![]() ![]() After all, it's not like you can just throw in some mill - you have to go all-in because milling 10 cards is as good as milling 0 or worse. Because it doesn't interact with, like, pretty much all the normal stuff that matters (which is all around life and board state and stuff) it's almost like playing a different game, that nobody else was prepared to or really wanted to play. Mill is a very boring way to play for or against. ![]() As a combo wincon it's less bad because, honestly, all combo wincons are roughly equal in lameness, but otherwise it's really dumb. People want to play Commander, not to lose because they couldn't come up with a proper rule for running out of cards. I typed this out on mobile, so if this gets attention I'll reformat it on the PC once I get home. Your 99 will consist of the staple draw cards and a couple of other niche enchantments, and people really don't expect the Whispering Madness mill coming from Zur so it can definitely catch your friends off guard. If you have Thought Vessel or Teferri's Tutalidge its GG in one turn. In a single combat phase you've just milled the table 50 cards, and that's a low ball number most games. Normal damage, draw 2-3 cards, drop and draw your 12 cards and opponents mill 24 cards. Let's say you have 7 cards in your hand (You should have more than this ideally, but 7 is nice)įirst strike damage, draw 2-3 cards, opponents mill 4-6 cards, drop your 10 hand and draw again, opponents mill 20. Big bonus if you have a doubling effect for card draw, but essentially it works like this: Swing with him and then bring out Psychic Corrosion and Battle Mastery. (Curiosity-type cards) You'll only be dealing 1 damage each attack, but with Strionic you will be pulling two enchantments each attackĪfter you get 2-3 card draw effects on Zur, you can essentially win the game at this point by completing Step 3:Ĭast Whispering Madness, and target Zur for the Cipher. Step 2: Stack up on "Whenever you deal (combat) damager, draw a card". Step 1: Get Zur out (If you can get a Strionic Resonator in play, even better and of course get some "Look Ma, no hands (limit)" effect such as Reliquary Tower or Thoughtvessel) I have a relatively powerful Zur deck that mills out a bit differently than what most people expect. As a side note, Oona is also pretty decent at commander damage wins given that she's evasive and is great at both holding relevant equipment and can get a lot of incidental buffs from cards like Scion of Oona.Ī nice side benefit for Oona is she's playable with and without infinite combos and, since you want to make lots of mana to use her ability, removing her doesn't matter all that much since the same mana you're generating to exile cards can be used to keep casting her. Oona can transition into killing via a swarm of creatures as an alternative win-con. Mill has to go in on one single strategy and can't adapt very easily if the library plan goes south. Oona solves this by exiling instead of putting cards into the yard. Oona solves this problem by making flying bodies that are decent chump blockers and can be a political tool if you absolutely have to kill someone with damage.Įldrazi undo mill's hard work and many decks use the graveyard as another hand. Mill tends to not have a very commanding board presence as you don't generally care about combat. She also gets around a few of mill's problems. She isn't exactly mill but she's mill enough in spirit and she can be tuned for lower power metas and higher powered ones. You can even ] him yourself to use the adventure again if need be.įor reference I'm playing in Bo1 at Diamond 3 at the moment and I'm having a lot of fun with this jank.įun combo: ] + ].I'm kind of surprised Oona isn't mentioned so much here. He can bounce any permanent, and flash in to block both Chandra's Spitfire and an unbuffed Bloodthirsty Aerialist which are very popular on bo1 ladder atm. It lets you cast twice as many spells as your opponent since you can cast on their turn now as well as your own, but we have a fair few instant speed spells anyway. Having a ] down is great, but not 100% needed so don't mulligan too hard for it. Your opponent can no longer empty their hand so it's just a matter of time before they have enough where you can mill them out in 2 or 3 uses of the Folio. Once you get a ], and a ] down you can start the Mill game. Don't worry about taking some damage, all you need is 1 life at the end of the game. Gain life and bounce their creatures, but try to save ] for big threats like planeswalkers or huge spells. You're going to spend the first few turns just trying to stabilise. With a splash of white to help protect yourself (via gain life mostly but ] is amazing as well). It's basically everything you hate about Blue - Counter spells, Return to Hand effects, Flickers, Mill, etc. This is the best I've come up with so far. When I saw the ] reveal I knew I had to try and make it work in a Mill deck. ![]()
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