Trapmaker’s Snare gives us two more copies of Archive Trap, as well as a tutor for Ravenous Trap out of the side, and Visions of Beyond is our own little Ancestral Recall.įield of Ruin helps us take care of Tron lands, giving us a way to slow them down without having to worry too much about color requirements or wasting spell slots on big mana hate. Thought Scour is a generally good cantrip, and here it directly advances our gameplan, although it gets tricky on who to target when you have Mission Briefing in hand. Mission Briefing gives us card selection and rebuys a single spell that we already played, usually getting us something small like Visions of Beyond or Thought Scour. Logic Knot is another fantastic c ounterspell, allowing us to turn all of our previously used spells into a way to keep our opponent from landing their finisher. ![]() Archive Trap is a mill staple, punishing fetches and tutoring, and letting us chop off over 1/6 of the opponent’s deck for free.ĭevastation Tide is a generally good board wipe, putting extra work in with this deck since we’re capable of making the five mana casting cost, but we’ll often desperately need a two mana board wipe to combat the fastest decksĬryptic Command is one of, if not the best c ounterspell ever printed, letting us choose what we need in the moment and save ourselves from a losing boardstate. Sanity Grinding is this deck’s Glimpse, and it shows its power in-game. It’s still a good bit of variance, but the card can hit big enough that playing four still feels correct. Sanity Grinding is a bit of a hit-or-miss, technically able to mill anywhere between 0 and 27 cards, but usually hitting more in the 9-15 range. Here though, they’re still very effective, allowing you to play a turn 1 creature, and then just make land drops to enable your game plan. Hedron Crab is a mill staple, especially when you’re running fetchlands like in UB. ![]() It’s quite the departure from what mill players are used to, but who knows, maybe there’s something here. Killabee’s list falls more or less in the control/tempo range, except instead of playing creatures and protecting them, you’re trying to burn your opponent out while protecting your own life total. Primarily, the speed is somewhere between UB mill and Lantern Control, with UB being more of an all-in “burn” deck, and Lantern being a definitive prison deck. The deck has some changes from how most mill decks tend to work.
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