Are you kidding? Replace Glimpse with Mission Briefing??
Replace one of the most efficient mill cards (in mill!) for random cast from your graveyard? With hard casting cost and even no reliability that you will have targets at all in your grave. And when you will have targets 80% of the times it wouldnt be Archive Trap
Now, this one is very hard to evaluate since it is a ton of mana upfront and will likely not be worth it most times.
It does have a couple very cool interactions though, one with Fraying Sanity (if you stack the triggers properly, this mills them for the size of their graveyard EOT). Another with Memento, since all the creatures are put back into the graveyard and re-trigger it.
It's a weird card so it's hard to evaluate quickly, but it certainly is something to play around with.
EDIT: Another Mill card out, Drowned Secrets. Feels too slow, maybe for a different build, mostly blue with several cantrips, mission briefings, etc..
Dang, Drowned Secrets would've been great as a 1-drop. 2 drop is too expensive I think, and fights with our other mill 2-drops (Glimpse, Orb, Scribe).
As far as cutting Glimpse: Ya, I know it seems odd, I agree it's THE staple card. But I noticed the lack of black cards when re-evaluating my manabase and just want to see if it's possible. Plus, what's better than 10 cards for 2 mana? 13 cards for 2 mana. It also lets us play at instant speed as a control deck which can be pretty important. Path to Exile >> Fatal Push, Supreme Verdict > Damnation. Crypt Incursion is less important if we're controlling all their threats and landing a board wipe more reliably.
I've also of course got my UB shell with Mission Briefings in there too, but I think going slow and leaning more on Mesmeric Orb and control strategy. Stats say that ~66% of the time you will have EITHER Archive Trap OR Mesmeric Orb in your opening hand, and once you have one of them your Mission Briefings become live (tapping out at EOT to mill yourself with the Orb will get you a Trap in the yard pretty quickly). I don't think it's as crazy as it sounds. I think cutting Crabs and Scribes might not be correct though, but we'll see.
Any time I deviate from using Hedron Crab I always find myself missing it. It's really hard to justify wanting to do anything else on turn 1 when your crab can potentially mill more cards than our best mill spells, making it one of our most efficient mill tools. I'm sure someone can build a successful list without him, but I'll remain skeptical until I see it. I can see a case for replacing Manic Scribe, but dat ass does have a lot of utility in blocking early creatures and adding to our overall survivability, which is important in the aggro m/u.
You really want Hedron Crab against other fast decks that usually aren't packing a lot of creature removal, especially post board.
Drowned Secrets just isn't a good card for this deck, unfortunately. You need to cast 4 blue spells before it's (barely) even better than Mind Sculpt. And for one more mana, Fraying Sanity is miles better.
Im baffled that people still trying to consider UW mill as a competitor.
In case you guys have not seen the title of the subforum(aggro and tempo) or just decided to completely ignore it, here's a couple of remainders:
1.Mill spells DO NOT really do anything until our opponent has no cards in his library(if anything, you are helping most decks).
2.Ergo, for #1, mill spells ARE NOT a good wincon(which is usually what UW mill tries to do), if you want to play UW theres a million better wincons than mill.
3.Responses in mill decks are pretty much a way to slightly delay the opp so we can mill the heck out them, the deck should be based on density of THREATS,not ANSWERS, we are in an enviroment in which you cant have all the answers.... especially if we have to dedicate 8+ slots to our wincons
Guys, i also love mill, but get it into your head, mill in modern is a TEMPO deck, which is more on par with Burn that with control... and should be played as such until we have a good enough milling spell in UW
1. In a similar manner, burn spells do not really do anything until the opponent has no life left then.
2. Why are Mill spells any less legit of a win-con than damage from Colonnades? If anything, opponents are less prepared for it
3. Responses in a UW Mill deck can be the same as the responses in a UW Control deck, which is a pretty good deck right now in case you hadn't noticed. You could choose to put tempo responses into your deck (Remand, Vapor Snag, Darkness, Spell Snare) or control responses in your deck (Cryptic, Path, Verdict, Logic Knot)
There's multiple ways to build a Mill deck; Tempo, Control, Burn. For you to write off trying out a different archetype of Mill, without having tried it yourself, and that hasn't been fully explored by others is pretty short sighted. But I guess you must know best...
Tested both UB and UW last night. My UB deck got toasted by Hardened Scales, turn 4 through interaction twice in a row. He was on the play G1, started by puking 4 cards out (Land, Opal, Welding Jar, Automaton), followed up by a Ravager on T2. I dropped a Crab on 1, Orb on 2 (had Fatal Push in hand, but Welding Jar...), then Field of Ruin > Double Archive Trap > Fatal push on 3 (a pretty huge line for us). I died T4 with 3 cards left in his library. G2 I kept Fragmentize, Surgical, Push, but 1 lander (Glimpse and Orb I think?). Nothing on T1 for me, double Jar and Hardened Scales on T1 for him. I fragmentize and Surgical his Scales, but he reveals a hand with Arcbound Worker and double Steel Overseer. I don't draw a land for the next 2 turns and die to an Overseer and Ravager working together to make a huge Inkmoth for an alpha strike. I think my only hope is Stony Silence (in my UW board but not UB board...). Path would've been nice to get around the Welding Jars both games though. I think it's gotta be one of our worst matchups though, Welding Jar is super useful for protecting threats.
UW Mill destroyed UW miracle control 2-0 as I'd expect though (I think UB would do the same). Field of Ruin into Surgical on his Colonnade, then Mission Briefing to surgical his Jace (I know his deck and threats - not many) and he's left with single Teferi and Clique, and 3x Snapcasters as his win-cons. Game 1 he was stuck with 2 Terminus in hand at the end of the game too. Game 2 he tapped out end of my turn (like T11 or something) to use a flipped Azcanta, and opened up to Field of Ruin > Trap > Mission Briefing on the Trap that basically sealed it for me. Instant speed response for the win.
Im baffled that people still trying to consider UW mill as a competitor.
In case you guys have not seen the title of the subforum(aggro and tempo) or just decided to completely ignore it, here's a couple of remainders:
1.Mill spells DO NOT really do anything until our opponent has no cards in his library(if anything, you are helping most decks).
2.Ergo, for #1, mill spells ARE NOT a good wincon(which is usually what UW mill tries to do), if you want to play UW theres a million better wincons than mill.
3.Responses in mill decks are pretty much a way to slightly delay the opp so we can mill the heck out them, the deck should be based on density of THREATS,not ANSWERS, we are in an enviroment in which you cant have all the answers.... especially if we have to dedicate 8+ slots to our wincons
Guys, i also love mill, but get it into your head, mill in modern is a TEMPO deck, which is more on par with Burn that with control... and should be played as such until we have a good enough milling spell in UW
Peace ut
You're talking like UB Mill is a T1 deck that has no room for innovation. Unless I'm wrong and you're sitting on a dozen top 8 finishes with your top-secret version of UB Mill? You're not. And the reason for that is because mill, in all of its forms, is still lacking the power to be a consistent competitor at a high level of play.
With this being the case, I think innovation in all directions can do nothing but help the archetype. Sure, some ideas will come back void, but you never know how that one rogue idea will push the deck into a direction that makes it more successful. Clearly playing mill like burn has not worked for years. Sure you can grab success here and there and I personally prefer the UBx version if I were to sleeve one up for competition, but this archetype is nowhere near refined enough to have such a close-minded view.
In other news, something that I've been keeping my eye out for are cards that abuse our opponent's graveyard. It's no secret that dumping our opponents cards into their graveyard is not always a beneficial effect, but Surgical Extraction and Crypt Incursion operate inside of this weakness with success. Mnemonic Betrayal is similar in this respect and while it's interesting, I don't think the effect is quite there. Combining it with Fraying Sanity is a thing, but lately I've been seeing a lot of UB decks lowering their Fraying Sanity count or omitting it completely. Moving in the opposite direction to make Mnemonic Betrayal playable seems like taking a step backwards.
Thief of Sanity kinda has my wheels turning. Is it something worth bringing in game 2 against an opponent with a low creature count? It's somewhat comparable to Ashiok, Nightmare Weaver, albeit more fragile and more conditional....which maybe just makes it bad Ashiok...
I returned to Mill yesterday, went 2-2.
Both losses were 2-1, both wins 2-0.
Lost match 1 to Hardened Scales, though I punted that one not realizing I could've used surgical extraction on my own graveyard to get my flooded strand out of my hand and be empty handed, I drawed 4 lands in a row and was killed by a bunch of 1/1 Thopters. Bridge was huge winning g1 (he had no answers maindeck) and should've won me the match if I saw that line. The other game was close as well, he got me with 1 card in hand and modular triggers to pump a 1/1.
Won against CoCo easily on the back of Profane Memento, that card coming down early is just stupid against creature heavy decks. G2 I had 2 Mementos down and eventually cast Damnation, no coming back from there.
Won against Bogles, this one goes to Ensnaring Bridge t3 both times, mulled to 5 game 2 just to find Bridge, I don't think we have much of a chance otherwise. Milled the seal of primordium and gg.
Lost against Bridgevine, another close one, lost a g3 where Memento kept me alive and looking good until I punted letting a Viscera Seer resolve before pushing my Scribe to get rid of the 3 bridges from below in the yard. He just activated it, I pushed my guy and realized he could activate it for his other 3 guys in response... An army of zombies got to me then.
G2 I started out fast and a Visions drew me a Nihil Spellbomb at the perfect time to clean most of his deck out and finish him in time. Can't remember g1, but they were all pretty close games.
If you haven't, try Profane Memento. The card is great at buying time in so many matchups right now, I was very happy with it and Bridge.
I played without Fraying Sanity for the more controlling build, so my plan was mostly delay with Memento until I get Bridge down, extract the answers to Bridge when I see them and then close the game. It worked pretty nicely, but with GRN I'm for sure making changes, I don't particularly enjoy the games I win hiding behind Bridge several turns... I understand it is likely our best chance, it's just a personal preference, I want to try to actually win fast enough that I don't need a lock like Bridge. Maybe after losing enough I will come back to just playing Bridge, haha.
I think there is still a lot of merit to a comboish build setting Fraying Sanity - 2 Mill spells kill in t4, specially after GRN releases. We'll see
Edit: Forgot to add the list I played for context: Here it is
Profane Memento is really only very good early and is a complete blank in so many matches. I can see it as a sideboard card, but maindecking it seems silly.
Wouldn't playing 1 more Collective Brutality, 1 Crypt Incursion, and 2 Fraying Sanity have more upside? Your CB's can help you stay alive, duress them, help get your hand down under a bridge, etc. - very versatile. The 1 Crypt Incursion is going to be great or dead depending on your opponent, but basically when you see it you can use it and get an immediate benefit (even if very minor in a largely creatureless matchup) where as Momento is an awful draw on turn 6. The Fraying Sanity's actually work with the entirety of your whole deck - having them on the sideboard instead of main just makes no sense at all to me.
So, my maindeck had Crypt Incursion and Sanity in for the longest time, this version was the one I came up with just a couple of days ago when I came back to the deck. Just saying that to clarify I love those cards and have played plenty with them.
This is why I made the changes (I only played a bunch of matches with this version, so they might be correct or they might be wrong, so far, Profane Memento is the one I'm happiest about).
Memento is a dead card in the same matchups that Incursion is (Incursion having a slightly higher floor, but irrelevant mostly, since it's likely a control matchup if they're dead, and gaining 6-9 life there won't likely help). It is not bad when you draw it late at all. It is bad as your topdeck if you're hellbent and need mill, sure, but if you still have Mill available, play it and mill and it will still be relevant. Obviously, Incursion is much better late game, but it is a lot more vulnerable to discard/skullcrack/ooze and other things. Most importantly, in the matchups where you need the lifegain the most, it is sometimes too slow. I still have them in the sideboard for the extra effect if needed, but haven't been too happy with them when boarded in.
They cost 3, so they are very uncomfortable with Bridges, and we have to change our gameplan to fit them in, while Memento just fills slots in our curve and lets us keep doing our thing.
Overall, Memento maindeck felt awesome this far, and it is a bet against all the aggresive, creeature heavy decks (humans, spirits, burn, bant coco, bridgevine, hollow one, affinity, etc...). Just like Bridge, they both can be dead cards, but they both can win games on their own (yes, memento can be that absurd, that's why I insist you try it out if you haven't)
Fraying Sanity is my favourite mill card. The deck feels so much more potent when this is out that it's nuts. I cut it because I wanted to give creatures a try now that bolts are all over the place, since they actually save a lot of life. Playing with Bridge makes me like the 3 drops a lot less, and Fraying Sanity has it's matchups where it is too slow, so I decided to put it in the sideboard for control matches mostly.
I would LOVE to make room for it mainboard, but it might not be the time. As I said before, I will try a more 1 shot kill, comboish version with 4 Sanity for sure, since I don't enjoy the "bridge" wins too much.
So, mostly a meta choice on my part, since all the cards you mentioned are in my SB, but so far I stand by it and prefer the Mementos maindeck and the other cards in the SB.
You can certainly read it as a pre-sideboarded thing for the current meta.
Congrats to both BUUR and THEENZYM. I like BUUR's experimentation and love the BUG list with Assassin's Trophy. I'm working on a version of that right now.
But its great to see mill getting such good results. Hopefully Team Mill can translate that into some wins at some larger tournaments.
I love this card, being able to recast spells is great for this deck. I never played snapcaster (expensive!) but this has the obvious advantage in being able to use with Archive Trap and Surgical extraction using their alternate mana costs. The surveil is not to be overlooked either, especially if you are playing Manic Scribe.
I havn't had any awesome trap synergy yet, but I've been able to cast cards like Visions or Surgical to great effect. I had a hilarious game vs sultai midrange where I had double surgical to remove goyfs and snapcasters, then mission to recast surgical to remove tireless tracker leaving him with almost no creatures and no way to close the game haha.
I'm currently playing 2, but probably won't want to go to 3 as it increases the chances of drawing two Briefings whilst not having any gas cards in the graveyard to actually cast them on.
Congrats to both BUUR and THEENZYM. I like BUUR's experimentation and love the BUG list with Assassin's Trophy. I'm working on a version of that right now.
But its great to see mill getting such good results. Hopefully Team Mill can translate that into some wins at some larger tournaments.
So which UB list did you like better?
+3 mission briefing + 2 opt
or
+2 Mission Briefing +3 Manic Scribe
I was building this deck and I feel like the scribe fits better with the surveil. I am just curious how you feel about the opt.
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Replace one of the most efficient mill cards (in mill!) for random cast from your graveyard? With hard casting cost and even no reliability that you will have targets at all in your grave. And when you will have targets 80% of the times it wouldnt be Archive Trap
G Green Stompy
RG Shamans
UB Mill
UG Infect
WUBRG Slivers!
Mnemonic Betrayal
Now, this one is very hard to evaluate since it is a ton of mana upfront and will likely not be worth it most times.
It does have a couple very cool interactions though, one with Fraying Sanity (if you stack the triggers properly, this mills them for the size of their graveyard EOT). Another with Memento, since all the creatures are put back into the graveyard and re-trigger it.
It's a weird card so it's hard to evaluate quickly, but it certainly is something to play around with.
EDIT: Another Mill card out, Drowned Secrets. Feels too slow, maybe for a different build, mostly blue with several cantrips, mission briefings, etc..
Maaaaaaaaaaybe interested in this one though, but my gut reaction is probably not
wo got shafted on the rare cards.... pretty much a grind x 2... which many cards have done in the past... nothing good to write home about...
they didnt even tried to clean the text on the enchantment so it could actually be taken seriously as a modern mill sb(still say "target player")
meh..
As far as cutting Glimpse: Ya, I know it seems odd, I agree it's THE staple card. But I noticed the lack of black cards when re-evaluating my manabase and just want to see if it's possible. Plus, what's better than 10 cards for 2 mana? 13 cards for 2 mana. It also lets us play at instant speed as a control deck which can be pretty important. Path to Exile >> Fatal Push, Supreme Verdict > Damnation. Crypt Incursion is less important if we're controlling all their threats and landing a board wipe more reliably.
I've also of course got my UB shell with Mission Briefings in there too, but I think going slow and leaning more on Mesmeric Orb and control strategy. Stats say that ~66% of the time you will have EITHER Archive Trap OR Mesmeric Orb in your opening hand, and once you have one of them your Mission Briefings become live (tapping out at EOT to mill yourself with the Orb will get you a Trap in the yard pretty quickly). I don't think it's as crazy as it sounds. I think cutting Crabs and Scribes might not be correct though, but we'll see.
Drowned Secrets just isn't a good card for this deck, unfortunately. You need to cast 4 blue spells before it's (barely) even better than Mind Sculpt. And for one more mana, Fraying Sanity is miles better.
In case you guys have not seen the title of the subforum(aggro and tempo) or just decided to completely ignore it, here's a couple of remainders:
1.Mill spells DO NOT really do anything until our opponent has no cards in his library(if anything, you are helping most decks).
2.Ergo, for #1, mill spells ARE NOT a good wincon(which is usually what UW mill tries to do), if you want to play UW theres a million better wincons than mill.
3.Responses in mill decks are pretty much a way to slightly delay the opp so we can mill the heck out them, the deck should be based on density of THREATS,not ANSWERS, we are in an enviroment in which you cant have all the answers.... especially if we have to dedicate 8+ slots to our wincons
Guys, i also love mill, but get it into your head, mill in modern is a TEMPO deck, which is more on par with Burn that with control... and should be played as such until we have a good enough milling spell in UW
Peace ut
2. Why are Mill spells any less legit of a win-con than damage from Colonnades? If anything, opponents are less prepared for it
3. Responses in a UW Mill deck can be the same as the responses in a UW Control deck, which is a pretty good deck right now in case you hadn't noticed. You could choose to put tempo responses into your deck (Remand, Vapor Snag, Darkness, Spell Snare) or control responses in your deck (Cryptic, Path, Verdict, Logic Knot)
There's multiple ways to build a Mill deck; Tempo, Control, Burn. For you to write off trying out a different archetype of Mill, without having tried it yourself, and that hasn't been fully explored by others is pretty short sighted. But I guess you must know best...
Tested both UB and UW last night. My UB deck got toasted by Hardened Scales, turn 4 through interaction twice in a row. He was on the play G1, started by puking 4 cards out (Land, Opal, Welding Jar, Automaton), followed up by a Ravager on T2. I dropped a Crab on 1, Orb on 2 (had Fatal Push in hand, but Welding Jar...), then Field of Ruin > Double Archive Trap > Fatal push on 3 (a pretty huge line for us). I died T4 with 3 cards left in his library. G2 I kept Fragmentize, Surgical, Push, but 1 lander (Glimpse and Orb I think?). Nothing on T1 for me, double Jar and Hardened Scales on T1 for him. I fragmentize and Surgical his Scales, but he reveals a hand with Arcbound Worker and double Steel Overseer. I don't draw a land for the next 2 turns and die to an Overseer and Ravager working together to make a huge Inkmoth for an alpha strike. I think my only hope is Stony Silence (in my UW board but not UB board...). Path would've been nice to get around the Welding Jars both games though. I think it's gotta be one of our worst matchups though, Welding Jar is super useful for protecting threats.
UW Mill destroyed UW miracle control 2-0 as I'd expect though (I think UB would do the same). Field of Ruin into Surgical on his Colonnade, then Mission Briefing to surgical his Jace (I know his deck and threats - not many) and he's left with single Teferi and Clique, and 3x Snapcasters as his win-cons. Game 1 he was stuck with 2 Terminus in hand at the end of the game too. Game 2 he tapped out end of my turn (like T11 or something) to use a flipped Azcanta, and opened up to Field of Ruin > Trap > Mission Briefing on the Trap that basically sealed it for me. Instant speed response for the win.
You're talking like UB Mill is a T1 deck that has no room for innovation. Unless I'm wrong and you're sitting on a dozen top 8 finishes with your top-secret version of UB Mill? You're not. And the reason for that is because mill, in all of its forms, is still lacking the power to be a consistent competitor at a high level of play.
With this being the case, I think innovation in all directions can do nothing but help the archetype. Sure, some ideas will come back void, but you never know how that one rogue idea will push the deck into a direction that makes it more successful. Clearly playing mill like burn has not worked for years. Sure you can grab success here and there and I personally prefer the UBx version if I were to sleeve one up for competition, but this archetype is nowhere near refined enough to have such a close-minded view.
In other news, something that I've been keeping my eye out for are cards that abuse our opponent's graveyard. It's no secret that dumping our opponents cards into their graveyard is not always a beneficial effect, but Surgical Extraction and Crypt Incursion operate inside of this weakness with success. Mnemonic Betrayal is similar in this respect and while it's interesting, I don't think the effect is quite there. Combining it with Fraying Sanity is a thing, but lately I've been seeing a lot of UB decks lowering their Fraying Sanity count or omitting it completely. Moving in the opposite direction to make Mnemonic Betrayal playable seems like taking a step backwards.
Thief of Sanity kinda has my wheels turning. Is it something worth bringing in game 2 against an opponent with a low creature count? It's somewhat comparable to Ashiok, Nightmare Weaver, albeit more fragile and more conditional....which maybe just makes it bad Ashiok...
Both losses were 2-1, both wins 2-0.
Lost match 1 to Hardened Scales, though I punted that one not realizing I could've used surgical extraction on my own graveyard to get my flooded strand out of my hand and be empty handed, I drawed 4 lands in a row and was killed by a bunch of 1/1 Thopters. Bridge was huge winning g1 (he had no answers maindeck) and should've won me the match if I saw that line. The other game was close as well, he got me with 1 card in hand and modular triggers to pump a 1/1.
Won against CoCo easily on the back of Profane Memento, that card coming down early is just stupid against creature heavy decks. G2 I had 2 Mementos down and eventually cast Damnation, no coming back from there.
Won against Bogles, this one goes to Ensnaring Bridge t3 both times, mulled to 5 game 2 just to find Bridge, I don't think we have much of a chance otherwise. Milled the seal of primordium and gg.
Lost against Bridgevine, another close one, lost a g3 where Memento kept me alive and looking good until I punted letting a Viscera Seer resolve before pushing my Scribe to get rid of the 3 bridges from below in the yard. He just activated it, I pushed my guy and realized he could activate it for his other 3 guys in response... An army of zombies got to me then.
G2 I started out fast and a Visions drew me a Nihil Spellbomb at the perfect time to clean most of his deck out and finish him in time. Can't remember g1, but they were all pretty close games.
If you haven't, try Profane Memento. The card is great at buying time in so many matchups right now, I was very happy with it and Bridge.
I played without Fraying Sanity for the more controlling build, so my plan was mostly delay with Memento until I get Bridge down, extract the answers to Bridge when I see them and then close the game. It worked pretty nicely, but with GRN I'm for sure making changes, I don't particularly enjoy the games I win hiding behind Bridge several turns... I understand it is likely our best chance, it's just a personal preference, I want to try to actually win fast enough that I don't need a lock like Bridge. Maybe after losing enough I will come back to just playing Bridge, haha.
I think there is still a lot of merit to a comboish build setting Fraying Sanity - 2 Mill spells kill in t4, specially after GRN releases. We'll see
Edit: Forgot to add the list I played for context: Here it is
Wouldn't playing 1 more Collective Brutality, 1 Crypt Incursion, and 2 Fraying Sanity have more upside? Your CB's can help you stay alive, duress them, help get your hand down under a bridge, etc. - very versatile. The 1 Crypt Incursion is going to be great or dead depending on your opponent, but basically when you see it you can use it and get an immediate benefit (even if very minor in a largely creatureless matchup) where as Momento is an awful draw on turn 6. The Fraying Sanity's actually work with the entirety of your whole deck - having them on the sideboard instead of main just makes no sense at all to me.
This is why I made the changes (I only played a bunch of matches with this version, so they might be correct or they might be wrong, so far, Profane Memento is the one I'm happiest about).
Memento is a dead card in the same matchups that Incursion is (Incursion having a slightly higher floor, but irrelevant mostly, since it's likely a control matchup if they're dead, and gaining 6-9 life there won't likely help). It is not bad when you draw it late at all. It is bad as your topdeck if you're hellbent and need mill, sure, but if you still have Mill available, play it and mill and it will still be relevant. Obviously, Incursion is much better late game, but it is a lot more vulnerable to discard/skullcrack/ooze and other things. Most importantly, in the matchups where you need the lifegain the most, it is sometimes too slow. I still have them in the sideboard for the extra effect if needed, but haven't been too happy with them when boarded in.
They cost 3, so they are very uncomfortable with Bridges, and we have to change our gameplan to fit them in, while Memento just fills slots in our curve and lets us keep doing our thing.
Overall, Memento maindeck felt awesome this far, and it is a bet against all the aggresive, creeature heavy decks (humans, spirits, burn, bant coco, bridgevine, hollow one, affinity, etc...). Just like Bridge, they both can be dead cards, but they both can win games on their own (yes, memento can be that absurd, that's why I insist you try it out if you haven't)
Fraying Sanity is my favourite mill card. The deck feels so much more potent when this is out that it's nuts. I cut it because I wanted to give creatures a try now that bolts are all over the place, since they actually save a lot of life. Playing with Bridge makes me like the 3 drops a lot less, and Fraying Sanity has it's matchups where it is too slow, so I decided to put it in the sideboard for control matches mostly.
I would LOVE to make room for it mainboard, but it might not be the time. As I said before, I will try a more 1 shot kill, comboish version with 4 Sanity for sure, since I don't enjoy the "bridge" wins too much.
So, mostly a meta choice on my part, since all the cards you mentioned are in my SB, but so far I stand by it and prefer the Mementos maindeck and the other cards in the SB.
You can certainly read it as a pre-sideboarded thing for the current meta.
4 Hedron Crab
Instant (15)
4 Archive Trap
4 Assassin's Trophy
3 Fatal Push
2 Mission Briefing
2 Surgical Extraction
Sorcery (6)
4 Glimpse the Unthinkable
2 Collective Brutality
Artifact (8)
4 Mesmeric Orb
4 Ensnaring Bridge
Enchantment (4)
2 Fraying Sanity
2 Search for Azcanta
4 Field of Ruin
3 Polluted Delta
2 Watery Grave
2 Breeding Pool
2 Darkslick Shores
2 Island
2 Misty Rainforest
2 Swamp
2 Verdant Catacombs
1 Oboro Palace in the Clouds
1 Overgrown Tomb
2 Bontu's Last Reckoning
2 Crypt Incursion
2 Darkness
2 Ravenous Trap
2 Unmoored Ego
1 Collective Brutality
1 Echoing Truth
1 Golgari Charm
1 Night of Soul's Betrayal
1 Surgical Extraction
edit: miscounted
In the past two weeks we've had 3 5-0s in the MTGO Competitive Modern Leagues!
Oct 5, 2018 - BUUR (UB Mill)
4 Hedron Crab
Sorcery (6)
2 Collective Brutality
4 Glimpse the Unthinkable
Instant (22)
4 Archive Trap
2 Crypt Incursion
3 Fatal Push
3 Mission Briefing
1 Murderous Cut
2 Opt
3 Surgical Extraction
4 Visions of Beyond
4 Mesmeric Orb
Enchantment (2)
2 Search for Azcanta
Land (22)
3 Darkslick Shores
3 Field of Ruin
2 Flooded Strand
3 Island
4 Polluted Delta
3 Shelldock Isle
2 Swamp
2 Watery Grave
1 Crypt Incursion
1 Murderous Cut
1 Surgical Extraction
1 Bontu's Last Reckoning
1 Damnation
1 Dismember
2 Echoing Truth
3 Ensnaring Bridge
2 Extirpate
1 Night of Souls' Betrayal
1 Set Adrift
Oct 5 - THEENZYM (BUG Mill)
4 Hedron Crab
1 Manic Scribe
Sorcery (7)
4 Glimpse the Unthinkable
3 Mind Funeral
Instant (18)
4 Archive Trap
4 Assassin's Trophy
2 Extirpate
2 Fatal Push
2 Trapmaker's Snare
4 Visions of Beyond
Artifact (6)
2 Ensnaring Bridge
4 Mesmeric Orb
4 Fraying Sanity
Land (20)
1 Bloodstained Mire
1 Breeding Pool
1 Darkslick Shores
3 Field of Ruin
1 Flooded Strand
2 Island
1 Marsh Flats
1 Oboro, Palace in the Clouds
1 Overgrown Tomb
4 Polluted Delta
2 Swamp
2 Watery Grave
1 Crypt Incursion
2 Damnation
2 Damping Sphere
2 Dead Drop
1 Defense Grid
2 Dispel
3 Leyline of the Void
1 Profane Memento
1 Unmoored Ego
Oct 8 - BUUR (UB Mill)
4 Hedron Crab
3 Manic Scribe
Sorcery (6)
2 Collective Brutality
4 Glimpse the Unthinkable
Instant (19)
4 Archive Trap
2 Crypt Incursion
3 Fatal Push
2 Mission Briefing
1 Murderous Cut
3 Surgical Extraction
4 Visions of Beyond
4 Mesmeric Orb
Enchantment (2)
2 Search for Azcanta
Land (22)
3 Darkslick Shores
3 Field of Ruin
2 Flooded Strand
3 Island
4 Polluted Delta
3 Shelldock Isle
2 Swamp
2 Watery Grave
1 Crypt Incursion
1 Murderous Cut
1 Surgical Extraction
1 Bontu's Last Reckoning
1 Damnation
1 Dismember
2 Echoing Truth
3 Ensnaring Bridge
2 Extirpate
1 Night of Souls' Betrayal
1 Set Adrift
Congrats to both BUUR and THEENZYM. I like BUUR's experimentation and love the BUG list with Assassin's Trophy. I'm working on a version of that right now.
But its great to see mill getting such good results. Hopefully Team Mill can translate that into some wins at some larger tournaments.
My Decks:
Fish
U/W Control
U/B Control
U/B Control Mill, U/R Ascension Mill, BUG Mill
G Tron, Eldrazi Tron, Eldrazi Aggro
Junkie Doran
U/W Ephara Flash
Splendid Dredge
I love this card, being able to recast spells is great for this deck. I never played snapcaster (expensive!) but this has the obvious advantage in being able to use with Archive Trap and Surgical extraction using their alternate mana costs. The surveil is not to be overlooked either, especially if you are playing Manic Scribe.
I havn't had any awesome trap synergy yet, but I've been able to cast cards like Visions or Surgical to great effect. I had a hilarious game vs sultai midrange where I had double surgical to remove goyfs and snapcasters, then mission to recast surgical to remove tireless tracker leaving him with almost no creatures and no way to close the game haha.
I'm currently playing 2, but probably won't want to go to 3 as it increases the chances of drawing two Briefings whilst not having any gas cards in the graveyard to actually cast them on.
Currently active
- Humans
- Evolve Zoo
So which UB list did you like better?
+3 mission briefing + 2 opt
or
+2 Mission Briefing +3 Manic Scribe
I was building this deck and I feel like the scribe fits better with the surveil. I am just curious how you feel about the opt.