How is Ensnaring Bridge working for people? You rarely empty your hand that fast to completely ignore attacks and the deck can have some trap (pun intended) draws that deactivate the bridge such as Visions and... Archive Trap. Humans seems to be the worst matchup where Bridge looks insane on paper but in practice they have a ton of ways to disrupt you and they don't search the library.
I have not played Mill recently, but Snapcaster/Darkness was my go-to plan to beat aggressive decks (particularly Infect) when I did play. Incursion is also strong against Humans, but 3 CMC is expensive, especially if you're on the draw. With Darkness, you can actually play more mill on T3 (like Glimpse) while also staying alive. Or, on the play, you can get a powerful T4 Funeral with Darkness backup. Incursion often fills your entire turn, although the effect is undoubtedly strong.
TBH, this card makes wanna go with the UB control variation. Ditch cards like Visions of Beyond and all white cards for more reactive cards.
Obviously, it's not tested and I can't say it will perform better than other variants but Fraying Sanity feels like it would be better suited for late mill strategies.
Don't ditch Visions. Ancestral Recall is broken. Even in a straight UB version, you wouldn't ditch it.
I quite hyped by Fraying Sanity as the usual strategy sometimes fells short of just a couple of cards to mill in order to win. I am however concern it is not a mill card by itself so would need added testing before integrating it but probably not as a 4 off
Anyone has already tested it ?
I haven't tested it but I probably will when the set hits MTGO and this is in the dirt-cheap pile. If it cost UB or UU, it would have 100% been playable as an engine. At 2U, it's more of a question mark. I think it's passable on the play where you can T2 Orb into T3 Sanity, staying reasonable confident you won't die on the opponent's T3 and will definitely have enough stuff in their yard to reload with Visions, Incursion for 40+, activate Shelldock, or win outright with Funeral. It seems really risky on the draw; too many Modern decks will run you over with a do-nothing T3 play if they get to untap on T4.
I created a deck and it is mostly copied but i have a few of my own touches in it, but i would like some more ideas to help me out with making it better would help out a lot thank you. Here is a link i do not know how to make decks on this thread
Having delve cards banned, I think this is a good place for milling strategies. What do you think?
The B&R updates are a mixed bag for this deck.
Let's start with the good news. Whatever we gained from playing those two cards we more than lost in playing against decks that could cast a turn 1-2 TC because we milled them. It also lets us use Visions again, a card that was just unplayable because graveyards were much smaller due to delve. Now we are the only deck that gets a 1 mana draw 3 again. So in those respects, their departure is unambiguously good for us.
Now comes the less good news. The loss of Pod is unfortunate. As someone said, that was a great matchup for Mill and one of the reasons this deck enjoyed MTGO success. With Pod's metagame share increasing before the update, it looked like we were going to have a guaranteed good matchup against a tier 1 deck. Pod is also not a deck that people board Leyline of Sanctity against, so we didn't have to worry about that card as much.
Another problem is the (likely) rise of BGx Midrange that is sure to follow the announcement. First of all, that's not a great matchup. If they get an early clock, discard a key spell, or we get a subpar hand, we can be in a lot of trouble against them. The discard is particularly problematic because if we can't fill up their graveyard early, we won't be able to use stuff like Visions of Shelldock Isle. But the real problem that comes out of the BGx Midrange is the (likely) decline of combo decks. Combo hates TS, IoK, and Lilly. We love combo; Surgical Extraction and IoK just eat those decks alive. Now that black-based discard is back, we might see less combo, which is another good matchup this deck loses. Also, if BGx Midrange increases, expect to see more Tron and more of those annoying Eldrazi shuffle effects.
Has anyone found anything in Fate Reforged that's useful at all? I took a quick glance and I haven't found anything.
Nothing jumps out. The only thing I would consider, and this is super corner case and I'm not a fan of it, is Reality Shift. It's basically unconditional removal at 2 mana in our colors and it sorta/not really mills 1. But honestly, with Strand and Delta in the format now, you shouldn't have any issue getting the white mana needed to cast PtE or other removal. Other than that super corner case card, there's really nothing.
If they search off PtE, you trigger Archive Trap. It's also super cheap removal that basically hits anything and sorta/not really mills 1 like Reality Shift.
I'm looking at a lot of these lists here, and we are laughably weak to Treasure Cruise right now. Anyone not using 4 Surgical Extraction is asking to be the victim of a turn 2 or turn 3 Ancestral Recall, and even those SEs probably aren't enough. Normally, I'd suggest that we use Thoughtseize as our secondary measure against TC, but that seems like a bad idea in a deck that already has lifegain and interaction problems against aggro. That's bad when Delver/Burn/Affinity make up about 28% of paper and 40% of MTGO. We can't suffer from life loss to fetchlands, shocklands, Extraction, AND Thoughtseize. We might as well just forfeit game 1 on the spot.
Relic might be an option in another deck, but that's not going to cut it here. We just fill up their yard too quickly. Duress isn't bad, especially paired with Extraction, and it's not even that terrible in this metagame. Most cards in Delver/Burn are noncreature spells anyway, so at least it's not entirely irrelevant. We could also go the countermagic route, but I really don't think that matches the rest of the game plan. We do not want to avoid milling an opponent for turns 2 AND 3 just because we need to hold Leak mana. That's going to result in a game loss. Duress at least synergizes with Extraction and gives us more turn 1 plays.
This is one of the better budget-minded Mill lists we have seen in this thread. Here's some feedback, ignoring the obvious like "Add Snapcaster" or "Add fetches".
1. No fetches? Ditch Hedron Crab
If you don't have fetchlands, this card becomes a heck of a lot worse. It's already not a great card in this Burn/Delver heavy metagame, but it becomes a downright terrible card if you can't reliably mill off of it. On the play against Burn/Delver, going turn 1 Thought Scour into turn 2 Crab, fetchland, mill 6 is very strong, especially if the opponent now has to waste a spell to remove him or threaten potentially 6 more milling on the next turn. But without those fetchlands, you can't threaten that. So just ditch them until you get fetches.
2. Don't use bad cards
Mill already has a lot of bad cards in it because, well, it's a Mill deck. We don't need to add to that by using either bad Mill cards, or cards that don't advance your gameplan at all. Esper Charm and Utter End are way too slow for this metagame. Jace is too slow for the format, let alone the Delver/Burn saturated Modern of today.
3. Add card draw/library manipulation
3-4 Thought Scour is mandatory in this deck, especially if you are running maindeck Extraction. After that, you can use Peer through Depths if you are on a budget, or Dig Through Time if you can spend a little extra. I wouldn't use more than 3 Peer and 2 Dig. You could use Cruise, but I find that Mill is often looking for one specific card and not a random three. For instance, if your opponent cracks a fetchland, you want to be able to Dig and Trap in response to that. Or in games 2/3, if they land something like Leyline, you need to find your removal. Visions of Beyond is also maindeckable (no idea why it's in the board), but there are strong reasons not to run it if your opponent can just delve away 7 or 6 cards in their graveyard on turn 3-4.
4. Add more milling power
This deck is really light on mill effects. Where are your Breaking // Enterings? If you are using Extraction, you can consider Tome Scour as well. One reason to go a little lighter on mill spells is that you aren't running Snapcaster, and that's totally reasonable. But you need to balance that against having some raw power to mill through a deck; if anything, you probably want MORE mill spells if you can't rely on Snapcaster to recur them! As a side note, I wouldn't go the full 4 Mind Funeral. 3 is mostly sufficient.
Hopefully those general guidelines help in rebuilding the deck. It's definitely a good start though!
As a longtime Mill player, my concern is that no one here is actually testing their decks, or at least they are not testing them in our current metagame. Both in paper and in MTGO (especially on MTGO), the top 2 decks are Burn and UR Delver. A lot of people seem to be forgetting these matchups when choosing cards. What do you do against turn 2 Eidolon of the Great Revel? A bunch of these lists on this page alone just fold to that. What about turn 1 Delver into turn 2 Remand? This is a turn 4 deck, but getting our turn 2 play Remanded is almost certainly going to put us a turn behind against another turn 4 deck, and most lists here have no means of interacting with them.
Another big concern: What about TC? Both Burn and UR Delver run this card (not all Burn decks...yet), and we basically give it to them for free. Expect to see turn 2 or turn 3 TCs regularly if you are playing Mill, which is an almost guaranteed recipe for a loss.
If you are playing Mill today, you need one or more of the following:
1. Maindeck removal. It is not okay to autolose to a 4-of creature in the most-played deck in the format (Eidolon in Burn). It is also not okay that the second most-played deck can set us a turn back with Remand/Leak/Pierce, but we can't set them a turn back with a removal spell. Path to Exile is by far the best option here, especially with Snapcaster. Dismember is abstractly good but, in practice, is just too suicidal. Darkblast isn't bad if we are also using either DTT or TC.
2. Maindeck disruption. IoK is still an amazing card, and anyone running Extraction should probably also be running IoK. That said, there is strong reason to run TS instead. Although TS gives a free shock to your opponent (bad against Burn and UR Delver), it hits by far the scariest card in their deck: TC. Turn 1 TS on a TC is never a bad thing. Letting your opponent cast a turn 2-3 TC, however, will probably guarantee a loss.
3. Maidneck lifegain/damage prevention. Less important than the other two, but still something to consider. Crypt Incursion will only be good against some Delver/Burn builds, those that are heavier on creatures. In the 12 creature versions, this card is going to suck pretty badly. Darkness also isn't great for the same reasons; they just have so many non-creature damage sources.
I suggest that every build have at least 3-4 PtE and 3-4 TS in it; going into this metagame without those cards is a guaranteed game 1 loss in about 30% of your matches.
Against Goblins, I would just stick with Darkness and Crypt Incursion. A single Incursion should buy you at least 2 turns, especially if you have Path in the maindeck to slow down some of the scarier cards like an active Rabblemaster swinging for 10. Generally speaking, if an aggro deck has a lot of creatures, Incursion is strong. The issue is with stuff like Burn that doesn't run too many creatures.
More fetchlands also leads to some smaller, incremental gains for the deck. Enemy decks will do a little more deck thinning, which helps our game plan overall. They will also have a few more cards in the graveyard, which helps both Shelldock and Visions. As another bonus, some of the decks that will likely see the biggest boost from fetches (UW Control, Cruel Control, Esper Control, etc.) are also decks that we have good matchups against. It remains to be seen if those decks are actually good, but there will probably be more of them for a few months, which gives us a new set of victims.
First of all, who plays a Hedron Crab on first turn? You won't get anything out of it when your opponent Bolt/Path 's it during their turn. First turn is held for a Spell Pierce or Spell Snare, depending on if you went first or second.
The idea of tossing targeted hand disruption into the main deck is great. I did that during the first Ravnica block, and it worked out quite spectacularly. Thoughtsieze backed by Consult the Necrosages destroyed the opponents hand early game, or let you draw two cards during late game. Or let them draw f you had a Megrim on the board, so you could finish them off.
I've never tested out Breaking // Entering or Mind Funeral. How do they work in a mill deck, and does Mind Funeral ever mill more than 13 cards?
You are correct in the proper usage of Crab. It is almost always the better decision to play it on turn 2. When it resolves, immediately play a fetchland to mill 3 (opponent can't respond to the land). Then crack the fetch. If they kill the Crab then hey, he was dead anyway. If not, you get to mill 6 off of just 1 little creature, and you still have one mana to work with.
For me, Surgical Extraction is a mainstay of good Mill decks. It's an incredibly strong turn 1 or 2 play, and can completely wreck a number of decks if you hit the right cards. I would not pair it with any discard spells unless you had a crap ton of combo in your metagame; the mill alone is enough to catch something good.
Mind Funeral remains one of my favorite mill spells in the deck, but I would never go more than 3 copies. 2 is probably optimal in most metagames. This card really excels against low land count decks like Affinity, Infect, Storm, Burn, UR Delver, and other aggressive strategies. But it's pretty bad against grindy decks that play reasonable land counts. So a safe bet is always 2 in an average Modern metagame. By a similar token, Breaking is another mandatory inclusion in my books. That sort of high-powered mill is what you need to close out a game.
3 UNRELATED NOTES
1. I don't understand why people have stopped using Archive Trap in their lists. This card is insane, especially with the metagame shifting back to BGx Midrange decks. It's particularly nuts with Shelldock Isle.
2. Everyone needs to be running at least 2 Snappies. The only reason to not run this card in older lists was because of the prevalence of DRS. But with DRS gone forever, Snapcaster is an awesome way to double up on your big mill spells. It also chumps to buy time, and is a great card to curve into on turn 4.
3. This deck does not do well in topdeck mode because our average spell is basically a non-versatile burn spell (can't hit creatures like Bolt, can't stop life gain like Skullcrack, etc.). To minimize the effects of bad topdecks, people need to play cards like Visions of Beyond and/or Peer Through Depths. This is particularly important in games 2/3 when your sideboard cards (Crypt Incursion, Darkness, Nature's Claim, etc.) need to get online ASAP for you to win games. So don't forget your card draw!
Trying to get into Modern so I can play at my local shop. Here are some cards I was considering for a possible deck, I'm looking for feedback on
-What cards are good or bad for Modern
-Budget of the whole deck before I buy the cards
-Legality, I wasn't sure how the coming rotation would effect modern and how that works, but I want the deck to be legal going forward for awhile.
Should have responded to this in the other post but hey, better late than never.
Modern Mill is all about high-powered spells. You are on the right track with Glimpse, Breaking, and Mind Funeral. But the other stuff is way too low-power. Look to incorporate Snapcaster Mage for recursion, Crypt Incursion for anti-aggro staying power, Surgical Extraction to pick apart combos, and Archive Trap for some hyper burst mill.
Shelldock Isle also needs to be in the deck for your finisher. For creatures, I recommend the almighty Hedron Crab, especially if you can fit in the fetches to support him. Even if he gets killed, he often mills 3-6 for one mana, and he eats a burn spell that could have been aimed at you (plus the mana to cast it). If he isn't answered, Crab gets completely out of control.
Hope that's a good starting point for your Modern mill adventures! Check out some of the lists over the last few pages for inspiration.
Trying to get into Modern so I can play at my local shop. Here are some cards I was considering for a possible deck, I'm looking for feedback on
-What cards are good or bad for Modern
-Budget of the whole deck before I buy the cards
-Legality, I wasn't sure how the coming rotation would effect modern and how that works, but I want the deck to be legal going forward for awhile.
Thread moved back down to Deck Creation. The deck just hasn't had enough performances recently to keep it in Established. Keep brewing and playing and hopefully you will be back to decking people soon!
Sadly, it looks like we are going to be losing our Established status when the next ban announcement is made; we just don't have any tournament presence, either online or in paper, in the past few months.
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I have not played Mill recently, but Snapcaster/Darkness was my go-to plan to beat aggressive decks (particularly Infect) when I did play. Incursion is also strong against Humans, but 3 CMC is expensive, especially if you're on the draw. With Darkness, you can actually play more mill on T3 (like Glimpse) while also staying alive. Or, on the play, you can get a powerful T4 Funeral with Darkness backup. Incursion often fills your entire turn, although the effect is undoubtedly strong.
Don't ditch Visions. Ancestral Recall is broken. Even in a straight UB version, you wouldn't ditch it.
I haven't tested it but I probably will when the set hits MTGO and this is in the dirt-cheap pile. If it cost UB or UU, it would have 100% been playable as an engine. At 2U, it's more of a question mark. I think it's passable on the play where you can T2 Orb into T3 Sanity, staying reasonable confident you won't die on the opponent's T3 and will definitely have enough stuff in their yard to reload with Visions, Incursion for 40+, activate Shelldock, or win outright with Funeral. It seems really risky on the draw; too many Modern decks will run you over with a do-nothing T3 play if they get to untap on T4.
Merged with existing UBx Mill thread: don't forget to search around the forums before posting new threads
The B&R updates are a mixed bag for this deck.
Let's start with the good news. Whatever we gained from playing those two cards we more than lost in playing against decks that could cast a turn 1-2 TC because we milled them. It also lets us use Visions again, a card that was just unplayable because graveyards were much smaller due to delve. Now we are the only deck that gets a 1 mana draw 3 again. So in those respects, their departure is unambiguously good for us.
Now comes the less good news. The loss of Pod is unfortunate. As someone said, that was a great matchup for Mill and one of the reasons this deck enjoyed MTGO success. With Pod's metagame share increasing before the update, it looked like we were going to have a guaranteed good matchup against a tier 1 deck. Pod is also not a deck that people board Leyline of Sanctity against, so we didn't have to worry about that card as much.
Another problem is the (likely) rise of BGx Midrange that is sure to follow the announcement. First of all, that's not a great matchup. If they get an early clock, discard a key spell, or we get a subpar hand, we can be in a lot of trouble against them. The discard is particularly problematic because if we can't fill up their graveyard early, we won't be able to use stuff like Visions of Shelldock Isle. But the real problem that comes out of the BGx Midrange is the (likely) decline of combo decks. Combo hates TS, IoK, and Lilly. We love combo; Surgical Extraction and IoK just eat those decks alive. Now that black-based discard is back, we might see less combo, which is another good matchup this deck loses. Also, if BGx Midrange increases, expect to see more Tron and more of those annoying Eldrazi shuffle effects.
So yeah, overall a very mixed bag for Mill.
Nothing jumps out. The only thing I would consider, and this is super corner case and I'm not a fan of it, is Reality Shift. It's basically unconditional removal at 2 mana in our colors and it sorta/not really mills 1. But honestly, with Strand and Delta in the format now, you shouldn't have any issue getting the white mana needed to cast PtE or other removal. Other than that super corner case card, there's really nothing.
If they search off PtE, you trigger Archive Trap. It's also super cheap removal that basically hits anything and sorta/not really mills 1 like Reality Shift.
Relic might be an option in another deck, but that's not going to cut it here. We just fill up their yard too quickly. Duress isn't bad, especially paired with Extraction, and it's not even that terrible in this metagame. Most cards in Delver/Burn are noncreature spells anyway, so at least it's not entirely irrelevant. We could also go the countermagic route, but I really don't think that matches the rest of the game plan. We do not want to avoid milling an opponent for turns 2 AND 3 just because we need to hold Leak mana. That's going to result in a game loss. Duress at least synergizes with Extraction and gives us more turn 1 plays.
This is one of the better budget-minded Mill lists we have seen in this thread. Here's some feedback, ignoring the obvious like "Add Snapcaster" or "Add fetches".
1. No fetches? Ditch Hedron Crab
If you don't have fetchlands, this card becomes a heck of a lot worse. It's already not a great card in this Burn/Delver heavy metagame, but it becomes a downright terrible card if you can't reliably mill off of it. On the play against Burn/Delver, going turn 1 Thought Scour into turn 2 Crab, fetchland, mill 6 is very strong, especially if the opponent now has to waste a spell to remove him or threaten potentially 6 more milling on the next turn. But without those fetchlands, you can't threaten that. So just ditch them until you get fetches.
2. Don't use bad cards
Mill already has a lot of bad cards in it because, well, it's a Mill deck. We don't need to add to that by using either bad Mill cards, or cards that don't advance your gameplan at all. Esper Charm and Utter End are way too slow for this metagame. Jace is too slow for the format, let alone the Delver/Burn saturated Modern of today.
3. Add card draw/library manipulation
3-4 Thought Scour is mandatory in this deck, especially if you are running maindeck Extraction. After that, you can use Peer through Depths if you are on a budget, or Dig Through Time if you can spend a little extra. I wouldn't use more than 3 Peer and 2 Dig. You could use Cruise, but I find that Mill is often looking for one specific card and not a random three. For instance, if your opponent cracks a fetchland, you want to be able to Dig and Trap in response to that. Or in games 2/3, if they land something like Leyline, you need to find your removal. Visions of Beyond is also maindeckable (no idea why it's in the board), but there are strong reasons not to run it if your opponent can just delve away 7 or 6 cards in their graveyard on turn 3-4.
4. Add more milling power
This deck is really light on mill effects. Where are your Breaking // Enterings? If you are using Extraction, you can consider Tome Scour as well. One reason to go a little lighter on mill spells is that you aren't running Snapcaster, and that's totally reasonable. But you need to balance that against having some raw power to mill through a deck; if anything, you probably want MORE mill spells if you can't rely on Snapcaster to recur them! As a side note, I wouldn't go the full 4 Mind Funeral. 3 is mostly sufficient.
Hopefully those general guidelines help in rebuilding the deck. It's definitely a good start though!
Another big concern: What about TC? Both Burn and UR Delver run this card (not all Burn decks...yet), and we basically give it to them for free. Expect to see turn 2 or turn 3 TCs regularly if you are playing Mill, which is an almost guaranteed recipe for a loss.
If you are playing Mill today, you need one or more of the following:
1. Maindeck removal. It is not okay to autolose to a 4-of creature in the most-played deck in the format (Eidolon in Burn). It is also not okay that the second most-played deck can set us a turn back with Remand/Leak/Pierce, but we can't set them a turn back with a removal spell.
Path to Exile is by far the best option here, especially with Snapcaster. Dismember is abstractly good but, in practice, is just too suicidal. Darkblast isn't bad if we are also using either DTT or TC.
2. Maindeck disruption. IoK is still an amazing card, and anyone running Extraction should probably also be running IoK. That said, there is strong reason to run TS instead. Although TS gives a free shock to your opponent (bad against Burn and UR Delver), it hits by far the scariest card in their deck: TC. Turn 1 TS on a TC is never a bad thing. Letting your opponent cast a turn 2-3 TC, however, will probably guarantee a loss.
3. Maidneck lifegain/damage prevention. Less important than the other two, but still something to consider. Crypt Incursion will only be good against some Delver/Burn builds, those that are heavier on creatures. In the 12 creature versions, this card is going to suck pretty badly. Darkness also isn't great for the same reasons; they just have so many non-creature damage sources.
I suggest that every build have at least 3-4 PtE and 3-4 TS in it; going into this metagame without those cards is a guaranteed game 1 loss in about 30% of your matches.
1. Polluted Delta makes our manabase much better.
2. Archive Trap is going to be a lot more reliable.
More fetchlands also leads to some smaller, incremental gains for the deck. Enemy decks will do a little more deck thinning, which helps our game plan overall. They will also have a few more cards in the graveyard, which helps both Shelldock and Visions. As another bonus, some of the decks that will likely see the biggest boost from fetches (UW Control, Cruel Control, Esper Control, etc.) are also decks that we have good matchups against. It remains to be seen if those decks are actually good, but there will probably be more of them for a few months, which gives us a new set of victims.
You are correct in the proper usage of Crab. It is almost always the better decision to play it on turn 2. When it resolves, immediately play a fetchland to mill 3 (opponent can't respond to the land). Then crack the fetch. If they kill the Crab then hey, he was dead anyway. If not, you get to mill 6 off of just 1 little creature, and you still have one mana to work with.
For me, Surgical Extraction is a mainstay of good Mill decks. It's an incredibly strong turn 1 or 2 play, and can completely wreck a number of decks if you hit the right cards. I would not pair it with any discard spells unless you had a crap ton of combo in your metagame; the mill alone is enough to catch something good.
Mind Funeral remains one of my favorite mill spells in the deck, but I would never go more than 3 copies. 2 is probably optimal in most metagames. This card really excels against low land count decks like Affinity, Infect, Storm, Burn, UR Delver, and other aggressive strategies. But it's pretty bad against grindy decks that play reasonable land counts. So a safe bet is always 2 in an average Modern metagame. By a similar token, Breaking is another mandatory inclusion in my books. That sort of high-powered mill is what you need to close out a game.
3 UNRELATED NOTES
1. I don't understand why people have stopped using Archive Trap in their lists. This card is insane, especially with the metagame shifting back to BGx Midrange decks. It's particularly nuts with Shelldock Isle.
2. Everyone needs to be running at least 2 Snappies. The only reason to not run this card in older lists was because of the prevalence of DRS. But with DRS gone forever, Snapcaster is an awesome way to double up on your big mill spells. It also chumps to buy time, and is a great card to curve into on turn 4.
3. This deck does not do well in topdeck mode because our average spell is basically a non-versatile burn spell (can't hit creatures like Bolt, can't stop life gain like Skullcrack, etc.). To minimize the effects of bad topdecks, people need to play cards like Visions of Beyond and/or Peer Through Depths. This is particularly important in games 2/3 when your sideboard cards (Crypt Incursion, Darkness, Nature's Claim, etc.) need to get online ASAP for you to win games. So don't forget your card draw!
Should have responded to this in the other post but hey, better late than never.
Modern Mill is all about high-powered spells. You are on the right track with Glimpse, Breaking, and Mind Funeral. But the other stuff is way too low-power. Look to incorporate Snapcaster Mage for recursion, Crypt Incursion for anti-aggro staying power, Surgical Extraction to pick apart combos, and Archive Trap for some hyper burst mill.
Shelldock Isle also needs to be in the deck for your finisher. For creatures, I recommend the almighty Hedron Crab, especially if you can fit in the fetches to support him. Even if he gets killed, he often mills 3-6 for one mana, and he eats a burn spell that could have been aimed at you (plus the mana to cast it). If he isn't answered, Crab gets completely out of control.
Hope that's a good starting point for your Modern mill adventures! Check out some of the lists over the last few pages for inspiration.
More interest in Mill!