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Blue Counter/Mill
Blue Counter/Mill
Main Deck (71)
Creature (13)
1 ×
Oona, Queen of the Fae
1 ×
Conundrum Sphinx
1 ×
Teferi, Mage of Zhalfir
2 ×
Aether Adept
1 ×
Mindeye Drake
1 ×
Battlefield Thaumaturge
1 ×
Archaeomancer
1 ×
Aetherling
1 ×
Sun Quan, Lord of Wu
1 ×
Sphinx of Uthuun
1 ×
Archetype of Imagination
1 ×
Clone
Land (26)
26 ×
Island
Artifact (2)
1 ×
Hall of Triumph
1 ×
Staff of the Mind Magus
Enchantment (6)
1 ×
Mind Control
1 ×
Dovescape
1 ×
Evanescent Intellect
1 ×
Curse of Echoes
1 ×
Mind Unbound
1 ×
Curse of the Bloody Tome
Planeswalker (3)
1 ×
Jace, Memory Adept
2 ×
Jace, Architect of Thought
Instant (16)
1 ×
Aetherize
1 ×
Early Frost
1 ×
Stymied Hopes
1 ×
Dissipate
1 ×
Spell Rupture
1 ×
Disperse
1 ×
Nullify
1 ×
Counterlash
1 ×
Cancel
2 ×
Essence Scatter
2 ×
Dispel
3 ×
Negate
Sorcery (5)
1 ×
Mass Polymorph
1 ×
Curse of the Swine
1 ×
Increasing Confusion
1 ×
Index
1 ×
Sleep
Sideboard (0)
No cards yet.
Date Posted:
Wed Sep/10/14 at 8:10 am
DeckKeeper
Posts: 5
Joined: 10-Sep-14
Date Posted:
Wed Sep/10/14 at 10:54am
terakhan
Posts: 636
Joined: 24-Mar-13
1) Unless you specifically NEED that size, you would probably be better served shaving the deck down to 60 cards instead of 71.
2) You have Battlefield Thaumaturge in the list, but all of two cards, and not even duplicates of them, that can even target creatures. Short of praying for that single copy of the pig-maker, this makes the Thaumaturge irrelevant to the deck, as you don't even have anything to take advantage of its other side with heroic.
3) You have Mass Polymorph in the deck, but only 13 creatures, with one of the expensive ones being a token-maker. None of your creatures are cheap, either. Lowest casting cost among them is Aether Adept. With so few creatures, and none of them coming out early, you will probably never get to cast Mass Polymorph, and at the same time you will have no guarantee of getting anything useful from doing it.
Also of note is the fact that Mass Polymorph does NOT give you back the creatures you exile initially with it. Those stay gone, while the cards revealed from your deck get recycled back.
4) Counterlash should probably go. If you have the right hand for it, you get a free spell. If not, you can wind up paying triple the normal cost for a normal counterspell.
5) You call the deck Counter/Mill, but you have two creatures, two enchantments, and a planeswalker that can mill. Not exactly what I would call a mill deck, at least.
6) With so few creatures, and most of them flying anyway, Sun Quan seems almost silly to include.
7) Dovescape may not be the best card to include. If you drop it too soon, you shut out your own counterspells and utility cards, including your planeswalkers, while not stopping your opponent from playing a relevant creature.
My suggestions:
-Mindcrank: Mills your opponent whenever they lose life. Its cheap, and works toward two win conditions at once.
-Guile: Combo this with Dovescape, and you can get infinite tokens off any spell Dovescape tries to counter. (Dovescape tries to counter it, Guile Exiles it, and lets you cast it again, loop back to Dovescape if you choose to).
-Psychic Spiral: Recycles your graveyard back into your library, and mills your opponent for however many cards got shuffled in. Its a good surprise card and has the added function of potentially doubling how many counterspells you have. If you use them, run at least two, so the second can hit the first, since spells don't go to the graveyard until they are completely finished resolving.
-Forced Fruition: This may seem counterintuitive, but forcing your opponent to draw a crap load of cards whenever they cast anything can be an effective mill strategy as well. For a trigger standpoint, after initial hands are done, your opponent will be down to 53 cards. Assuming perfect mana draw to put it out on its proper turn, they will be down to 48. THis means, without any other help from you, they will have 7 spells before they lose.
-Remand / Memory Lapse / Arcane Denial: The first two are not technically counterspells, since your opponent gets the spell back, but they are tempo breakers. Forcing your opponent to re-cast the same spell will throw off most combos, and memory lapse has the added penalty of denying them a new draw too. Arcane Denial replaces itself, and lets your opponent draw. The fewer cards in their library, the closer you are to winning with a mill goal.
-More copies of key spells: A toolbox setup may seem good, but can make it that much harder to get the card you need to seal the deal and win the game.
-More focus: You call it a counter/mill deck, but your counterspells are all over the place, and only 7% of your deck can even mill at all.
Ok, this wall of text is done for now. Been a long time since I've typed this much stuff at once.
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