Stall, mill and win? (premium)
60 cards : 12 creatures, 24 other spells and 24 lands (islands)
Creatures :3 X
Hedron Crab4 X
Doorkeeper2 X
Chasm Skulker3 X
Guard Gomazoa2 X
Talrand, Sky SummonerOther spells : 4 X
vapor snag4 X
voyage's end4 X
Think twice3 X
nullify2 X
Millstone3 X
dissolve3 X
inspiration1 X
time warpThe goal's pretty simple, your main win-con is to slowly mill your opponent with the
doorkeeper and the
Hedron crab, and the
Millstone, the rest of the cards just there to slow the game as much as possible help you filtering your deck.
Talrand's there because he simply fits the deck very well, you'll get to just kill someone with drakes out of nowhere from time to time.
The draw power of this decks makes for very linear games aswell, you play a "miller" turn one or two and wait to counterspell/draw at instant speed/use one of your mana sinks at the end of your opponent turn.
Also, the deck has a pretty low curve but the 24 lands are erally necessary, the crabs, your ability to scry often, and your mana sinks make good use of them.
As for the cards I considered including :
Tome scour doesn't fit, the goal's not to mill asap but to set up a softlock, the same goes for
Chill of Foreboding.
void snare is a worse version of
voyage's end, being able to bounce at instant speed is just way too important, and the scry is a huge plus.
negate doesn't get a lot of very important
nullify doesn't get.
Speaking of
nullify, I just couldn't find the room for another one, no more
millstone or
inspiration.
corral barrier is worse than the walls I play and I don't need more.
chasm skulker is pertty awkward, he's sorery speed and bad at blocking when you play it, the same goes for
archeomancer, ... if only the deck had more
time warp.
Any opinion?