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Deck Reviews / Re: [Modern] infinite mill
« am: November 04, 2017, 05:13:55 Vormittag »
I have since tweaked it by adding black in.
4 Ruin Ghost
4 Hedron Crab
4 Retreat to Corelheim
4 Retreat to Emeria
4 Dark Ritual
4 Muddle the Mixture
4 Idyllic Tutor
4 Sigiled Starfish
4 Azorius Signet
4 Adakar Wastes
4 Caves of Koilos
4 Underground River
2 Swamp
5 Plains
5 Island
The bonus on this is the possibility for a turn 3 mill win.
Turn one- Drop a Swamp (or other source of Black Mana)- tap that to cast Dark Ritual. Use that three mana to cast Azorius Signet (2 mana) and activate it (1 mana) thereby producing a White and a Blue. Use that to cast Ruin Ghost.
Turn two- Drop a land (Preferably turn one Swamp, turn two Island, turn three Plains... but I added the pain lands in to create more of a realistic possibility to have the proper mana available when needed... This way I have 13 sources of both black and blue mana... 10 sources of black. Odds are I should have at least one source of each in my oppening hand. Obviously this is vital for the win) If the land is not an Island, tap one of the lands into the Signet to gain White and Blue. Tap the other to gain whatever you can get, thereby gaining 2U. Cast Retreat to Corelheim.
Turn three- Drop a land. Use the blue from the signet or an island to cast Hedron Crab. Hopefully you have a plains in your hand as a pain land would be... painful... haha. If you have to use the pain land, that should be fine depending on the health totals to the point. If you had a plains, start your mill cycle. If you have a pain land that produces White, start the mill cycle. This is turn three, so depending on who drew first, your opponent should be 9 or 10 cards down from the expected 60 cards... 50 or 51 in their library. That is 17 cycles of the mill 3... which would do 17 points of damage to you if you needed to use the pain lands. You can mitigate one point of that by using the signet for one of the white production. If you needed to use a pain land for the dark ritual, that would be an additional one. No matter what, you should have 3 life remaining. Hopefully you aren't against a good burn deck.
I have idyllic tutor in order to search for the Retreat to Corelheim. The Muddle the Mixture is in there to hopefully avoid someone killing the Ruin Ghost (the weakest part of the mill machine) or if needed can be transmuted to tutor for the Ruin Ghost. I do not have a way of directly tutoring for the Hedron Crab, which is a limitation, but if we have the Starfish out, you can scry each turn (wait until opponent's end step to do so) to help search for the Crab (or any other missing pieces). If you get 2 Retreat to Corelheim out with the Ruin Ghost, you can infinite scry (1-Ruin Ghost taps and causes the landfall, 2-First Retreat untaps the Ruin Ghost, 3- Second Retreat Scrys one). This obviously should be done with a plains only. I could remove the Retreat to Emeria in favor of a Black Tutor card, but the truth is, this tends to do well. I can usually get the machine off by turn 8 at latest.
4 Ruin Ghost
4 Hedron Crab
4 Retreat to Corelheim
4 Retreat to Emeria
4 Dark Ritual
4 Muddle the Mixture
4 Idyllic Tutor
4 Sigiled Starfish
4 Azorius Signet
4 Adakar Wastes
4 Caves of Koilos
4 Underground River
2 Swamp
5 Plains
5 Island
The bonus on this is the possibility for a turn 3 mill win.
Turn one- Drop a Swamp (or other source of Black Mana)- tap that to cast Dark Ritual. Use that three mana to cast Azorius Signet (2 mana) and activate it (1 mana) thereby producing a White and a Blue. Use that to cast Ruin Ghost.
Turn two- Drop a land (Preferably turn one Swamp, turn two Island, turn three Plains... but I added the pain lands in to create more of a realistic possibility to have the proper mana available when needed... This way I have 13 sources of both black and blue mana... 10 sources of black. Odds are I should have at least one source of each in my oppening hand. Obviously this is vital for the win) If the land is not an Island, tap one of the lands into the Signet to gain White and Blue. Tap the other to gain whatever you can get, thereby gaining 2U. Cast Retreat to Corelheim.
Turn three- Drop a land. Use the blue from the signet or an island to cast Hedron Crab. Hopefully you have a plains in your hand as a pain land would be... painful... haha. If you have to use the pain land, that should be fine depending on the health totals to the point. If you had a plains, start your mill cycle. If you have a pain land that produces White, start the mill cycle. This is turn three, so depending on who drew first, your opponent should be 9 or 10 cards down from the expected 60 cards... 50 or 51 in their library. That is 17 cycles of the mill 3... which would do 17 points of damage to you if you needed to use the pain lands. You can mitigate one point of that by using the signet for one of the white production. If you needed to use a pain land for the dark ritual, that would be an additional one. No matter what, you should have 3 life remaining. Hopefully you aren't against a good burn deck.
I have idyllic tutor in order to search for the Retreat to Corelheim. The Muddle the Mixture is in there to hopefully avoid someone killing the Ruin Ghost (the weakest part of the mill machine) or if needed can be transmuted to tutor for the Ruin Ghost. I do not have a way of directly tutoring for the Hedron Crab, which is a limitation, but if we have the Starfish out, you can scry each turn (wait until opponent's end step to do so) to help search for the Crab (or any other missing pieces). If you get 2 Retreat to Corelheim out with the Ruin Ghost, you can infinite scry (1-Ruin Ghost taps and causes the landfall, 2-First Retreat untaps the Ruin Ghost, 3- Second Retreat Scrys one). This obviously should be done with a plains only. I could remove the Retreat to Emeria in favor of a Black Tutor card, but the truth is, this tends to do well. I can usually get the machine off by turn 8 at latest.