Does this deck often play in pods of 5 players? Or is this a miscalculation?
Ah, this was indeed a
miscalculation, but also yes- this deck is played in pods of more than 4. I'll go back and fix my mistake.
You also do bring up a very good point about how mill is a generally weaker strategy than combat damage. So how is this deck able to do mill more effectively? About how often is this deck able to win by milling everyone out? And how do you not lose to combat damage before then?
- I'll add more into the Simic Mill? section to explain better how this deck mills whole tables.
- 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.
- Ah, that was certainly a big problem for the early versions of the deck. I mention it but I can make it more obvious or I'll explain it in an FAQ. I use cards that generate tokens as my main source of protection. I also use Propaganda and Maze of Ith in addition to the wall of tokens.
I'll add the reasons as to why I am not playing the following cards to the list, but here they are for your convince:
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.
Also, I have made edits to my deck and will be updating the primer to reflect those changes.