Wednesday, August 3, 2011

M12 Draft Archetype: U/x Mill

Coreset, at least in the modern form, has had a mill deck available for blue in limited. I've seen/heard many people talk down on this archetype in M12, but I think its worth noting. I'm never looking to force the archetype, or anxious to play it if I'm in blue, but if you hit a decent number of late pieces in pack 1 (or if your sealed pool is really lopsided) you can build a pretty solid Mill deck. Keep in mind, my perspective is of someone who drafts a lot. Most people think I'm exaggerating, but its true. The reason I mention this is two-fold... 1) Sometimes you get bored drafting the same core-set decks over and over... and 2) To really have hte best chance to win, you need to be aware of what's available to you, even fringe archetypes, as well as know what your opponents have access to.

The key cards that actually mill your opponent, are limited, however. At common there is Jace's Erasure and Merfolk Mesmerist. Neither of these cards are playable outside of this archetype. I suppose a Mesmerist might be a 23rd card in a non-mill deck if you absolutely need a 2-drop, or might come out of the sideboard against a hyper-aggro deck. This is a good thing if you end up in the archetype. You should be able to table almost every one you see. At uncommon there is the Belltower Sphinx, and this guy is an early pick in blue, regardless of archetype. This is typically how you end up in this deck, if you take a sphinx early, and manage to swoop up a few milling commons late. From there you can make the decision to force the deck into the next packs, or continue to try for a traditional control style deck, picking up late mill pieces, in case the perfect storm comes together. Going all-in on this archetype early, is not recomended, but will occasionally get there. Most bomby blue cards fit right into this deck, so you can stay open as any blue archetype, and be prepared to shift over to mill if picks 10-14 give you some love. Frost Breath is another quazi-fog that actually can be significantly better at locking down 2 best creatures for 2 turns.

Other Key elements, include Draw spells. lots and lots of draw spells. Draw spells not only fill you up with answers and blockers, but synergize with the Erasures. Merfolk Looters are your allstar, then ponder, then divination. You'll also want a larger than average number of counterspells and bounce. Since you aren't winning through damage, you'll want to prevent them from doing so. Aether Adept is always desirable, so he's one you'd need early on, and would be an allstar no matter where the deck ends up.

This archetype can be paired a number of ways. In most colors you just want to add defensive creatures and removal. Green also offers Fog and even has a removal spell now in Arachnus web, and some awesome defensive creatures like Greater basilisk and Stingerfling Spider. You can even run a Rites of Flourishing if you get so lucky, they tend to run very late (for good reason, theres not many decks that can play it)

If you've gotten a critical mass of mill cards, and you're prettys ure your deck will move in that direction, start looking for Elixir of Immortality, not only does it hose you if your opponent has one, but its actually very good in your own deck. allows you to re-buy draw/removal spells, and gain some life. Jace's Archivist is a rare that can single handedly win you the game in this deck, and obviously the big-boy Jace himself.

White's key options are Gideon's Lawmaker and Stonehorn Dignitary. If you go the White route, these guys are the reason to do it. Obviously removal like Pacifism and O-Ring are welcomed here too. Further, Day of Judgement shines, and it would in any constructed turbo-fog deck.

Red gives you a variety of removal, and some very solid ground clogging dudes. The common removal comes in 3 forms, all desirable (Shock, Incinerate, Outrage) and commons like Fiery Hellhound and Stonebreaker Giant hold the ground extremely well. Circle of Flame is playable mainboard, but definitely a good sideboard option.

Black is a great pair for this deck too, just not very deep. Removal access is good, as well as cards like Sengir Vampire, Sorin's Thirst, Doom Blade Consume Spirit, and Gravedigger are all good options, but there's not many defensive creatures available. You may want a demonic tutor, or some sweet rares like Royal Assasin or Rune-Scarred Demon, but the focus of your black spells will be removal. Child of NIght is actualy okay also, as trading and gaining life is perfectly fine.

In most builds, this deck needs to be a heavy blue, which makes 2nd color cards in double-color-costs difficult to play.  Keep that in mind if adding black, or even outrages in red. By no means should you avoid sweet cards all together on that factor alone, just be aware of it as you draft.

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