On A Dimir Kick lately it would seem.
Going a different direction with this one (although I think the list I posted above this one is SUPER fun to play and seems pretty solid).
So here is me trying to make a Dimir Self-Mill thing work.
I played with this for about 2 1/2 hours tonight with relative success, at least enough so to stay at parity. Then again, I didn't play against a lot of Aggro decks tonight, and the ones I didn't weren't exactly fine tuned.
The deck seems to be pretty soft in the early game but once you hit about 6-7 mana the deck often just steamrolls whatever it is playing against by being able to constantly drop huge bombs almost every turn.
Mercurial Pretender is a blast to play here. It can serve to copy cards like
Hedron Crab and
Necromancer's Assistant when we really need to mill ourselves with the assurance later you can bounce them back and copy better things if need be.
They also extend our pseudo combos. Going Runescarred>Runescarred>Sheoldred or Sheoldred>Runescarred>Runescarred>Dinrova Horror is already pretty stupid as it is, but being able to extend that twice with
Mercurial Pretender can get pretty crazy. Runescarred>Runescarred>Pretender>Pretender>Sheoldred or Sheoldred>Runescarred>Runescarred>Pretender>Pretender>Dinrova Horror is pretty silly hehe.
If you get to the point where you can consistently bounce them and replay them they can become pretty abusive. If you can get 9 mana on the table you can begin to really abuse some of the bombs the deck has. Tutoring every turn with Runescarred? Killing something every turn with Shadowborn? Bouncing something and making them discard every turn with Dinrova Horror? The ability to peek at your opponents hand every turn and swap up what they take with Brain Maggot?
Dead Reckoning helps us as removal (and with this many high power creatures it often works to kill just about anything when you cast it), recycles Bombs we have cast and had removed, or picks bombs out of the yard we self milled to up the chances we draw into them and get the stream of huge creatures flowing.
Undying Evil plays a lot of different roles here. Saving
Hedron Crab to continue the self-mill plan and make it a 1/3 which is much more durable, and a much better blocker. Getting another trigger out of
Necromancer's Assistant to help self-mill and turn it into a 4/2 while trading with an opponents creature. Saving Runescarred/Shadowborn/Dinrova Horror while also triggering their ETB effects again. Saving Sheoldred to continue to be able to pull stuff from your yard. Saving Brain Maggots to get another peek at your opponents hand, take something, and turn it into a 2/2. Saving
Mercurial Pretender to allow it to come back as another creature and trigger their ETB and get a +1/+1 counter.
Think Twice helps us hit our early mana drops and filter through our deck. It also works well with the self-mill, getting you free cards for each one milled.
Traumatic Visions again helps us hit those early land drops and gives us a nice answer to opponents late game bombs.
Brain Maggot helps us stay alive in the early game and disrupts some annoying plays.
Voyage's End helps us survive early on by disrupting tempo. Helping us stall out until we have the mana to take over the game. The scry effect also works rather nicely with the self-mill. When you have a
Dead Reckoning in hand and nothing worth using it on in the yard, having that scry effect to help make sure you mill what you need can make a huge difference.
I plan to mess around a bit more with this in the future. As I said at the beginning, it is a bit soft in the early game, which could potentially be worked on. For the most part it works pretty well though. Outside of its weakness in the early game it works pretty consistently. I will admit there was a game or two where I sort of floundered with a hand full of
Dead Reckoning and kept hitting nothing but Land/Hedron Crab/Brain Maggots off my self mill. I think that just had more to do with terrible luck than anything though.