10-28-2024 - Building a Mill Deck.

After learning a few lessons from the past 2 weeks, I've decided to rebuild my deck from the ground up. I'll walk you thru my process and describe my complete reasoning every step of the way.

The First Step: How will we win the game?

I feel like everything I build starts with a free aesthetic choice. What do I find fun or interesting? Other values such as being competitive, consistency, efficiency, etc. come into play later. I like to believe that I at least get to choose my highest level goal, otherwise why would I spend my time on an activity reaching for a goal that I'm disinterested in?

Today, I've decided that I want to build a deck that wins games of Magic: The Gathering when my opponent fails to draw a card from their deck.

The victory condition is straight forward from the rules of the game, but how do we get there?

Stall Decks.

A classic method is to simply wait until the opponent's 54th (on the draw) or 55th (on the play) turn, wherin they will draw the 61st card from their deck and lose. With this strategy, we ensure that we don't run out of cards first either by playing with 61+ cards (weak) or including at least 1 graveyard shuffle effect, such as Elixir of Immortality.

Elixir of Immortality

There are a few challenges to this strategy. The most glaring is the prospect of staying alive for 54+ turns. In legacy, even one unanswered Murktide Regent will swiftly kill me. Its daunting to think that I can hold off every deck in the Legacy cosmos indefinitely.

Another challenge is that 54+ turns take a long time to play and it would be hard to play a full 3 games in regular tournament time constraints.

A final challenge is that it doesn't seem very fun for me. I've learned that I enjoy playing proactive decks, rather than reactive decks. I would love to win the game quickly if my opponent is not prepared.

Murktide Regent

A big advantage for a stall deck is that it can budget all of its deck space on answers and only needs 1 threat. This means that the stall deck's answers will outnumber the opponent's threats and increase the probability that no opposing threat wins the game.

Mill Decks.

To speed up the 'mill' win condition of the opponent failing to draw a card from an empty library, we can actively move cards from their library elsewhere. For the sake of clarity in this article, I will use the term 'mill' to describe any effect that removes cards from the opponent's library, regardless of where they are sent to. This gives us 4 distinct kinds of mill effects:

Here are some cards that demonstrate each kind of mill:

;Glimpse the Unthinkable#Mill to Graveyard: It is what most people mean when they refer to a 'mill' effect. These effects can be present on spells, triggered abilities, activated abilities, etc. It is sometimes helpful to use these effects on ourselves, not just the opponent! ;Tasha's Hideous Laughter#Mill to Exile: Rare abilities, they are similar to Mill to Graveyard, but give the opposing player even less of an advantage. They subvert graveyard shuffle effects, but are less synergistic with cards such as Fraying Sanity that rely on cards heading to the graveyard. ;Forced Fruition#Mill to Hand: Usually seen as a huge disadvantage, these effects can be critical to closing out the game. These are technically the only effects used in a stall deck. ;Ghost Quarter#Mill to battlefield

Burn Mill

When building a Mill deck, the first thing that comes to my mind is jamming as many Mill to Graveyard effects as I can into a deck. Maybe we could even do it without any creatures!

When we think of one-time use spell effects, it is easy to draw an analogy between mill spells and burn spells. Here are some of the most mana efficient single use burn spells ever printed

;Fireblast#2 Mountains = 4 damage = 20% of life. Good for ending a game. ;Lightning Bolt#1 mana = 3 damage = 15% of life. ;Chain Lightning#One of many Lightning Bolt Imitators.

Here are some of the most mana efficient single use mill spells ever printed

;Archive Trap#Enemy Search = 13 cards = 26% of 50 card deck. ;Tome Scour#1 mana = 5 cards. 1 effect = 5 cards = 10% of 50 card deck. ;Glimpse the Unthinkable#1 mana = 5 cards. 1 effect = 10 cards = 20% of 50 card deck.

Note that there is no gurantee that Archive Trap will trigger. Unlike Lightning Bolt, which has a huge stable of functionally similar cards, Tome Scour is the only card of its kind. We would need 10 Tome Scours and 4 lands to deplete the opponent's library by turn 4. This is impossible, because we would have only drawn 10 cards total! Luckily, Mill has a few 2 and 3 mana spells that are as or nearly as efficient as Tome Scour, including Glimpse the Unthinkable and Fractured Sanity. The point is that Mill players tend to care more about card efficiency even more than mana efficiency. We want to burn thru their library quickly while using as few cards as possible.

Burn Deck Mill Example

Let's imagine that we wanted to win a competitive game by putting a bunch of single use mill spells together in a deck and win the game thru pure aggression like burn.

To my current knowledge, the best we can hope for in this kind of deck is winning on Turn 3 in a fishbowl with no resistance. Here is an example that mills 54 cards by turn 3 and wins on the opponent's next turn:

;Island#Turn 1: Play a land, ;Chrome Mox#Play a Chrome Mox,; ;Founding the Third Path#Play Founding of the Third Path, starting at stage I, ;Glimpse the Unthinkable#Cast Glimpse the Unthinkable off of the Founding of the third Path trigger. ;Island# Turn 2: Founding of the Third Path Mills opponent for 4 at beginning of pre-combat mainphase, Play another land, ;Fraying Sanity#Play Fraying Sanity. ;Island#Turn 3: Play a third land, ;Glimpse the Unthinkable#Copied via Founding of the Third Path's stage III effect. ;Twincast#Play Twincast, copying Glimpse;

Even then, I feel like I'm misleading you a bit since Fraying Sanity isn't a single use card. I would have to replace it with a 3 mana card that is guranteed to mill 20 cards.

Criticism of Burn Mill Decks

If we can pull this off, then its great against a creatureless burn deck, since they tend to win on turn 4. However, it is a different story when we go up against a deck with some defense.

The sequence above wins with what is essentially an 8-card combo, uses all available mana, uses 8 of the 9 cards it will have drawn by turn 3 on the play, and requires upwards of 28 lands to consistenty draw 4 mana sources by turn 3 on the play.

Here are pitfalls of this approach:

Combo Mill

There are many ways to deck the opponent or yourself thru combo techniques.

Painter's Servant + Grindstone

Some decks rely on two card combos like Painter's Servant + Grindstone that win the game pretty much on the spot.

;Painter's Servant; ;Grindstone;

These decks tend to run no other mill cards and focus all of their cards and mana on finding the combo pieces and keeping the pieces and themselves alive. I'm not in the mood to make a combo deck and wish to interact with my opponent, but I would be willing to tryout putting Painter's Servant in my deck, since my opponent will likely waste a card or two on killing it due to the threat of me playing grindstone. It would also allow me to play Hydroblast/Blue Elemental Blast as very strong answers / protection spells.

;Blue Elemental Blast; ;Hydroblast;

Winning thru self-mill

Other decks rely on alternate win conditions such as the effects of Laboratory Maniac or Thassa's Oracle, which allow them to win the game if they fail to draw a card themselves.

;Laboratory Maniac#In a multiplayer game, everyone else loses on the spot... ;Thassa's Oracle#I loved Laboratory Maniac and was sad shen Thassa's Oracle came out, because it was better in many ways.

Self-Mill is strong, because you are milling a deck that you custom-built for this purpose. You ignore the opponent, you don't give them any graveyard or other advantages, and there are some ridiculously strong cards available for this purpose.

;Paradigm Shift; ;Mirror of Fate; ;Leveler;

Some decks are built to have all lands or no lands. This allows for them to be self-milled by narrower cards. Here are some examples:

;Treasure Hunt#Treasure Hunt and Thassa's Oracle might be the only non-land cards in a deck... ;Balustrade Spy#Basis for Oops, All Spells Deck ;Undercity Informer#Basis for Oops, All Spells Deck

Fun/Casual Combos

When I was growing up, I played lots of casual Magic. There are plenty of milling combos out there that are fun, but haven't seen as much competitive play as they are less consistent / more mana intensive than a Painter's Servant combo or Thassa's Oracle Combo. But who knows, maybe with enough ingenuity and maybe the right future released card, these will show up in competitive play someday.

Below is an example of a beautiful mill combo that is every bit as lethal as Painter's Servant Combo, but takes more mana and sorceries/enchantments are harder to tutor/reanimate than artifacts.

;Traumatize; ;Fraying Sanity;

Here are a few cards that could combo excellantly with the right deck.

;Tunnel Vision#If you can get an opponent's singleton card on the bottom of the opponent's deck, Tunnel Vision is almost lethal. ;Tasha's Hideous Laughter#If you remove all of your opponent's cards with high mana costs from the game, this becomes more and more efficient.

Delver

I want the experience of going toe to toe with another wizard in a fight to the death. I want to threaten them severely enough that they need to disrupt my game plan or suffer the consequences and answer their threats efficiently. I would love to get into counter wars over key cards and ignore less threatening cards.

My goal is to play cards that can win the game by themselves

How does Delver accomplish some of these goals?

To ground this brew into the context of competitive Legacy, here is one example of a Delver deck that I'm inspired by and want to beat. It relies on 3 core creature threats that can win the game on their own.

Relying on such low cost threats, means that Delver can afford to play less lands than other decks and thus sees more threats and answers than many of its peers.

;Delver of Secrets#Wins after 7 attacks and is a 1 card + deck combo. ;Dragon's Rage Channeler#Wins after 7 attacks. Relies on cards in graveyard. ;Murktide Regent#Wins after 3 attacks. Relies on cards in graveyard. Huge! Also a great blocker.

Delver decks protect their threats with counter magic such as Force of Will, Daze, and a variety of sideboard cards. These spells can also reactively disrupt opposing threats.

;Force of Will#Freely answers just about anything at any stage of the game. Card Disadvantage. Can be subbed out vs. a slower deck. ;Daze#Can also slow opponent down by a turn. Losing a land is no setback to a Delver deck as all of its threats and answers are 1 or two mana each.

Delver decks also proactively disrupt their opponent with Lightning Bolt and Wasteland.

;Lightning Bolt#This can also speed up Delver's clock by a turn. ;Wasteland#Slows an opponent down if they rely on expensive to cast spells.

Delver decks exchange extra mana for better cards thru cantrips such as Brainstorm, Ponder, and Mishra's Bauble. These spells capitalize on the cheapness of the deck's threat and answer cards and ensure that the Delver player consistently has the threat/answer that they need.

;Ponder#Exchanges a mana advantage for card quality advantage. ;Brainstorm#It can shuffle extra lands into deck, increasing spell density. ;Mishra's Bauble#Flips Delver, thins deck, gains information.

Delver's Weaknesses?

I've read that Delver has nearly a 50% win-rate across the board. It tends to be competitive with the entire field.

Graveyard Hate. That said, I've found in my experience that Delver flounders in the face of Leyline of the Void, which can't be countered if it begins in play and turns off both Dragon's Rage Channeler and Murktide Regent.

;Leyline of the Void;

Milling. Curiously Enough, Milling itself can disrupt flipping over Delver of Secrets, but it helps DRC and Murktide Regent, so I'd say that Milling to Graveyard helps Delver, rather than hindering it.

Attacking. Delver can only win thru repeated successful attacks. This isn't a problem against creature-less decks or defenses made up of non-flying blockers, but Delver will grind to a halt if it faces strong flying defenders that are as well protected as their own.

;Baleful Strix;

Blocking. Delver players can attack and block effectively, but can't do both at the same time. This is pretty good, but in our mill deck we might be able to better if we 'attack' thru effects, rather than declaring attackers.

Why not just play Delver?

I could play Delver, but I think it would be more fun, challenging, and rewarding to play with a Mill deck.

More objectively, I think that we can build a deck that is less susceptible to graveyard hate, overcomes more defenses, and has even better defensive capabilities.

Ingredients for my Mill Deck

Primary Threats

Here is a short list of some mana efficient cards that, in the right deck, can win the game on their own using mill effects.

;Hedron Crab#★★★★★: Th gold standard, it can mill 6 cards per fetchland, can chump block, cheap to cast, and can mill either player. ;Ruin Crab#★★★★☆: Hedron Crabs 5-8, except that it can't self-mill. ;Court of Cunning#★★★★☆: A bit slow, but powerful given 5 turns. might not work if opponent becomes the monarch. Better now that I understand the monarch gets to draw a card each end step. ;The Mindskinner#★★★★☆: I can't wait to give this a try! It mills for 10 each turn, its an enchantment, its blue, it only costs 3 mana, it can block and kill some enemy creatures! Finally, I can stifle a trigger and hit my opponent for 10! ;Manic Scribe#★★★☆☆: Dies to graveyard hate. 2 mana is expensive. ;Scrabbling Skullcrab#★★☆☆☆: Without testing, it seems mediocre to me, but it does target either player. Might be good for filling up my graveyard with enchantments. ;Iceberg Cancrix#★☆☆☆☆:More expensive than the other crabs on this list, not a very powerful effect. I don't see much payoff to making a snow oriented mill deck. ;Grindstone#★☆☆☆☆:Slow and expensive by itself, but immediately wins the game in combo with Painter's Servant.

Secondary Threats

Here is a short list of some cards that make primary threats even better.

;Fraying Sanity#★★★★★: Works the turn it is played, quickly ends the game with crabs in play. ;Painter's Servant#★★★★★: Wins the game immediately when used with Grindstone. ;Consign to Memory#★★★★☆:Narrow, but can allow The Mindskinner to hit my opponent directly for 10 damage as an alternate path to victory. It can also disrupt the ooponent and counter a triggered graveyard shuffle effect. ;Stifle#★★★★☆:Narrow, but can allow The Mindskinner to hit my opponent directly for 10 damage as an alternate path to victory. It can also disrupt the ooponent and counter an activated or triggered graveyard shuffle effect. ;Mockingbird#★★★★☆: Adds an extra copy of creature threats to my deck. Blocks flying creatures. Not threatening by itself. ;Delney, Streetwise Lookout#★★★☆☆: With crabs, it works similar to Fraying Sanity, but it is a turn slower, is easier to kill, isn't blue, etc. ;Exploration; ;Crucible of Worlds; ;Walk-In Closet // Forgotten Cellar; ;Conduit of Worlds; ;Ramunap Excavator; ;Replenish; ;Resurgent Belief;

Tertiary Threats

Here is a short list of some cards that can finish the game quicker, kind of like how Delver can finish their opponent off with lightning bolt. I don't think they are as strong contenders for my deck, because they typically can't play any defensive role.

;Tome Scour; ;Glimpse the Unthinkable; ;Fractured Sanity; ;Tasha's Hideous Laughter; ;Mind Funeral; ;Forced Fruition;

How can I keep my threats alive?

Here are some cards that I'm considering that could keep my threats alive.

;Mother of Runes#★★★★★: Protects creatures against combat damage, targeted removal, etc. Won't stop a sweeper. ;Abjure#★★★★☆: Great by itself, can save a crab or reroute it to the graveyard in response to Swords to Plowshare. Even better with Painter's Servant. Requires a dispoable blue permant in play. ;Turn Aside#★★★★☆:Very efficient 1 for 1 protection against spot removal. Won't stop a sweeper. Always works for its intended purpose.; ;Counterbalance#★★★★☆: When this works, it shuts down the opponent and achieves significant card advantage. Combos with other cards I might want to run, such as Mystic Sanctuary. I think it can reliably counter a card on turn 4 when I fetch Mystic Sanctuary. ;Force of Will#★★★☆☆: Certainly does the job, but its card disadvantage and I can ensure lands are on the table at the time when my threats need protecting. Combos with Painter's Servant choosing Blue. ;Blue Elemental Blast#★★★☆☆: Narrow normally, but one of the best counterspells in Magic when Painter's Servant is in play choosing red. ;Thwart#★★★☆☆: My jury is still out on this one. Its like a card advantage neutral force of will, but won't work until after my 3rd turn. It may work well with landfall triggers. Good prtection for The Mindskinner if I tap out on turn 3. ;Daze#★★★☆☆: May keep a threat alive at beginning of game. Loses effectiveness later on. Slows the opponent down by a turn. Can slow me down as well, since I could use the extra lands. ;Pact of Negation#★☆☆☆☆: This doesn't seem helpful, since I won't have 5 mana early. It also won't stop a graveyard trigger early in the game, but it will stop a counterspell. Combos with Stifle to act like a force of will. ;Hindering Light; ;Teferi's Response; ;Stubborn Denial; ;Flare of Denial;

How can I disrupt my opponent from killing me?

I might be willing to sacrifice the power of my disruption cards for the sake of running a more proactive deck.

;Force of Will#★★★★☆: The best defense against first turn kill decks. Needs a 2nd card in hand. Ineffective against uncounterable spells and against permanants. ;Swords to Plowshares#★★★★☆: The best spot removal card in the game, plus its drawback doesn't hurt milling. Ineffective against spells. ;Blue Elemental Blast#★★★★☆: Normally a side-board card. A Full-feature defense against red. Better than Hydroblast if we don't have prowess triggers. ★★★★★ when Painter's Servant is in play choosing Red. ;Mockingbird#★★★★☆: Adds an extra copy of creature threats to my deck. Blocks flying creatures. Not threatening by itself. ;Mother of Runes#★★★☆☆: Keeps blockers alive. It cannot block flying creatures by itself. Its ineffective against Eldrazi. Ineffective defense against spells that don't target one of my creatures. ★★★★☆ when used with Baleful Strix. ;Baleful Strix#★★★☆☆: Card advantage! Stops strongest flying creature, but opponent gets to determine the place and time. Blue permanant, can be pitched to Force of Will, can produce U/B when used with Chrome Mox. ★★★★☆ when used with Mother of Runes. ;Test of Talents#Good against most spot removal. ;Invasive Surgery#Good agaisnt Show and Tell. ;Remand#Card Advantage when I remand my own spell that my opponent has spent a card to respond to. ;Judge's Familiar; ;An Offer You Can't Refuse; ;Spell Pierce; ;Swan Song 2;

Exchangers

Here are cards that trade resources like mana, life, cards, turns, etc.

;Brainstorm; ;Ponder; ;Preordain; ;Enlightened Tutor; ;Flow of Ideas#Draw 6+ ;Exploration#Mill 6+ ;Proclamation of Rebirth#+2 Card Advantage. Mana neutral if it revives 3 1 mana cost creatures.

Lands

;Island#★★★★★: The primary mill color. I want every land to be an Island if possible. ;Plains#★★★★☆: Gives us incredible cards such as Mother of Runes, Swords to Plowshare, Enlightened Tutor, etc. ;Swamp#★★★☆☆: Some mill cards require black mana. Allows me to play strong flying defenders, such as Baleful Strix. ;Forest#★★★☆☆: Can accelerate crab landfall triggers, life from the loam brings an endless supply of lands and card advantage, Noxious Revival and Eternal Witness bring back cards from graveyard. Exploration could lead to lots of landfall triggers. ;Mountain#★☆☆☆☆: I haven't seriously considered many red cards for my deck. Red elemental blast might be helpful if I want to lean into painter choosing blue.
;Mystic Sanctuary#★★★★★: I want to play/fetch Mystic Sanctuary on turn 4 of every game. It even combos with Counterbalance! ;Flooded Strand#Blue fetch lands upgrade each crab to milling 6 cards per turn or more. They also find Mystic Sanctuary.
;Ghost Quarter#Technically, this can mill the opponent by 1. ;Wasteland#I'm not sure how effective pressuring my opponent's mand base will be in this deck. It might be useless, its hard to tutor, and I would risk missing an Island for Mystic Sanctuary.

Let's build my Mill Deck!

Goals

What do I wish to experience consistently when playing my deck? What is fun / competitive.

Rough Draft 1

Here is my first draft of my new Mill deck. I threw in every card that I am considering before testing. I've tried to allocate 4 spots in the deck for spells that are useful by themselves and I wouldn't mind having multiples of. Likewise, I only included 1 copy of spells that are dead in multiples or without the presence of another card.

I'm trying to build a non-linear deck that has multiple paths to victory. In this deck, drawing 0 counterbalances will be better than drawing 2, since I will simply go with an alternative plan.

Stop turn 1 kill combo.

;4×Force of Will; ;1×Force of Negation#Maybe...

Turn 1 Disruptive Spells.

;4xSwan Song; ;4xSpell Pierce; ;4xAn Offer You Can't Refuse; ;4xSwords to Plowshares;

12 Threats

;4×Hedron Crab#Perhaps the most mana efficient mill threat ever printed.; ;4×Ruin Crab#Hedron Crab's sibling. ;1×The Mindskinner#This guy is scary, reanimatable, tutorable. I want to try him out.; ;1×Grindstone; ;1×Painter's Servant; ;1xCourt of Cunning;

Protective spells.

;4×Mother of Runes; ;4xTurn Aside;

Other Disruptive Spells.

;1xCounterbalance#Converts Mystic Sanctuary, Brainstorm, etc. into counterspells! ;1xDaze#Bounce Mystic Sanctuary to hand. ;1xStifle; ;1xConsign to Memory; ;1xSurgical Extraction;

Exchangers.

;4×Brainstorm; ;4xPonder; ;4xEnlightened Tutor; ;1xFlow of Ideas; ;1xProclamation of Rebirth;

Secondary Threats.

;1×Fraying Sanity; ;1xExploration; ;1xCrucible of Worlds; ;4xMockingbird;

Lands.

I want to play a land on each of my first 3 turns. According to my calculations, I'd accomplish this 81.90% of the time if I had 25 lands in my deck. According to xerox theory, each brainstorm / ponder counts as half a land. If I include 8 copies of them in my deck, then I would only need 21 lands.

;4×Island; ;1xMystic Sanctuary; ;2xTundra; ;1xTropical Island; ;1xUnderground Sea; ;12xFlooded Strand#Blue Fetch-Lands. I want lots of them to maximize odds of turn 4 mystic sanctuary and speed up my crabs. They also can also be reused with crucible of worlds.

And there we have an 84 card draft consisting of 67 spells and 21 Lands. Obviously we want to use a 60 card deck, so we'll need to prune the deck by cutting out 28 spell cards.

That said, here is the full draft deck in text form:

Mill Deck.draft1
================

There are 88 cards in this deck right now.

Spells (67 total. Need to cut 28).
------
4 Force of Will
1 Force of Negation
4 Swan Song
4 Spell Pierce
4 An Offer You Can't Refuse
4 Swords to Plowshares
4 Hedron Crab
4 Ruin Crab
1 The Mindskinner
1 Grindstone
1 Painter's Servant
1 Court of Cunning
4 Mother of Runes
4 Turn Aside 
1 Counterbalance
1 Daze
1 Stifle
1 Consign to Memory
1 Surgical Extraction
4 Brainstorm
4 Ponder
4 Elightened Tutor
1 Flow of Ideas
1 Proclamation of Rebirth
1 Fraying Sanity
1 Exploration
1 Crucible of Worlds
4 Mockingbird

Lands(21 total. Can be adjusted later.)
-----
4   Islands
2   Tundra
1   Tropical Island
1   Underground Sea
12  Fetch Land
1   Mystic Sanctuary

Pruning Rough Draft 1

Force of Negation. The probability of drawing 1 of a set of 4 cards in my opening hand is 39.95%, wherease its 47.46% with 5 cards.

If I need a Force of Will in my opening hand else I lose the game, then I can calculate how a 5th copy would improve my chances. I'm expected to see .4 copies in the first hands, .8 copies in the first 2 hands, and 1.2 copies in the first 3 hands. With Force of Negation as the 5th Force of Will, I'm expected to see .47 copies in the first hand, .9492 copies in the first 2 hands, and 1.42 copies in the first 3 hands.

It looks like in both scenarios, I can't expect to reliably see a Force of Will unless I am prepared to take 3 mulligans. Conversely, the change of drawing 2 force of wills in my opening hand with 4 copies is 6.32%, but it leaps to 9.92% with 5 copies. If I am facing off against a deck that won't kill me before my first land, then I'd rather have a counter spell with neutral card advantage that I can take advantage of in the majority of the game when I will have a land on the table.

If I need to stop my opponent from winning on their turn 2, or I am on the play, then I think I'd rather have An Offer You Can't Refuse. It has a drawback, but stops fast decks dead in the tracks while being card advantage neutral.

;0xForce of Negation; ;1xAn Offer You Can't Refuse;

Turn 1 Disruptive Spells Spell pierce is great in the early game. If it doesn't stop them, then it will at least slow them down. I like that it covers a wide variety of threats. Swords to Plowshares perfectly covers most of the htreats that Spell Pierce misses. I will cut swan song as I'm not sure we can handle a rogue 2/2 blue Bird attacking us. An Offer You Can't Refuse will be cut down to the 1 copy listed above, as it can save the game, but has a hefty drawback.

;0xSwan Song; ;4xSpell Pierce; ;4xSwords to Plowshares;

ThreatsI like having a full 12 threats in my deck. No changes here right now.

Protective spells. I'd like to draw a mother of runes, but I'd rather draw a creture worth protecting first. Let's decrease her quantity to x3. I'm currenly a fan of 4xTurn Aside.

Disruptive Spells.. No easy changes right now.

Exchangers.. Flow of Ideas and Proclamation of Rebirth might be dead cards in my hand. Ponder could be cut, but card quality seems even more important, since I'm playing a full playset of Enlightened Tutor.

Secondary Threats. Remove Exploration to avoid Green. It isn't a threat on its own and I would usually prefer to draw something else.

Mockingbird is great for defense, since it can block flying creatures. It can also create duplicates, therebye acting kind of like a turn aside. Unlike Turn Aside, this never sits in hand, but it can't protect The Mindskinner and can't be easily rescued from the graveyard via mystic sanctuary, it also can't be pitched to force of will if played and has summoning sickness. Let's bump it down to x3.

Lands. Cut the Underground Sea and Tropical Islands, replace them with regular islands.

Rough Draft 2

Here is draft 2, created from draft 1 and our pruning descisions above.

Mill Deck.draft2
================

There are 75 cards in this deck right now.

Spells (54 total. Need to cut 15).
------
4   Force of Will
1   An Offer You Can't Refuse
4   Spell Pierce
4   Swords to Plowshares
4   Hedron Crab
4   Ruin Crab
1   The Mindskinner
1   Grindstone
1   Painter's Servant
1   Court of Cunning
3   Mother of Runes
4   Turn Aside 
1   Counterbalance
1   Daze
1   Stifle
1   Consign to Memory
1   Surgical Extraction
4   Brainstorm
4   Ponder
4   Elightened Tutor
1   Fraying Sanity
1   Crucible of Worlds
3   Mockingbird

Lands(21 total. Can be adjusted later.)
-----
6   Islands
1   Mystic Sanctuary
2   Tundra
12  Fetch Land

Pruning Rough Draft 2

Let's do some card counting.

There are 12 threats, 16 counterspells, 41 cards that work well by themselves, and 13 cards that are only relevant if I've drawn other cards in the deck.

In an excel file, I went thru the decklist and marked all of the cards that I would want to have against an opposing fish bowl opponent who doesn't do anything. If I can't win in a wish bowl, I won't be able to beat a disruptive opponent.

Here is a 60 card deck that I might use if I were not defensing myself at all.

Plan Against Fishbowl.
======================

Spells (39 cards.)
------
4   Hedron Crab
4   Ruin Crab
1   The Mindskinner
1   Grindstone
1   Painter's Servant
4   Court of Cunning # Great when opponent lacks creatures!
1   Stifle
1   Consign to Memory
1   Surgical Extraction
4   Brainstorm
4   Ponder
4   Elightened Tutor
4   Fraying Sanity
1   Crucible of Worlds
4   Mockingbird

Lands(21 total. Can be adjusted later.)
-----
6   Islands
1   Mystic Sanctuary
2   Tundra
12  Fetch Land

Here is a 60 card deck that I would use if I were defending against creatures.

Plan Against Creature Offensive
===============================

Spells (39 cards.)
------
4   Swords to Plowshares
4   Hedron Crab
4   Ruin Crab
1   The Mindskinner
1   Grindstone
1   Painter's Servant
3   Mother of Runes
1   Counterbalance
1   Stifle
1   Consign to Memory
1   Surgical Extraction
4   Brainstorm
4   Ponder
4   Elightened Tutor
1   Fraying Sanity
4   Baleful Strix

Lands(21 total. Can be adjusted later.)
-----
5   Islands
1   Mystic Sanctuary
2   Tundra
1   Underground Sea
12  Fetch Land

Here is a 60 card deck that I would use if I were defending against non-creature spells. I'm imagining what would be helpful against a show-and-tell deck.

Plan Against Show and Tell
==========================

Spells (39 cards.)
------
4   Force of Will
3   Spell Pierce
3   Swan song
4   Hedron Crab
4   Ruin Crab
1   Grindstone
1   Painter's Servant
1   Court of Cunning
2   Stifle
2   Consign to Memory
1   Surgical Extraction
4   Brainstorm
4   Ponder
4   Elightened Tutor
1   Baleful Strix


Lands(21 total. Can be adjusted later.)
-----
5   Islands
1   Mystic Sanctuary
2   Tundra
1   Underground Sea
12  Fetch Land

Looking at the intersection of the three decklists above, I've determined the core of the deck.

Core of my Mill Deck
====================

Spells (33 cards. Needs 6 more.)
------
1   Baleful Strix
4   Brainstorm
1   Consign to Memory
1   Counterbalance
4   Elightened Tutor
4   Force of Will
1   Fraying Sanity
1   Grindstone
4   Hedron Crab
1   Painter's Servant
4   Ponder
4   Ruin Crab
1   Stifle
1   Surgical Extraction
1   The Mindskinner


Lands(21 total. Can be adjusted later.)
-----
5   Islands
1   Mystic Sanctuary
2   Tundra
1   Underground Sea #Only needed to play Baleful Strix.
12  Fetch Lands

Final Draft 3: What I brought to Game Night on 10.25.2024.

Here is the deck that I tested out on motivated opponents at my local game store's Fridy night Legacy night on 10.25.2024. Since our community has a 15 proxy maximum, I've indicated which cards I brought proxies of and a few changes I made to accommodate this constraint.

Main Deck Spells.

;1xBaleful Strix#Proxy. ;4xBrainstorm; ;1xConsign to Memory#Proxy. ;1xCounterbalance; ;4xEnlightened Tutor; ;4xForce of Will; ;1xFraying Sanity; ;1xGrindstone; ;4xHedron Crab; ;1xPainter's Servant; ;4xPonder; ;4xRuin Crab; ;1xStifle#Proxy. ;1xSurgical Extraction#Proxy. ;1xThe Mindskinner#Proxy. ;3xTurn Aside#3 Proxies. ;3xSpell Pierce;

Main Deck Lands.

;5xIsland; ;1xMystic Sanctuary; ;2xTundra; ;1xUnderground Sea#Proxy. ;12xFlooded Strand#12 Fetch-Lands, with 3 Proxies.

SideBoard.

;1xCourt of Cunning; ;1xTormod's Crypt; ;3xMockingbird#3 Proxies. ;3xMother of Runes; ;4xSwords to Plowshares; ;1xSpell Pierce; ;-1xConsign to Memory#I took Karakas to the store instead due to Proxy limit. ;-1xStifle#I brought a pithing needle instead, due to the proxy limit. ;+1xKarakas; ;+1xPithing Needle;

Post Game Night Testing

My deck played much better defense than the deck I used on October 11th. I routinely survived for a substantial amount of turns and my crabs consistently stayed alive

Some Reflections.

I came within 1 card of decking a stiflenaught deck and nearly beat a red prison deck with a painter's servant combo, but overestimated the danger to playing Painter's Servant first due to misunderstanding how my opponent's Pyrogoyf worked. I thought it could obliterate my Painter's Servant with any creature they played, but it turns out its triggered ability only works with Lhurgoyfs. So, I took a safer approach and played Grindstone first, then failed to draw a 5th land to win the game on the following turn.

;Stifle; ;Phrexian Dreadnought; ;Pyrogoyf;

One thing that I noticed was that I lost a few games, even though I had crabs on the table. My conclusion is that they are not enough of a threat. Either I need to pivot to another offensive strategy, or I need to make the crabs more threatening. I'm inclined to lean more into the crabs and work on my offense. I think I will embrace green more to improve the amount of land entering my battlefield.

;Crucible of Worlds; ;Exploration; ;Thwart;

I liked that Turn Aside protected my crabs, but it is also useless if my opponent isn't worried about killing my crab. It also doesn't protect my dual lands from Wasteland

What would it be like if I were ok with my crabs being destroyed and happy about taking away a card or effect from my opponent. I enjoy being proactive as much as possible.

Swords to Plowshare is a great response to a creature as it is more efficient than any 1 mana creature counterspell and can be cast a turn later.

;Turn Aside; ;Swords to Plowshares;

Conclusion

I feel like I made a lot of progress this week, but there is still something missing. Stay tuned to next week's article on November 4th, 2024.

I'll start by testing out a deck like the following to see if supporting more landfalls is helpful.

;4xHedron Crab; ;4xRuin Crab; ;4xLotus Cobra; ;4xExploration; ;3xCrucible of Worlds; ;4xFraying Sanity; ;4xEnlightened Tutor; ;4xBrainstorm; ;4xPonder; ;4xFlow of Ideas;
;5×Island; ;1xMystic Sanctuary; ;2xTropical Island; ;1xTundra; ;12xFlooded Strand#Blue Fetch-Lands.