Topic: Black/Blue Mill and Vampire Deck any suggestions?
Just built this it's my first RL deck. I have been playing duels online for awhile now so I have some knowledge any help would be appreciated. http://deckbox.org/sets/460276
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Just built this it's my first RL deck. I have been playing duels online for awhile now so I have some knowledge any help would be appreciated. http://deckbox.org/sets/460276
what's your plans with the deck, casual? fnm? Do you play multiplayer games?
Don't know your budget or other details so, i'm going to advise without considering budget or play setting. Assuming you're playing 1 on 1 games.
Right off some things I see are lands as an issue. You need more of them and better ones. Shocks are good, Watery Graves. Even some gates would help. You really need a couple nephalia drownyards for a mill deck right now and I wouldn't run less than 24-25 land.
A little more solid removal, like far/away, murder, dimir charm is also very good. You also need some more draw utility. Think twice and/or thought scour is good. Pilfered plans can also do in a pinch ,but the instant draw is better. I would also recommend a board wipe like mutilate or even cyclonic rift. You can remove some of the artifacts or creatures to fit these spells in.
A couple planes walkers would help also, a couple Jace, Architect of Thought and Jace, Memory Adept. Also something like consuming aberration would help.
Right now it's for casual play and maybe MTG Friday, like I said just getting started with RL version. I retuned the full deck last night after picking up some more common cards at the shop. Still not as fast as I would like for it to play. I'll have the edits updated by tonight if you want to check it out. Thanks for the input.
Well that's good. Casually mill decks are usually fun and fine to play with. Competitively they lack a lot of power. They can be considered tier 2 decks at best in the tournament scene.
Strategically, the main focus would be to play the deck like you would a control deck and use mill as a win condition. Traditionally mill decks can't be fast, and can't be aggressive. I doubt this will change any time soon. You don't want to tap out turn 5 to play jace or traumatize and give your opponent an opening to put a threat on the board. You have to play a "land go" deck, where you draw on their turn and have answers for everything they do. (note: answers don't always mean counters)
There is also a Green/White deck in my deckbox if you want to check that out it's at 70 cards and I need to get it down to 60.