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BMoor's Magic The Gathering Deck Garage
Dimir Mill revisited

July 31, 2006

Deck Garage articles aren't just about helping one guy fix his deck.  The reason they're posted here on Pojo is that they act as a learning aid to other deckbuilders.  If you have a deck similar to one I've already fixed, you could get some good ideas from the previous fix, even if there are differences.  But sometimes reading a previous article isn't enough, and in those cases I don't mind repeating myself-- especially if the original article was a while back.
I've recently gotten back into Magic after almost two years of not
playing, so I'm fairly new to the current cards that are out. I tend to
only play Type 2, so I have been struggling with this deck for a while.

The deck itself is a Dimir Mill. Its aim, as a mill deck's aim usually
is, is to run my opponent out of cards as quickly as humanly possible
without dying before that can be pulled off. I read your previous Dimir
Mill deck fix, but I couldn't figure out how to fix this deck just by
reading it. After fixing many mana problems and making some adjustments
(and getting suggestions in the Pojo forums, which really don't seem to
be working), here's what I have come up with.

//SPELLS: 23
2 Eradicate
3 Traumatize
4 Twincast
2 Tunnel Vision
4 Psychic Drain
4 Glimpse the Unthinkable
4 Dimir Machinations
//CREATURES: 13
3 Azorius Guildmage
3 Junktroller
4 Drift of Phantasms
3 Circu, Dimir Lobotomist
//LANDS: 24
4 Watery Grave
4 Underground River
5 Swamp
9 Island
2 Duskmantle, House of Shadow

Its problem lies in the creature department. By the time I can get a
creature out to defend myself, I am usually half dead, and even then, my
mana needs to be used for other things, such as my Glimpses or
Traumatizes. There aren't enough cheap creatures in there, and I really
can't figure out what I should get rid of. Keeping in mind this is a
mill deck, I think it might focus a bit too much on milling and not
enough at defending myself so that I can mill them. I tend to lose to
Aggro very quickly, or any deck that can get a larger creature or a
creature that pumps out early.

With Coldsnap being fully released soon, since I want to be able to play
this in a tournament (FNM), I'd like to use as few Kamigawa cards as
possible.

I love Glimpse, I love Traumatize. I don't get to use the Tunnel
Vision/Junk Troller combo very often. Even though the Guildmage has been
continually suggested to me, I still don't understand its purpose, as I
don't really get the opportunity to use its ability anyway.

Thanks in advance for any suggestions... this deck is frustrating the
heck out of me. I love control-type decks, as I tend to have a lot of
fun screwing with my opponents, but that implies I can get the deck to
work, and in this case, I just can't. Thanks again.
~Eric
 

Well, Eric, this is the classic problem beseiging mill decks: what you're doing isn't interacting at all with what your opponent is doing.  For a mill deck, each card the opponent draws/gets milled is like a point of damage.  Think of Duskmantle as saying "UB, Tap: Deal 1 damage to target player."  The trouble is, your opponent starts with 60 life (minus 7 for the opening hand, minus 1 drawn each turn) while you start with 20.  So of course you need defense and life pads to even things out.  The Dampen Thought decks of Kamigawa block used Kami of Old Stone and Blessed Breath for their defenses.  You have Drift of Phantasms.  Who has the better deal?
 
Honestly, Kamigawa mill decks were simply more succesful becasue they were typically Blue/White decks, and were adept at staying alive.  Ravnica mill decks are invariably Blue/Black, and suffer from Black's tendency to be willing to sacrifice anything.  But Black can gain life, too, as Psychic Drain proves, so there is still hope.
 
We'll start with the creatures.  As you say, Azorius Guildmage's Blue ability isn't useful often enough, and costs too much mana.  What you need is Dimir Guildmage.  He has two abilities you can use and both are almost always useful.  A bit more mana though, but don't forget: he's also a 2/2 for two.  If aggresive decks start pushing you around, it's fine if you use Guildmages to block with if you need to.  Junktroller and Drift are good choices too; they hold off a lot of attackers and also have useful abilities.  But here's wher your milling potential reaches a new level: replace Circu with Vedalken Entrancer.  I know, Circu is cool, and he stops your opponent from playing spells, but that isn't relevant often enough.  You have to play a spell to get him to mill, and that's only one card, or two if it's a multicolored spell.  Vedalken Entrancer mills for 2 every time, and for only one blue mana.  And he can do it at instant speed, too, so if your opponent tries any Divining Top shenanigans, you can mill away the top of the library with or without the Top in it as you see fit.  And let's not forget the Entrancer's stats either-- a 1/4 versus a 2/3.  Entrancer survives Lightning Helix, Galvanic Arc, and many 3/x beaters while Circu won't.  That's how the Kamigawa mill decks got so much mileage out of Soratami Mindsweeper.  I'd suggest adding in a Mindsweeper, but you've already made it clear how you feel about Kamigawa card about to rotate out.  Just FYI, Kamigawa rotates out in October when Time Spiral is released, so even Kamigawa cards have a few months left on the shelf.
 
Now, your spells.  For milling, you've got Traumatize, Glimpse the Unthinkable, and Tunnel Vision.  And Psychic Drain.  And Dimir Machinations.  That's a little much, especially when it's all at sorcery speed.  This is why you're so hard up for mana.  Most successful mill decks do all their milling through activated abilities, like Millstone, the Entrancer, and Duskmantle.  That way, you can do it at your opponent's end of turn step and hold mana open for counters if need be.  Let's drop Dimir Machinations and Psychic Drain in exchange for 4 Mana Leak and 4 Ribbons of Night.  I know RIbbons of Night is a sorcery too, but it gains you one more life than Psychic Drain for the same cost, it can take out a creature on the board, and it draws you a card.  Also if you have more than 5 mana, you don't tap out for it like the Drain wants you to do.  And Mana Leak is there to be your "catch-all" answer to whatever nothing else in your deck can't stop.  Once you play one and your opponent knows you've got them, it really changes how they play.  They start second-guessing their own plays, and even if you don't have a Mana Leak in hand, you should be leaving mana open anyway, for the Entrancer or Duskmantle.  You could probably take out Tunnel Vision too for Millstone or more board control, but the Junktroller combo is a lot of fun, so I wouldn't hold it against you if you didn't.
 
That ought to cover it.  Dimir Mill can be a tricky deck to figure out, but I'd expect no less from the guild that convinced a plane it didn't exist.  Here's hoping Szadek doesn't cover this up too, or els--


 

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