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Draw mill draw mill draw mill


> A Short Intro

This is my personal favorite deck. I am the local mill player at my LGS and one of two mill enjoyers in my (rather large) personal playgroup. This deck was born from my first attempt at building a mono-blue mill deck with Ambassador Laquatus at the helm. The former iteration of the deck was too slow and really struggled to keep up with other decks in the pods. Admittedly, I was a much worse deck builder and magic player overall back then. One day, a friend I had made at the LGS brought me over to his place to take a look at my deck and help me improve it. It was there he suggested maybe adding green to the deck. When I went to check my collection I only owned two Simic legendary creatures Zimone, Quandrix Prodigy and Gretchen Titchwillow. So I offhandedly chose Zimone, thinking that she would just be a budget choice till I bought a better Simic commander. Boy was I wrong...

> Let's Talk Zimone

She is the little value engine that could.

Image

Compare her to the most popular Simic commanders Aesi, Tyrant of Gyre Strait and Thrasios, Triton Hero. Super unassuming; she always flies under the radar. However with the right 99, she becomes an absolute powerhouse

The two things that hold her back compared to other Simic commanders that ramp you and draw cards are:

  • You have to tap her to activate her ability
  • The lands she puts into play are tapped.

Both of these can be fixed by cards in our 99.

Unlike most Simic value commanders, her ability isn't repeatable on its own. This can be fixed with the right setup though, with Retreat to Coralhelm, you can endlessly repeat her first ability. The second problem of lands entering tapped can be fixed with cards like Lotus Cobra or Amulet of Vigor.

Because Zimone only costs {G}{U} she will almost always be our turn 2 play. Early game, she is our ramp, allowing us to play our mill enchantments ASAP. Late game, her draw will trigger our mill cards.


> Simic Mill?

Yes, you heard that right. Move over Dimir and Mono Blue Mill there is a new player in town. Simic has several advantages that make it my favorite mill color. Playing Mill is playing a game of value and resource management. Mill is inherently weaker in Commander because instead of just one 60-card deck there are three 99-card decks, that's 297 cards! That's why you need to make sure you can squeeze every ounce of value you can out of your mill effects and make sure that your recourses don't run dry trying to deny your opponents of theirs. Simic as a color combo makes up for these shortcomings by being the color of value engines.

How do we turn this Simic value engine into an advantage for mill? Well, the basic outline of our strategy will be to turn all of our draw and landfall triggers into mill triggers! This way the deck does its thing by just playing the game. Play a land? Mill. Draw a card? Mill. Then we will protect our engine with tokens generated from mill/lands and a grip of counterspells.

A big engine needs fuel a lot of fuel to run and this deck is no exception. This deck is SUPER mana-hungry. You will always have something to funnel your mana into and will regularly be tapped out at the end of your turns. Remember, the goal is to out-value our opponents, so don't hold back!

> Ramp Ramp Ramp

The deck aims to ramp hard using Zimone’s first ability as well as with creatures that put lands into play upon ETB. You will notice that the creatures are almost all 4 CMC rather than something cheaper like Sakura-Tribe Elder, Farhaven Elf, or Wood Elves. The reason for this is we want them to double as blockers and not just something to chump with. Yavimaya Elder gets a pass because he also draws us a card

Image Image

We can take advantage of all these landfall triggers with cards like:

  • Zendikar's Roil - Mill draws a lot of hate from the table. So a way to repeatedly generate chump blockers is very important.
  • Tiller Engine - Lets you untap all those lands that you are cheating in! or tap down pesky permanents.
  • Ruin Crab - Turn your land ramp into mill!

We want to get ahead on lands so we can start the draw & mill engine started.

> Draw Draw Draw

We will be looking to draw multiple cards every turn, these draws will be what trigger most of our mill effects. Kami of the Crescent Moon & Rites of Flourishing will allow our hands to stay relatively full. Eventually play Consecrated Sphinx or Sea Gate Restoration // Sea Gate, Reborn as our top-end draw.

It is also important to think of your draw spells as potential kill spells. Cards like Minds Aglow & Windfall are great ways to finish off someone that is low on cards in their library. Temple Bell, Reckless Scholar, and Geier Reach Sanitarium are ways to secure the kill if anyone tries to do some shenanigans on upkeep to try and survive.

Image Image

There are two creatures that can tutor in the deck

There is also Zimone’s second ability, and that comes up sometimes and helps push the deck through difficult mid-games when some of the usual paths are closed due to opponents' plays.

> Mill Mill Mill

The bread and butter of the deck. Our main mill force will be headed by cards that mill triggering off of you drawing cards. Jace's Erasure, Psychic Corrosion, and Teferi's Tutelage are prime examples of this. The secondary mill strategy will be with Ruin Crab and Hedron Crab. These make use of our many landfall triggers to mill the table.

Image Image

These will be supplemented by Mesmeric Orb, Allowing us a constant stream of smaller mills that will add up over the course of the game.

We will make our mill even better with Bruvac the Grandiloquent and Zellix, Sanity Flayer. Bruvac straight-up doubling our mill output and Zellix providing us with a wall of blockers.

> Rest of the 99

Overall our playstyle will be defensive. So we will be saving our removal & counterspells to protect our things. NOTE that you should save your Disallow for cards like Blightsteel Colossus that shuffle graveyards back into their libraries. You also only have three forms of recursion, so use them wisely.

Our land base is built to maximize the amount of landfall triggers that we can produce. We utilize cards like Evolving Wilds and Misty Rainforest to get two landfall triggers for every one land we play.

>What You Want in Your Starting Hands

This is one of the few decks that getting a hand of all lands is perfectly fine. In fact, I'd say that you want to have an opening hand of mostly lands.

If you happen to have either Hedron Crab or Ruin Crab in your opening hand, it's probably worth keeping it, whatever the rest may be.

An early Mesmeric Orb will run away with the game. Just watch out, because you will be hit harder than everyone else due to how you ramp.

An Ideal opening hand would look something like this: Island, Forest, Misty Rainforest, Evolving Wilds, Ruin Crab, Kami of the Crescent Moon, Tiller Engine.

Turn Order Play Sequence
Turn 1 Play an Island into Ruin Crab
Turn 2 Play a forest into Zimone
Turn 3 Play Tiller engine then Evolving Wilds, tap Evolving Wilds to get a land of your choice based on what you've drawn for turns 1 & 2, Spend 1 to tap Zimone to play Misty Rainforest then tap it to get another land, play Kami of the Crescent Moon.
Turn 4 ????
Turn 5 Profit

While not ramping you, this opening will mill 15 cards from each of your opponents' decks and you will be able to draw three on your next upkeep, refilling your hand and prepping you for more setup.


>5 Cards That You Should Know About!

These are 5 cards that I think really exemplify the deck's ideals or are some cool tech that I don't want you to miss out on.

> Sphinx's Tutelage

This is one of the strongest mill effects in the deck. You will become the main target of the table when you play this card so make good use of it while it's out. Have a Bruvac the Grandiloquent out and watch this card mill for massive chunks. However it can also just as easily whiff on you. Colorless decks will laugh in the face of this card.

>Compost

This is either the most powerful card in the deck or the most useless card in the deck. If there is a single deck running black in the pod- Compost becomes STRAIGHT GAS and will propel so far forward that you'll become the biggest threat to the table instantly.

> Retreat to Coralhelm

This is a Zimone deck, thus Retreat to Coralhelm is a required card. Every land that you play lets you untap Zimone to play another one. As long as you have the mana available you can play as many lands from your hand as you can.

There is an infinite combo with this card in the deck. However, it takes several cards and can only be activated on your opponent's turn. Zimone, Quandrix Prodigy + Retreat to Coralhelm + Tiller Engine + Ghost Town = Infinite landfall triggers. This was accidentally found and takes 6 cards to pull off with a pay off, so I am keeping it in the deck.

Please see the Upgrades & Budget Options section for other ways on how to go infinite with this. Also please read the first question of the FAQ for why the deck doesn't.

> Jester's Cap

This is to get rid of those pesky Eldrazi and that one golem that shuffles entire graveyards back into the Library.

>Titania's Command

This card does it all for you!

  • Grave hate!
  • Refills your life after getting attacked by the table!
  • More Ramp means more landfall triggers!
  • Creates Blockers!

Doesn't matter what point in the game you cast it, it will be good.


>Look Out!

There are a few things/cards that this deck really struggles against:

Grave Shufflers

I play mill as my primary strategy or as a sub-strat for quite a few of my decks. If someone is playing any of the cards that say "If [this card] is put into the graveyard, shuffle [this card] and your graveyard back into your library" then it's nearly impossible to win. Examples are Blightsteel Colossus and Kozilek, Butcher of Truth. Keep your Jester's cap and Disallow ready for these. If those two options aren't available, just do your best to make them draw the cards so you can continue milling.

Zombies and other Reanimator Archetypes

This is an unfavorable matchup for mill. Because you will just be giving them fuel for their strategies. Try to minimize the amount of mill you direct towards them till you have one of your grave hate pieces out. Don't pop it too early though! Wait till they target something before exiling it. Getting an early Unlicensed Hearse will be a huge boost in your favor.

Gruul Stompy

The ability to cheat out large creatures, give them haste, and trample, all on the same turn usually spells death if pointed at you. Propaganda and Zendikar's Roil will be crucial in creating a pillow fort to hide behind.


>Upgrades & Budget Options

>Upgrades

If you are looking to increase the power level of the deck, you can add creatures that tap to play a land from your hand onto the battlefield. Sakura-Tribe Scout is a prime example of this. Retreat to Coralhelm + Sakura-Tribe Scout + a bounce land (Simic Growth Chamber or Guildless Commons) = Infinite landfall triggers. Pair this with any landfall payoff, in this case, Ruin Crab, and you win the game.
The same thing applies to our commander. Zimone, Quandrix Prodigy + Retreat to Coralhelm + Lotus Cobra + Simic Growth Chamber = Infinite landfall triggers

The upgrade package would look something like this:

Draw
Rhystic Study

Tutors
Expedition Map
Fauna Shaman
Long-Term Plans
Sylvan Scrying
Sylvan Tutor
Worldly Tutor
Crop Rotation

Tap to play lands
Dryad Greenseeker
Llanowar Scout
Sakura-Tribe Scout
Scaled Herbalist
Skyshroud Ranger

Bounce lands
Guildless Commons
Trade Routes

Cards to make the combo work with Zimone
Lotus Cobra
Amulet of Vigor

An extra way to mill using Infinite landfall triggers

Altar of the Brood

>Budget Options

Sea Gate Restoration // Sea Gate, Reborn & Consecrated Sphinx both can be cut for whatever your favorite budget top-end draw cards are.

Bruvac the Grandiloquent is there to make your mills more effective, but he isn't required. Replace with a Maddening Cacophony or something similar instead to emulate what he does.

Cyclonic Rift can be replaced with several options. Aetherize is my personal pick, but any mass bounce works.

Unlicensed Hearse can be replaced with a Sentinel Totem

Heroic Intervention, while the best at what it does can be replaced with Tamiyo's Safekeeping. It only protects one thing but most of the time you only need to be protecting one thing.

Farseek & Collective Voyage can be replaced with Rampant Growth & Harrow respectively

Nykthos, Shrine to Nyx can be replaced with Guildless Commons

Misty Rainforest with Terramorphic Expanse

And of course, any special variant (i.e. Secret Layers, full arts, foils) of cards that I run should be just replaced with the basic version of the card. That should drop it by a decent chunk.


> Why am I not playing "X"?

Amulet of Vigor: I am choosing to run Tiller Engine over this. Because it's the budget option. I mention it in the Upgrades & Budget Options section as a card to add to the deck if you want to up the power level.

Rampaging Baloths: I have considered running this card, but I chose to go with Zendikar's Roil instead. Due to the fact that it's 1 mana cheaper and it's an enchantment. Thus making it harder to remove.

Tatyova, Benthic Druid: She is very powerful... And well-known. Thus drawing more hate than the deck wants to deal with. Also, she pushed the deck into becoming more landfall-focused rather than mill.

Gretchen Titchwillow: The deck is already mana-hungry as it is. I found through playtesting that I would never really use her ability because of its steep cost. There were always other things that I'd rather be spending my 4 mana on.

Eternal Witness: This one hurts not to play. I love this card and its versatility. Instead of relying on trying to get things back from the grave, I have tried to build the deck to be redundant and resilient. So even if something gets blown up, you can replace it with something similar.

Omen Hawker, Delighted Halfling, or Tireless Provisioner: I have chosen to reduce the number of tap creatures in the deck. I want my ramp to come through lands.

Arcane Signet: Besides Sol Ring and Thought Vessel(which is only there for the no max hand size), I have chosen to exclude any form of artifact ramp to the deck. In the early builds of the deck, there were a few signets and other forms of artifact ramp(Bauble for example), however, whenever I would draw/play one I would always end up wishing it was a land instead. So I overtime ended up cutting out all of the mana rocks and replacing them with land ramp instead.

Court of Cunning: Court of Cunning used to be in here but what I found is that It would just draw unnecessary hate from the table. Mill is already a strategy that comes with a lot of prejudice towards it, so giving opponents another reason to hit me wasn't in my best interest. I also could never keep the monarch long enough to have the second half of the effect to trigger. Once it was gone I couldn't ever get it back.

Explore: This was just more of a matter of not having enough space and having to choose what cards to cut. Explore lost out to Growth Spiral in the end.

Fleet Swallower & Traumatize: Ah These used to also be in the deck. Milling half of someone's library is a very tempting effect. In the case of Fleet Fleet Swallower, this deck(as well as my playstyle) tends to ignore the fact that there is even a combat step. With Traumatize, I like my mill to be repeatable and not a one-off effect. And for both, they just drew way too much heat, If I played either one it would usually make me the #1 threat at the table or it would at least cause the table to point all of their removal at me for a bit.

Ramunap Excavator: This is one that I have considered adding to the deck. I guess that I never felt the need to be able to play my fetch lands out of the grave. Because the deck isn't really centered around landfall as a mechanic. Besides the five cards that care about lands entering (Zendikar's Roil, Retreat to Coralhelm, Tiller Engine, and the two mill crabs) there isn't anything that cares about my lands entering. The mass amount of lands that I am playing is so I can dump my hand and pay for my draw spells.

Seedborn Muse & Wilderness Reclamation: I don't have a reason for not including them in the deck other than I don't own either one or I don't know what I would cut to make space for them. The deck is already very tight on how many cards should be in each section.


>FAQ

Q: Why are there no infinite combos in the deck? // If you just add X card you can go infinite, why don't you?
A: My playgroup's meta has something of a soft ban on infinite combos. We are fine with a combo that can go near infinite, but not actually infinite.
For example Zimone, Quandrix Prodigy + Retreat to Coralhelm + Lotus Cobra + Simic Growth Chamber = Infinite landfall triggers. This is not cool within our meta.
However, the combo of Zimone, Quandrix Prodigy + Retreat to Coralhelm + Simic Growth Chamber = as many landfall triggers as I have mana. This is perfectly fine. According to our playgroup's founder, it's to make players think outside the box and be more creative with their combos.


Q: You have cards in the sideboard, but the Commander format doesn't allow a sideboard. So what are they doing here?
A: I put cards that I am currently playtesting in the deck into the sideboard.


Q: About how often is this deck able to win by milling everyone out?
A: This deck has only ever won by milling out the last 1 or 2 other players at the table. According to a game tracking spreadsheet that I have for my decks, this one has a about 20% win rate.


Q: How do you not lose to combat damage before you mill out the table?
A: Well there really isn't a clear-cut way to not not lose to someone aggressively swinging at you. The best advice that I can give its try and not be the most annoying or biggest threat at the table. What helps is to just try and act unassuming for as long as possible and then steal the win when there are only one to two people left. There are built-in ways of protecting yourself in the deck but they won't hold up to the full brunt of the table deciding that you need to be the first to die.


> Changelog

10/16/2022:

Trying out Replaced Grindstone with Collective Voyage

10/17/2022:

Made a "Looking to replace/replacing with" section

11/22/2022:

Replaced Perpetual Timepiece with Ground Seal

11/23/2022:

Replaced Fraying Sanity with Soul-Guide Lantern

11/25/2022:

Replaced Psychic Spiral with Yavimaya Elder

12/12/2022:

Removed Replaced
Ground Seal Titania's Command
Fleet Swallower Minds Aglow
Deadeye Navigator Unlicensed Hearse
Court of Cunning Compost.

The Ground Seal was removed because it was too oppressive to some decks and It made it not fun for some people in my playgroup.

01/05/2023:

Replaced Root out and Fractured Sanity with Broken Bond and You Happen On a Glade

07/28/2023:

Removed Replaced
Sentinel Totem Relic of Progenitus
Archaeomancer Ground Seal
Mystic Redaction Abundance
Train of Thought Horn of Greed
Urban Evolution Eureka Moment
Naturalize Jester's Cap
Maddening Cacophony Retreat to Coralhelm
Dig Through Time Sea Gate Restoration // Sea Gate, Reborn
Monastery Siege Rites of Flourishing
Ambassador Laquatus Zellix, Sanity Flayer
Mnemonic Wall Archaeomancer
Thornwood Falls Myriad Landscape
Woodland Stream Ghost Town
Forest Maze of Ith

10/30/2023:

Removed Replaced
Horn of Greed Rystic Study
Abundance Zendikar's Roil
Folio of Fancies Tiller Engine

Sadly Horn of Greed didn't work the way i wanted it to because I was cheating lands into play more than I was just playing them. Thun never really triggering the horn.

01/04/2024:

I Have moved two cards into different categories. Bruvac the Grandiloquent has been moved from Mill Mill Mill ---> General Support/Synergy and Scavenger Grounds has been moved from Lands Lands Lamds ---> Gravehate.

Removed Replaced
Treasure Cruise Gush
Whetstone Memory Erosion
Thought Vessel Midnight Clock

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This deck appears to be legal in EDH / Commander.

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