I'd like your input on this Jeskai Mill list I threw together today; in the games testing it it performed quite well.
Creatures (4):
1 x
Jace, Vryn's Prodigy2 x
Thing in the Ice1 x
Ulamog, the Ceaseless HungerPlaneswalkers (3):
1 x
Nahiri, the Harbinger1 x
Jace, Unraveler of Secrets1 x
Chandra, FlamecallerEnchantments (7):
2 x
Oath of Jace3 x
Sphinx's Tutelage2 x
Fevered VisionsInstants and Sorceries (22):
4 x
Fiery Impulse3 x
Telling Time2 x
Declaration In Stone3 x
Geistblast2 x
Radiant Flames2 x
Brutal Expulsion2 x
Talent of the Telepath3 x
Pore over the Pages1 x
Part the WaterveilLands (24):
1 x
Plains5 x
Island4 x
Mountain2 x
Wandering Fumarole2 x
Praerie Stream2 x
Sulfur Falls2 x
Glacial Fortress2 x
Clifftop Retreat4 x
Evolving WildsBasic idea of the deck:The idea of having a blue-red Mill list is pretty straightforward seeing cards like
Sphinx's Tutelage and
Fevered Visions. However, I felt these lists often relying too much on the mill cards to get there. I wanted some more removal as well as another wincon.
Shortly after, I saw a Modern deck which ran Nahiri, the Harbinger, to find Emrakul with her ultimate. While we don't have Emrakul in out pool, we do have Ulamog; and seeing how both cards fit a mill strategy nicely and I wanted a third colour for Radiant Flames anyway, I decided to try Jeskai Mill.
This list that is floating somewhere between combo and control is what came out of it.
In-depth card explanations:Creatures:Jace, Vryn's Prodigy does an amazing job in this deck, looting to find your win-cons/smooth your mana early, flashing back good spells or helping to stall the game late. His planeswalker modes do exactly what a mill deck wants.
Thing in the Ice acts as early protection as well as a late-game threat and alternate win-condition. Also, while it may not seem amazing for you to use Nahiri's ultimate to grab a TITI, sometimes bouncing the board and hitting for 7 is worth it entirely.
Ulamog, the Ceaseless Hunger is an alternate win-condition and your go-to target for Nahiri's ultimate. You can sometimes hard-cast him if you haven't found your other win-conditions yet. Him often being a dead card does not matter much in this deck as you'll often have to discard a card off your spells; he'll do.
Planeswalkers:Nahiri, the Harbinger is the card we're splashing White for. All of her three modes help the deck tremendously: rummaging helps you smooth your draws, find your combo pieces, mill faster and getting Geistblast into your graveyard, her -2 gets rid of problematic creatures or enchantments and her ultimate into Ulamog is backbreaking; a mill for 20 that is hard to interact with as well as occasionally 10 damage.
Jace, Unraveler of Secrets is in here for power level - +1 to find the cards you need and mill faster, -2 for protection and tempo. His ultimate is not a win-con by itself, but it definitely helps the deck as the other win-cons are harder to stop that way.
Chandra, Flamecaller does exactly what this deck wants - wipe the board and look for answerd while milling the opponent for a lot. Her +1 also represents an alternate win condition.
Enchantments:Oath of Jace is this deck's support enchantment. Drawing three helps you find what you need early and mills the opponent later. The scry if you control a Walker is icing on the cake, but it is relevant at times.
Sphinx's Tutelage is this deck's main win condition - and it's a good one. It always represents a clock that has to be dealt with, and it's not that easy to interact with it.
Fevered Visions is a very helpful card; an alternate win-condition that synergizes with your main one and helps you dig through the deck. Also, it demands the same answers as your main win-condition does, which is relevant at times.
Instants & SorceriesFiery Impulse is in here for early protection in the aggro match-ups and as an instant-dpeed answer to some problematic creatures like
Tireless Tracker before they get out of hand. It can also be used in conjunction with other spells to take down mid-range threats - something you're almost never excited to do, but sometimes that is necessary and this deck can compensate for it.
Telling Time does not synergize with your win-conditions, but its sheer utility makes it good enough for this deck. It helps you smooth your draws, dig for your win conditions and set up your plan for the next couple turns.
Declaration In Stone is a nice added bonus that comes with the White splash. Unconditional removal is very powerful, and you don't even mind the drawback of your opponent drawing a card all that much.
Geistblast's main purpose is getting into the graveyard (most commonly by being discarded, but it can double down as removal if needed) and copy a high-impact spell from there - all of the cards mentioned after this one (as well as Declaration In Stone sometimes) are good candidates depending on the situation.
Radiant Flames is this deck's most common boardwipe. It comes in early against aggro, which is very nice, and it can be copied with Geistblast or combined with Fiery Impulse or a hard-cast Geistblast to deal with bigger threats.
Brutal Expulsion is a very nice, flexible card. A bounce spell that can sometimes double down as a
Remand combined with a small removal spell that can also finish a weakened planeswalker; this card does many things you want it to. It is a bit expensive, but often worth it.
Talent of the Telepath is a bit of an oddball, but I think it's well placed in this meta. Many decks run answers to their own threats - this card helps you find and cast them while also forwarding your game plan.
Pore Over the Pages is my draw spell of choice. Out of the options presented it is the best one to copy with Geistblast I think, and it is the most mana-efficient one. The other options I'd consider are
Comparative Analysis (for the instant-speed) and
Brilliant Spectrum (which I'd have to splash another colour for)
Part the Waterveil is just a good card that works with many of your win-conditons, is sometimes a win-condition on its own, and it's backbreaking when copied with Geistblast.
Manabase:As a three-colour deck, this deck has to run quite some fixing to make it work, even if one of the colours is just a splash.
Praerie Stream enables all of our checklands,
Evolving Wilds gets us the colour of our choice.
Wandering Fumarole fixes our main colours and can serve as manasink or protection later in the game.
The basic lands included give us 11
sources, which are enough to reliably cast
Nahiri, the Harbinger on turn 4. I might up this count a bit by cutting a Mountain and maybe a second Basic (Mountain or Island) for
Needle Spires. This would give us W more reliably for
Radiant Flames t3 and help our alternate win conditions at times, but Radiant Flames can function without
and this would lead to more lands entering tapped.
Our lands give us 17
sources by turn 2, which is more than enough for
Telling Time, and we have enough ways to find double-blue by turns 4 and 5 thanks to
Oath of Jace and
Telling Time.
Finally, we have 14
sources by turn 2 for
Fiery Impulse; again the double-red for
Chandra, Flamecaller is achieved by the draw spells.