
These are pretty hard to deal with as even if you have exile effects, you need to get the relevant before it shuffles so you basically need instant-speed exile.ĥ is also kind of related to 1 and 2. This is kind of part of 3 but, also, there are some "shuffle back in" cards, like the Eldrazi.Most decks have some way of using their graveyard, and some decks will be powered up tremendously by having you help them fill it! This means that you need ways to exile things as well as actually to mill them in the first place. This is slow! (There are some very fast mill cards, but many of them just suck) You have to mill three people, which means you need "each opponent" or "each player" cards, and you have to mill a 100-card deck. After all, it's not like you can just throw in some mill - you have to go all-in because milling 10 cards is as good as milling 0 or worse. Because it doesn't interact with, like, pretty much all the normal stuff that matters (which is all around life and board state and stuff) it's almost like playing a different game, that nobody else was prepared to or really wanted to play. Mill is a very boring way to play for or against.As a combo wincon it's less bad because, honestly, all combo wincons are roughly equal in lameness, but otherwise it's really dumb. People want to play Commander, not to lose because they couldn't come up with a proper rule for running out of cards.
#Folio of fancies mill deck Pc
I typed this out on mobile, so if this gets attention I'll reformat it on the PC once I get home. Your 99 will consist of the staple draw cards and a couple of other niche enchantments, and people really don't expect the Whispering Madness mill coming from Zur so it can definitely catch your friends off guard.

If you have Thought Vessel or Teferri's Tutalidge its GG in one turn. In a single combat phase you've just milled the table 50 cards, and that's a low ball number most games. Normal damage, draw 2-3 cards, drop and draw your 12 cards and opponents mill 24 cards. Let's say you have 7 cards in your hand (You should have more than this ideally, but 7 is nice)įirst strike damage, draw 2-3 cards, opponents mill 4-6 cards, drop your 10 hand and draw again, opponents mill 20. Big bonus if you have a doubling effect for card draw, but essentially it works like this:

Swing with him and then bring out Psychic Corrosion and Battle Mastery. (Curiosity-type cards) You'll only be dealing 1 damage each attack, but with Strionic you will be pulling two enchantments each attackĪfter you get 2-3 card draw effects on Zur, you can essentially win the game at this point by completing Step 3:Ĭast Whispering Madness, and target Zur for the Cipher. Step 2: Stack up on "Whenever you deal (combat) damager, draw a card". Step 1: Get Zur out (If you can get a Strionic Resonator in play, even better and of course get some "Look Ma, no hands (limit)" effect such as Reliquary Tower or Thoughtvessel) I have a relatively powerful Zur deck that mills out a bit differently than what most people expect. As a side note, Oona is also pretty decent at commander damage wins given that she's evasive and is great at both holding relevant equipment and can get a lot of incidental buffs from cards like Scion of Oona.Ī nice side benefit for Oona is she's playable with and without infinite combos and, since you want to make lots of mana to use her ability, removing her doesn't matter all that much since the same mana you're generating to exile cards can be used to keep casting her. Oona can transition into killing via a swarm of creatures as an alternative win-con.

Mill has to go in on one single strategy and can't adapt very easily if the library plan goes south. Oona solves this by exiling instead of putting cards into the yard. Oona solves this problem by making flying bodies that are decent chump blockers and can be a political tool if you absolutely have to kill someone with damage.Įldrazi undo mill's hard work and many decks use the graveyard as another hand. Mill tends to not have a very commanding board presence as you don't generally care about combat. She also gets around a few of mill's problems. She isn't exactly mill but she's mill enough in spirit and she can be tuned for lower power metas and higher powered ones. Any thoughts? Sideboard is open currently, so suggestions there too.I'm kind of surprised Oona isn't mentioned so much here. Win con is consistent when I can get enough control spells, but trying to make it more consistent in getting what I need when I need it. Biggest part is Rule of Law with Folio of Fancies on the battlefield, and keep drawing into board wipes or counter spells. Been playing with this deck on Arena (minus Tale’s End and Ashiok’s Erasure) and I’m in Silver 4 with it, but retooling it to better handle current meta.
