I was playing on Magic Workstation earlier today and my opponent, who was nice and patient (difficult to find on MWS), was very discriminatory against Mill, not because Mill is annoying, but because he thought it was not worth playing in Legacy. After 20 or so matches my deck seems to do pretty well, with probably a 40%+ win rate, without sideboard.
So, my question is: is it possible to play Mill competitively in Legacy? I know the typical Painter's Servant / Grindstone combo, but I refuse to use it because it's boring. Is it the the only way Mill is competitive in this format?
I prefer Legacy due to the large card base and it seems to be the best way to enjoy the game in the long term, as you don't need to desperately keep up with the newest cards; it just takes a nice investment to start playing the format.
For those interested, here is the deck I am using and tuning and re-tuning almost everytime I play:
I'm running into a lot of Zoo, random 'goyf aggro, and Stoneblade. Any advice on how I can make this more competitive or at least more solid? If I don't win within 6 turns then the deck runs out of steam. Thanks all.
The problem with mill is that it can't affect the boardstate and thus you must rely on your plan being more powerful and faster then your opponents, however milling is just worse than tendrils (unless you go painter or tide combo).
It is a strategy that will always be hard pressed to do good.
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"Should have draw a card on it, still only playable in casual or limited. I mean it loses to liquify"
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While I'm definately on the fence whether mill is viable or not, I think it would be a good idea to mainboard Leyline of the Void/Planar Void. There is a lot of cards/strategies relying/profiting (Dredge and Reanimator decks, Knight of the Reliquary, Tarmogoyf, threshold dudes, Punishing Fire, Snapcaster Mage, regular flashback...) on the graveyard these days, so you must ensure that they won't be able to get beneficied.
This. In legacy, The graveyard is a resource. Filling it for them is generally not good unless you do it all at once(Brain Freeze/PainterStone). Also the deck doesn't look that fast and I'm really not clear how to make it faster. Maybe play all your games against belcher and mind funeral them if they fizzle/you force their important card?
On a more serious note, that probably is the key: Be a control deck where the win condition is mill, instead of trying to outrace them. You mostly want cards that effect the board, stall the game out, then just win with Jace. I'm not sure what the fastest your deck can win but it doesn't seem like it's fast enough to win against Tendrils, Dredge, Burn, Zoo. Best case scenario: your turn 1, you play blue mana + hedron crab. Their turn 1, they fetch and archive trap. 39 cards left. Turn two, land crab trigger Glimpse(26 left). They draw(25, They aren't gonna play a fetch if they are 25 cards out from death, so nothing on their turn but maybe they help you out with some extra draw so maybe they are at 23/24. Turn 3, you mind funeral? On average a deck is a third mana, so if that ration still stands in the last 23-25, you get 8 cards. plus a hedron crab trigger leaves them with 12-14 cards. Or maybe you luck out have a second hedron crab and Glimpse getting 16 cards leaving them at 7-10. So best case scenario if your opponent is doing nothing to stop you from winning, you win turn 4 or 5 at the absolute fastest. And leaves you with little to no cards for protection and using none of your mana on draw, you have to have the cards already. I'm really not sure you can make it that much faster, if at all.
If you go control, you can sit on them and still win YOUR way. Maybe you want to use sword as your win condition, cool, run humility or something. if you want Jace 3.0, go with a landstill type setup where you just tell them they can't do anything until you blow their deck up with jace. If you are gonna go mill, you need a way to keep the GY empty from dredge though.
The fundamental issue that playing mill is like playing burn, but your opponent starts at 53 life (after drawing 7) - more than twice the 20 life burn opponents start at. Burn is a feasible deck because it can repeatedly do 3 damage for one mana, and can drop an 8 point price of progress for 2. For mill to be similarly viable, you need an abundance of one mana spells that can mill away 6(!) cards or more. This is obviously not the case, and so Mill doesn't really have capacity to be competitive.
Round it out with Force and Daze, fairly few lands that are islands and fetched for the Crab, with a handful of swamps or Underground Sea and maybe some Nephilia Drownyard
This is obviously a very rough sketch, but I think it is the direction to go in - you have to approach it like a combo deck and just win as fast as possible.
The last one is one I added by my brilliant powers of research and deduction. Could this make it more viable?
And a new question I have now the I have read all of these great responses: blue is supposed to have card advantage in most matchups, so what should be replacing Ponder and Visions of Beyond? It appears that control and/or disrupt might be the better way.
And a small gripe (not nearly big enough to warrant a real complaint): I would never ask for Wizards to ban Tarmogoyf, but it seems to me that at least 3/4 of the "Proven" decks run it in Legacy. That seems a little sad to me and the creativity of deck building is somewhat struck down by the necessity to run 'goyf if you want to have a successful aggro or tempo deck. I'm not saying that my deck can't defeat 'goyf based decks, but I just see them everywhere (especially on MWS where you can play with anything).
Now that the gripe is finished, I can definitely say mill is fun, but maybe that's where it lives. Thanks again everyone for your feedback.
And a small gripe (not nearly big enough to warrant a real complaint): I would never ask for Wizards to ban Tarmogoyf, but it seems to me that at least 3/4 of the "Proven" decks run it in Legacy. That seems a little sad to me and the creativity of deck building is somewhat struck down by the necessity to run 'goyf if you want to have a successful aggro or tempo deck. I'm not saying that my deck can't defeat 'goyf based decks, but I just see them everywhere (especially on MWS where you can play with anything).
That's not necessarily true. Goyf can aid creativity too. It allows people to build wacky decks but still have a viable win condition. I'm sure if you threw 4 Goyfs into your deck, with the proper manabase, your win percentage would be much higher than 40%.
Also you need cards like Damnation.
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Helm of Obedience / Leyline of the Void but that might to closely mimic Painted Stone for your liking. You could try MonoB with Dark Ritual, City of Traitors and Ancient Tomb. Conceivably second turn kills. With plenty of 1cc discard to shore up your first turn.
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@Ziveeman: I appreciate your response. Though I agree Tarmogoyf is a great card, I think the problem I have with it goes along with your statement of "It allows people to build wacky decks but still have a viable win condition" - it's a single card that changes the way the entire Legacy meta runs. I have major respect for the card, don't get me wrong, I just think it's uninspired to use it in every deck.
@tugbucket: Yeah, I don't mind that combo as much since it's unlikely to mill someone's entire deck instantly. I was using Telemin Performance for a while but could never cast it because either I would win from other milling or die too quickly to use it. Or if a game dragged on long enough it would just get hardcast FoW'd.
In any case, this is what I like about a great community like this. For a game that really helps to have encyclopedic knowledge, it's nice to get great recommendations and overall discussion.
10/1/2008: If an effect like that of Leyline of the Void prevents cards from being put into your opponent's graveyard, the process described in the first sentence of Helm of Obedience's effect will never stop. Your opponent's entire library will be exiled, even if X is 1.
t0 Leyline
t1 black mana, duress/thoughtseize
t2 ancient tomb/city of traitors, dark rit, helm, game
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And a new question I have now the I have read all of these great responses: blue is supposed to have card advantage in most matchups, so what should be replacing Ponder and Visions of Beyond? It appears that control and/or disrupt might be the better way.
If you run it like a burn deck, you're gonna have essentially the same problems as a burn deck. First and foremost, card disadvantage.
Helm of Obedience / Leyline of the Void but that might to closely mimic Painted Stone for your liking. You could try MonoB with Dark Ritual, City of Traitors and Ancient Tomb. Conceivably second turn kills. With plenty of 1cc discard to shore up your first turn.
Only reason to play this is if he wants to take his creation to a tournament either IRL or MTGO. Imperial Painter is a better deck but Imperial Recruiter is expensive and hard to find.
As far as the burn-esque mill goes, Still seems too slow. You already did the math, you need cards that are milling 6 cards for 1, just to compete, and you really have no cards that do that.
In my playgroup and local meta, I don't see a lot of Emrakul, but Leyline is sideboarded for any eventualities.
Just yesterday, after losing every game against a huge variety of non-top-tier decks, I decided that, since I'm not giving up on the archetype, I've gotta change it up. It seems my problem is not that it needs to be faster, it seems like I need to counter, control, stall, defend, disrupt, and potentially find another win condition (boo!).
So here's what I've been testing, which goldfishes at 5-7 turns.
We'll see how it does in the next few days. If nothing else it will make the deck more fun. As much as I want to make this thing competitive, it has to start out fun, right?
In my playgroup and local meta, I don't see a lot of Emrakul, but Leyline is sideboarded for any eventualities.
Just yesterday, after losing every game against a huge variety of non-top-tier decks, I decided that, since I'm not giving up on the archetype, I've gotta change it up. It seems my problem is not that it needs to be faster, it seems like I need to counter, control, stall, defend, disrupt, and potentially find another win condition (boo!).
So here's what I've been testing, which goldfishes at 5-7 turns.
We'll see how it does in the next few days. If nothing else it will make the deck more fun. As much as I want to make this thing competitive, it has to start out fun, right?
It depends on your idea of fun. To some people(including myself), winning is fun.
I like the adding of Haunting Echoes. I don't like Surgical Extraction. Unless you have something the you need to hunt out(Tendrils/Charbelcher), it's not very good. I'm not a fan of targetted creature removal. Protection, Regen, and Shroud make me angry. I would go with Diabolic Edict or Damnation depending on meta.
@DivineChaos: I find after a mill getting rid of Batterskull, Tarmogoyf, or Knight of the Reliquary using Surgical Extraction (for free) can really help stall an aggro deck's strategy. If anything I would put 2 more in and remove Inquisition.
Or maybe it would be better to put in more artifact creature kill. In any case, this one requires a lot more playtesting. I am having fun using it, which is good!
In any case, the deck all of sudden became rather slow after making my earlier changes. So now I have a balance issue. Yay.
Get 4 Mind Funeral. It'll mill for a ton. If you use Surgical Extractions on the non-basics you're certain they have 4-of (like Marsh Flats in Deadguy Ale, Scalding Tarn in UR Delver, etc.), it'll mill even more. On second thought, Extraction only takes 3 cards at best. That's pretty weak.
From your last list, I would go:
-3 Nighthawk
-2 Surgical Extraction
+2 Inquisition of Kozilek
+2 Tomb Scour
+1 Daze
-2 Haunting Echoes
-2 Jace, Memory Adept
+4 Mind Funeral
Second, your manabase has lots of nonbasics and it's only a 2-color deck. You should drop the Watery Graves and cut down to 3 Underground Sea and just add a bunch of fetchlands. Lots of fetchlands=Good for Brainstorm, anyway. If you intend on keeping the spells that cost 4 or 5, add in a few Wastelands to up the land count.
Third, if you make it more Burn-style, then Visions of Beyond might be good, as in, rather than running Extractions, you'd run Tomb Scour to quickly fill their graveyard, so you can drop Visions for an easy draw-3.
Milling is weird. Unless you kill them instantly, million someone can make you lose the game.
Dredge and Reanimator are probably the two decks you never want to mill.
Added to that list is any Snapcaster deck.
Also Knight of the Reliquary or Tarmogoyf which can only grow to milling.
Also Emrakul prevents them from losing the game. Even if you Surgically Extract Emrakul. The trigger still resolves and the graveyard still gets shuffled and you need to start from square one. If you didn't surgically extract emrakul, then you just lose.
Milling is weird. Unless you kill them instantly, million someone can make you lose the game.
Dredge and Reanimator are probably the two decks you never want to mill.
Added to that list is any Snapcaster deck.
Also Knight of the Reliquary or Tarmogoyf which can only grow to milling.
Also Emrakul prevents them from losing the game. Even if you Surgically Extract Emrakul. The trigger still resolves and the graveyard still gets shuffled and you need to start from square one. If you didn't surgically extract emrakul, then you just lose.
Leyline solves all of these things, which is in the board.
Mill needs more ways to not get its doors blown off by combo/aggro then worry about dredge
Well i think that halimar excavator is the stronger and faster than the crab, even though you can use both. I have won several games with ally U/W with
Venser, the Sojourner by milling away the oponent( also with kazandu blademaster that becames way more powerfull than goyf) the deck this way have stronger creatures than agroo decks and also have the mill combo.
here a list:
4 halimar excavator
2 Jwari Shapeshifter
4 kazandu blademaster
4 hada freeblade
1 talus paladin
4 Archive Trap
4 join the ranks
4 wall of omens
4 swords to plowshares
2 venser the souljourner
2 Supreme Verdict
2 gideon jura
1 Jace, the Mind Sculptor
and 22 lands since legacy have the nasty wasteland i try to always play with
basics but sometimes a dual land is nescessary.
white have better board control than black and with white you gain 4 more win conditions!! Big allys, venser (amazing card more powerfull than apears), gideon jura and jace the mind sculptor. this list doesnt have CA advantage but you can add come if needed. but since it is a agressive style you should be ok without that.
Yes mill is possible. Painter servant/grindstone being a prime example. However something like rest in peace/helm of obedience is stronger then standard mill. A lot of decks do use the graveyard to some extent so naturally exiling is the better option.
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------------------- Keep Abiding or Get Mangled ------------------
I like to consider "fair milling" (Glimpse, archive trap, hedron crab) a strategy akin to a burn deck that has all Lava Spikes and no Lightning bolts. You dilute your deck with a lot of guarunteed 0 for 1s, you have very little versatility, and you can win games but one hate card is usually enough because of the card disadvantage... I suggest you go the painter/stone or helm/line route if you want to win through decking, to preserve your card value against people.
The traumatize is there just in case you manage to pull it out. Same thing for the the elixirs. They're just there in case you get some cards in your graveyard that you DON'T want there, but also to get some health back. Obviously academy ruins is there IN CASE you get elixir in your graveyard. As for the rest of the deck, you have to try and keep your mana costs low. Jace's Phantasm is there for some good defense. I mean by turn 3 he's most likely a 5/5 flying already. Obviously you want Hedron Crab in a mill deck. The mind sculpter's always good and Liliana is there for two reason. Rush the other guy to discard his hand, but as a distraction for your own sake, and of course, if you manage to get her ultimate, it's always good. Finally, brainstorm is there for some fast card drawing to counter act Liliana for 1 to 4 turns if you get both cards out. Rest in peace, obviously reanimate decks. And finally a snapcaster. You always want that in a blue control or milling deck. 2 costing creature for flashback, very good for cheap mill cards like Brain Freeze.
Do any mill decks run Reanimation spells? Or at least have them in the sideboard? I always thought about using a combination of the two strategies if I were to ever decide to make a Mill deck.
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So, my question is: is it possible to play Mill competitively in Legacy? I know the typical Painter's Servant / Grindstone combo, but I refuse to use it because it's boring. Is it the the only way Mill is competitive in this format?
I prefer Legacy due to the large card base and it seems to be the best way to enjoy the game in the long term, as you don't need to desperately keep up with the newest cards; it just takes a nice investment to start playing the format.
For those interested, here is the deck I am using and tuning and re-tuning almost everytime I play:
4 Underground Sea
2 Watery Grave
2 Drowned Catacombs
2 Ghost Quarter
2 Misty Rainforest
4 Scalding Tarn
6 Island
Creatures
4 Hedron Crab
1 Nemesis of Reason
Instants and Sorceries
4 Brainstorm
3 Ponder
2 Spell Snare
2 Surgical Extraction
2 Visions of Beyond
3 Daze
4 Glimpse the Unthinkable
2 Mind Funeral
1 Sword of Body and Mind
4 Archive Trap
4 Force of Will
2 Jace, Memory Adept
1 Haunting Echoes
2 Threads of Disloyalty
2 Submerge
4 Leyline of the Void
4 Go for the Throat
2 Wall of Frost
I'm running into a lot of Zoo, random 'goyf aggro, and Stoneblade. Any advice on how I can make this more competitive or at least more solid? If I don't win within 6 turns then the deck runs out of steam. Thanks all.
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It is a strategy that will always be hard pressed to do good.
Said about Yawgmoth’s Will
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This. In legacy, The graveyard is a resource. Filling it for them is generally not good unless you do it all at once(Brain Freeze/PainterStone). Also the deck doesn't look that fast and I'm really not clear how to make it faster. Maybe play all your games against belcher and mind funeral them if they fizzle/you force their important card?
On a more serious note, that probably is the key: Be a control deck where the win condition is mill, instead of trying to outrace them. You mostly want cards that effect the board, stall the game out, then just win with Jace. I'm not sure what the fastest your deck can win but it doesn't seem like it's fast enough to win against Tendrils, Dredge, Burn, Zoo. Best case scenario: your turn 1, you play blue mana + hedron crab. Their turn 1, they fetch and archive trap. 39 cards left. Turn two, land crab trigger Glimpse(26 left). They draw(25, They aren't gonna play a fetch if they are 25 cards out from death, so nothing on their turn but maybe they help you out with some extra draw so maybe they are at 23/24. Turn 3, you mind funeral? On average a deck is a third mana, so if that ration still stands in the last 23-25, you get 8 cards. plus a hedron crab trigger leaves them with 12-14 cards. Or maybe you luck out have a second hedron crab and Glimpse getting 16 cards leaving them at 7-10. So best case scenario if your opponent is doing nothing to stop you from winning, you win turn 4 or 5 at the absolute fastest. And leaves you with little to no cards for protection and using none of your mana on draw, you have to have the cards already. I'm really not sure you can make it that much faster, if at all.
If you go control, you can sit on them and still win YOUR way. Maybe you want to use sword as your win condition, cool, run humility or something. if you want Jace 3.0, go with a landstill type setup where you just tell them they can't do anything until you blow their deck up with jace. If you are gonna go mill, you need a way to keep the GY empty from dredge though.
However, if you wanted to play mill, I would approach like a burn deck, and pile up Hedron Crabs with fetches, Tome scour and memory Sluice, Dampen thought, Drowner Initiate, Dream Twist along with Archive trap and glimpse. I would also add in Thought Scour and maybe even Broken Ambitions and some increasing confusion
Round it out with Force and Daze, fairly few lands that are islands and fetched for the Crab, with a handful of swamps or Underground Sea and maybe some Nephilia Drownyard
4 Memory Sluice
4 Dream Twist
4 Archive Trap
4 Glimpse the Unthinkable
4 Thought Scour
4 Hedron Crab
4 Force of Will
4 Daze
4 Polluted Delta
4 Scaliding Tarn
2 Undergound Sea
1 Swamp
2 Nephalia Drownyard
7 Island
This is obviously a very rough sketch, but I think it is the direction to go in - you have to approach it like a combo deck and just win as fast as possible.
So, summed up I see there could possibly be 4 ways to make this a viable competitive deck archetype:
1. Painter's Servant / Grindstone combo (a given)
2. Run heavier on counters and control, effectively transforming deck into control with mill as win condition - Standstill will help to stall
3. Make it faster - treat it like a burn deck, replace 1 cmc cards with mill and mill Tims
4. Run cards that affect board state more, as to disrupt strategies - creature kill, discard such as Thoughtsieze, Hymn to Tourach, Inquisition of Krozilek
The last one is one I added by my brilliant powers of research and deduction. Could this make it more viable?
And a new question I have now the I have read all of these great responses: blue is supposed to have card advantage in most matchups, so what should be replacing Ponder and Visions of Beyond? It appears that control and/or disrupt might be the better way.
And a small gripe (not nearly big enough to warrant a real complaint): I would never ask for Wizards to ban Tarmogoyf, but it seems to me that at least 3/4 of the "Proven" decks run it in Legacy. That seems a little sad to me and the creativity of deck building is somewhat struck down by the necessity to run 'goyf if you want to have a successful aggro or tempo deck. I'm not saying that my deck can't defeat 'goyf based decks, but I just see them everywhere (especially on MWS where you can play with anything).
Now that the gripe is finished, I can definitely say mill is fun, but maybe that's where it lives. Thanks again everyone for your feedback.
That's not necessarily true. Goyf can aid creativity too. It allows people to build wacky decks but still have a viable win condition. I'm sure if you threw 4 Goyfs into your deck, with the proper manabase, your win percentage would be much higher than 40%.
Also you need cards like Damnation.
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MTGDeckBlog - a place for me to dump my deck ideas (mostly Legacy). Some good, some bad, but mainly you decide
B Pox
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@tugbucket: Yeah, I don't mind that combo as much since it's unlikely to mill someone's entire deck instantly. I was using Telemin Performance for a while but could never cast it because either I would win from other milling or die too quickly to use it. Or if a game dragged on long enough it would just get hardcast FoW'd.
In any case, this is what I like about a great community like this. For a game that really helps to have encyclopedic knowledge, it's nice to get great recommendations and overall discussion.
t0 Leyline
t1 black mana, duress/thoughtseize
t2 ancient tomb/city of traitors, dark rit, helm, game
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If you run it like a burn deck, you're gonna have essentially the same problems as a burn deck. First and foremost, card disadvantage.
Only reason to play this is if he wants to take his creation to a tournament either IRL or MTGO. Imperial Painter is a better deck but Imperial Recruiter is expensive and hard to find.
As far as the burn-esque mill goes, Still seems too slow. You already did the math, you need cards that are milling 6 cards for 1, just to compete, and you really have no cards that do that.
Stifle
Legacy:
:symg::symb::symg:Pox:symg::symb::symg:
Edh:
:symg::symw::symu:Angus Mackenzie:symg::symw::symu:
Just yesterday, after losing every game against a huge variety of non-top-tier decks, I decided that, since I'm not giving up on the archetype, I've gotta change it up. It seems my problem is not that it needs to be faster, it seems like I need to counter, control, stall, defend, disrupt, and potentially find another win condition (boo!).
So here's what I've been testing, which goldfishes at 5-7 turns.
4 Underground Sea
2 Watery Grave
2 Drowned Catacombs
2 Ghost Quarter
2 Misty Rainforest
4 Scalding Tarn
4 Island
2 Maze of Ith
4 Hedron Crab
3 Vampire Nighthawk
Instants and Sorceries
4 Brainstorm
2 Tome Scour
2 Surgical Extraction
2 Inquisition of Kozilek
2 Go for the Throat
3 Daze
4 Glimpse the Unthinkable
4 Archive Trap
4 Force of Will
2 Haunting Echoes
2 Jace, Memory Adept
We'll see how it does in the next few days. If nothing else it will make the deck more fun. As much as I want to make this thing competitive, it has to start out fun, right?
It depends on your idea of fun. To some people(including myself), winning is fun.
I like the adding of Haunting Echoes. I don't like Surgical Extraction. Unless you have something the you need to hunt out(Tendrils/Charbelcher), it's not very good. I'm not a fan of targetted creature removal. Protection, Regen, and Shroud make me angry. I would go with Diabolic Edict or Damnation depending on meta.
I would take out the Inquisition of Kozilek
Or maybe it would be better to put in more artifact creature kill. In any case, this one requires a lot more playtesting. I am having fun using it, which is good!
In any case, the deck all of sudden became rather slow after making my earlier changes. So now I have a balance issue. Yay.
Thanks for your continued feedback.
From your last list, I would go:
-3 Nighthawk
-2 Surgical Extraction
+2 Inquisition of Kozilek
+2 Tomb Scour
+1 Daze
-2 Haunting Echoes
-2 Jace, Memory Adept
+4 Mind Funeral
Second, your manabase has lots of nonbasics and it's only a 2-color deck. You should drop the Watery Graves and cut down to 3 Underground Sea and just add a bunch of fetchlands. Lots of fetchlands=Good for Brainstorm, anyway. If you intend on keeping the spells that cost 4 or 5, add in a few Wastelands to up the land count.
Third, if you make it more Burn-style, then Visions of Beyond might be good, as in, rather than running Extractions, you'd run Tomb Scour to quickly fill their graveyard, so you can drop Visions for an easy draw-3.
It's an updated version of Brawl into an epic, new game.
Dredge and Reanimator are probably the two decks you never want to mill.
Added to that list is any Snapcaster deck.
Also Knight of the Reliquary or Tarmogoyf which can only grow to milling.
Also Emrakul prevents them from losing the game. Even if you Surgically Extract Emrakul. The trigger still resolves and the graveyard still gets shuffled and you need to start from square one. If you didn't surgically extract emrakul, then you just lose.
Leyline solves all of these things, which is in the board.
Mill needs more ways to not get its doors blown off by combo/aggro then worry about dredge
Venser, the Sojourner by milling away the oponent( also with kazandu blademaster that becames way more powerfull than goyf) the deck this way have stronger creatures than agroo decks and also have the mill combo.
here a list:
4 halimar excavator
2 Jwari Shapeshifter
4 kazandu blademaster
4 hada freeblade
1 talus paladin
4 Archive Trap
4 join the ranks
4 wall of omens
4 swords to plowshares
2 venser the souljourner
2 Supreme Verdict
2 gideon jura
1 Jace, the Mind Sculptor
and 22 lands since legacy have the nasty wasteland i try to always play with
basics but sometimes a dual land is nescessary.
white have better board control than black and with white you gain 4 more win conditions!! Big allys, venser (amazing card more powerfull than apears), gideon jura and jace the mind sculptor. this list doesnt have CA advantage but you can add come if needed. but since it is a agressive style you should be ok without that.
1 halimar = 1 card
2 halimars = 4 cards
3 halimars = 9 cards
4 halimars = 16 cards
-----The Legacy Flowchart-----
Tiny Leaders Overlord
4 Tundra
4 Underground Sea
4 Scalding Tarn
3 Watery Grave
2 Hallowed Fountain
2 Island
4 Hedron Crab
4 Jace's Phantasm
4 Jace, the Mind Sculptor
2 Mind Sculpt
3 Breaking // Entering
4 Glimpse the Unthinkable
4 Brain Freeze
2 Elixir of Immortality
4 Force of Will
4 Liliana of the Veil
1 Traumatize
4 Brainstorm
4 Path to Exile
4 Archive Trap
1 Elixir of Immortality
4 Snapcaster Mage
The traumatize is there just in case you manage to pull it out. Same thing for the the elixirs. They're just there in case you get some cards in your graveyard that you DON'T want there, but also to get some health back. Obviously academy ruins is there IN CASE you get elixir in your graveyard. As for the rest of the deck, you have to try and keep your mana costs low. Jace's Phantasm is there for some good defense. I mean by turn 3 he's most likely a 5/5 flying already. Obviously you want Hedron Crab in a mill deck. The mind sculpter's always good and Liliana is there for two reason. Rush the other guy to discard his hand, but as a distraction for your own sake, and of course, if you manage to get her ultimate, it's always good. Finally, brainstorm is there for some fast card drawing to counter act Liliana for 1 to 4 turns if you get both cards out. Rest in peace, obviously reanimate decks. And finally a snapcaster. You always want that in a blue control or milling deck. 2 costing creature for flashback, very good for cheap mill cards like Brain Freeze.