It's been a while since I posted a brew, but I couldn't resist the new mill cards. The first thing I tried was an aggressive mono blue mill deck, but it's really not fast enough for a race and blue doesn't have the tools to keep the board clear against aggro, either. So unfortunately you can't do well without black. Adding black slows down the mill plan, but you gain the needed utility.
Spells4 x
So Tiny4 x
Merfolk Secretkeeper4 x
Overwhelmed Apprentice4 x
Drowned Secrets1 x
Lucky Clover4 x
Drown in the Loch4 x
Thought Collapse4 x
Murderous Rider1 x
Portal of Sanctuary2 x
Bond of Insight4 x
Into the StoryLand10 x
Island6 x
Swamp4 x
Watery Grave4 x
Dismal BackwaterEssential cards and interactionsOverwhelmed Apprentice and
Merfolk Secretkeeper activate your
Drown in the Loch and turn it into a 2 mana "answer pretty much everything". I also like the scry 2 to smooth out my draws and it doesn't hurt to have cheap blockers.
Murderous Rider is there to save you from resolved threats, especially planeswalkers. The lifegain helps against weenies, but the creature is really not that valuable. Unless you have:
Portal of Sanctuary recycles your creatures. For a single mana you get to mill, scry and kill stuff over and over and over again with your adventures and etb effects.
Lucky Clover is a fun addition I'm toying around with. It doubles the value of
Murderous Rider and
Merfolk Secretkeeper, which should justify the inclusion and adds to the
Portal of Sanctuary shenanigans.
Bond of Insight is amazing for getting back
Drown in the Loch. With 6 mana you can get back 2 universal answers and have mana left to cast one.
Into the Story pairs well with the counterspells. Nothing to counter ... draw 4.
Thought Collapse is probably the best option for additional counterspells. It's an unconditional counterspell that occasionally helps to activate
Drown in the Loch and
Into the Story.
Notable exclusions and flex spots:I prefer
Jace, Wielder of Mysteries over
Ashiok, Dream Render, because exiling the graveyard is a nonbo with two of your key cards. I'm not even sure if you should play planeswalkers at all, because it leaves you vulnerable. For now, I decided that the deck doesn't need that and operates better on mostly instant speed and only cheap sorcery speed cards. Of course Ashiok is a decent sideboard card against graveyard matters, tutors and anti mill sideboards.
Vantress Gargoyle is a trap in my opinion. Early on it's a good blocker, but you rarely keep 4 cards in hand for too long. When it loses the ability to block, it becomes a useless beatstick, as you're unlikely to kill somebody with a single creature (if you do, the game is probably firmly in your hand anyway). So I'd say rely on your mill creatures for early blocks and play control cards instead of Gargoyle.
Drowned Secrets could be replaced by more control tools. However, I enjoy bouncing the mill creatures and replaying them for additional triggers.
Drowned Secrets might be win more, if you are in control, but on the other hand you have to control the game much longer without them.
Enter the God-Eternals is a strong tool to recover from an early beating, but it might be a little too expensive and inflexible at sorcery speed. I replaced them with
So Tiny for the moment. The lifegain will be missed, but you probably save more life, if you can squeeze in So Tiny early, without letting your guard down.