i could use millstones in addition to the orbs and they can be sculpted as well.
I still prefer the idea of infinite combo either in mono blue or white green with life gain to back it up. Whcih is really the better choice. Lifegain mil or counter control mill?
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Old 04-23-05, 15:28   #8
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Counter control, by far. If you can get it out quickly and reliably, you don't have to worry about taking a little early damage. Plus, counters can deal with Extraction and opposing counters, both of which just kill combo decks, and decks that can do some serious damage in the early game, like Big Red and Tooth.
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Old 04-23-05, 21:01   #9
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Alright I have gone in a new direction three color. It is farely consistent but I think that I may get rid of whit in favor of some counters main plus two more aether spellbombs. Here is the deck

Green Spells

Sakura-Tribe Elder x4
Eternal Witness x4
Virdian Zealot x4

White Spells

Leoin Elder x4

Blue Spells

Gifts Ungiven x3
Artificer's Intution x3
March of the Machines x2

Artifacts
AEther Vial x4
Conjure's Bauble x4
Sunbeam Spellbomb x2
AEther Spellbomb x2
Chromatic Sphere x2
Wayfarer's x2
Salvaging Station x2
Grinding Station x2

Land

Glimmervoid x2
Forest x7
Island x4
Plains x3

Sideboard

Quash x4
Dosan, the Falling Leaf x2
Hokori, Dust Drinker x1
Time of Need x2
Meloku, the Clouded Mirror x1
Razormane Masticore x1
Salvaging Station x1
Scrabbling Claws x3
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Old 04-23-05, 21:14   #10
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Here is the mill deck I came up with please luagh with me because it looks very dumb.

Artifacts:
3 x Millstone
3 x Grinding Station
4 x Wayfarer's Buable
4 x Chrome Mox
4 x Chimeric Coils
3 x Mesmeric Orb
4 x Sensei's Divining Top

Spells:
4 x Thrist For Knowledge
3 x Cranial Extracation
4 x Dampen Thought
4 x Reach Through Mists

Lands:
11 x Island
9 x Swamp

No Side Board yet. So please everyone, this is when you open your mouths and laugh at this build. )
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Old 04-25-05, 21:07   #11
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Winkle, THe build is alright but I think you need to focus on making one kinda mill card work instead of just putting all the mill out there in one deck and hopeing it to work as for me thinking I have and up dated w/u/g/ deck list and also a VERY consistent controling mono blue build.

W/U/G Mill
Spells

Eternal Witness x4
Sakura-Tribe Elder x4
Dosan, The Falling Leaf x1
Time of Need x2
Virdian Zealot x4
Gifts Ungiven x3
March of the Machines x2
Leoin Elder x4
Horoki, Dust Drinker x1
Salvaging Station x2
Grinding Station x2
Wayferer's Bauble x4
AEther Vial x4
AEther Spellbomb x4
Conjure's Bauble x2
Land
Glimmervoid x2
Forest x7
Island x4
Plains x4

Mono-Blue Mill

Aether Spellbomb x4
Wayferer's Bauble x4
Grinding Station x2
Salvaging Station x2
Chrome Mox x4
Thirst for Knowledge x3
Consel of the Soritami x3
March of the Machines x2
Mana Leak x4
Condecend x4
Hinder x2
Rewind x2
Quash x3
Fabricate x2
Land
Island x18
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Old 04-26-05, 22:28   #12
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Here's a radical idea...

Try Mono White Mill....

4xMesmeric Orb
4xMillstone
4xSculpting Steel
4xStory Circle
4xGhostly Prison
4xEtherial Haze
4xHoly Day
4xWrath of God
2xFinal Judgment
2xSenseis Divining Top
24xPlains

Maybe SB:

4xRitual of Restoration
4xSacred Ground
4xIvory Mask
...???

Eh? Eh? ;-)
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Old 04-27-05, 21:02   #13
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The thought had crosed my mind. I am reallying waitin for saviors to come out so I can find some answer in white to cranial and the having them witness for it back. I would say that last slot in the side board should be karma for sure. You should definitly fun some form of mana excel so you can hit wrath on turn three. And did you ever think about rule of law? It could hurt a lot of fast burn decks and arggo beat down. I think beacon of gain lots of life might even have a place in the deck.

On an unrelated note, I have been play testing the above w/u/g mill and have found it to be much improved. It has a tough time agianst muc still. With me only going three out of six. The whole key is for me to vial out Doasn. If that happens I can almost always win the game. Then I can leave aether spellbombs on the field to bounce horki to creat a statis effect. This is great agianst arggo control. Ponza also proves to be somewhat difficult. All I have to do is get a little bit of life gain going long enough to stablize. My sideboard which is at the bottom has been geard toward weenies black and mono red. When i play black I almost always win game one. Once the see the combo they board in cranial. I go and board in 4 quash. As long as I counter crainial I win game two and its all over. T&N has a hard time dealing with my horki combo and I also board in scrabbling claws and quash. Claws gets rid of witness, and quash.... well you get the idea. Anyway here is the side board..............

4 Sunbeam Spellbomb (v.s. red)
2 scrabbling claws (anything with recursion like witness)
1 Razormane Masticore (weenies and an alternate kill)
1 Meloku, the clouded Mirror (also for weenies and an alternate kill)
Quash x4 (mainly for tooth and craneial)
Beacon of Immortality x3 (red and any deck that trys to drag the game out to long)

THoughts??????????????????????
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Last edited by jade; 04-27-05 at 21:04..
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Old 04-27-05, 23:06   #14
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Here is an update on my deck. Its running very smoothly and is very fast while keeping some of its tempo.

The New Deck
Creatures:
2 x Broodstar
4 x Ornithopter
4 x Myr Servitor

Artifacts:
4 x Grinding Station
4 x Mesmeric Orb
4 x Welding jar
4 x Chrome Mox

Spells:
4 x Thrist For Knowldge
4 x Concentrate
4 x Night's Whisper

Lands:
12 x Island
9 x Swamp
1 x Boseiju, Who Shelters All
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Last edited by TheVoid; 04-28-05 at 00:16..
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Old 04-28-05, 13:37   #15
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oh my god, this thread is making my head hurt from just reading it.

the most successful (and i'm using that phrase very lightly) milling decks as of late have revolved around using ensnaring bridge and mesmeric orb. not that it matters, because the decks are abysmal.

mods, you know where to send this thread.
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