Alright; it's time for me to give this deck the love it deserves. I posted it on my archive early, didn't talk too much about it; but this list has been my failsafe for the last two and a half weeks. And when I consider a wonky idea like Mill to be a candidate for my most reliable deck, that should definitely raise the alarm.
Between this and Wintervoid's Jeskai "Inevitability" deck, I believe Mill definitely found a home in the higher tiers of the EMN meta.
Enough talk; here's my write-up for Izzet Mill.
The decklist:[spoiler]Creatures (3):
1 x
Jace, Vryn's Prodigy2 x
Thing in the IcePlaneswalkers (2):
1 x
Jace, Unraveler of Secrets1 x
Chandra, FlamecallerEnchantments (9):
2 x
Imprisoned in the Moon2 x
Oath of Jace3 x
Sphinx's Tutelage2 x
Fevered VisionsInstants and Sorceries (22):
4 x
Galvanic Bombardement4 x
Take Inventory3 x
Telling Time3 x
Geistblast2 x
Collective Defiance2 x
Talent of the Telepath3 x
Pore over the Pages1 x
Part the WaterveilLands (24):
6 x
Island5 x
Mountain2 x
Wandering Fumarole2 x
Sulfur Falls1 x
Geier Reach Sanitarium4 x
Highland Lake4 x
Evolving WildsBasic idea of the deckThe deck's basic idea is to win by emptying your opponent's library with
Sphinx's Tutelage. The card draw in this deck provides you with both a fast Tutelage clock as well as access to answers for your opponent's threats.
In-depth card explanations:Creatures:Jace, Vryn's Prodigy does an amazing job in this deck, looting to find your win-cons/smooth your draws 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 mostly acts as early protection against aggressive strategies. Seeing how they have to respect and deal with it it slows them down by quite a bit.
It can also serve as an alternate win-condition, though that case has been pretty rare for me.
Planeswalkers: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:Imprisoned in the Moon is a card that has seriously impressed me. I think this is the second best removal spell in the game currently; only second to
Anguished Unmaking. This locks away the biggest threat for this deck; be it a resolved
Ulamog the Ceaseless Hunger, a troublesome planeswalker like
Gideon, Ally of Zendikar or a
Westvale Abbey.
Another thing to note in its favour is that most decks don't run a ton of enchantment removal; but this deck has 7 (!) premiere targets for that; at some point the opponent might have to make a painful choice.
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 & SorceriesGalvanic Bombardment is in here for early protection in the aggro match-ups and as an instant-speed answer to some problematic creatures like
Tireless Tracker before they get out of hand. A big mark in its favour is that it scales quite well ove rthe course of the game, being able to deal 4 or sometimes even 5 damage later to take out even some big threats.
Take Inventory is a great source of card advantage that can get out of hand very quickly. Being as cheap as it is, this can easily get cast alongside a Tutelage or as a follow-up to a Pore Over the Pages later; enabling very fast mills. Also, it's great for digging for your Tutelages.
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.
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. Some examples for great targets are a late-game
Take Inventory,
Collective Defiance or
Talent of the Telepath - and there is always the dream of forking
Part the Waterveil.
Collective Defiance has incredible flexibility and doubles down as a removal spell for creatures, a way to pressure planeswalkers and a great way to mill the opponent (more effective with, but also possible without Tutelage).
One thing to note is that if you copy an Escalate spell, you'll choose the same modes you chose when escalating it; this can lead to some very nasty turn 7 or 8.
Talent of the Telepath is a very nice hard-mill spell for the times your opponent was able to deal with your Tutelage - this provides a nice alternate way to mill your opponent.
It can also help you find answers for opposing threats that you don't run in your deck (especially helpful in control match-ups or the Mill mirror).
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 (especially since this deck can have a hard time reaching Delirium for
Scour the Laboratory).
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. An extra turn is always extremely powerful; even moreso in a mill deck that tries to race opponents.
Manabase:24 lands seem like a good number considering this deck needs some mana to get going, but can patch up its manabase really well thanks to many draw spells.
This deck is very colour-hungry and thus runs all the fixing available to us. A slight nod is given to Blue due to this deck generally needing it more early.
The only utility land we run aside from
Wandering Fumarole is a singleton
Geier Reach Sanitarium, which sometimes gets used to accelerate mill or find action if you got flooded. Most of the time it's on mana duty though; which is why I did not include the second copy, which doesn't work too wellwith the first one due to Legend rule.