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Classic Millstone Deck?


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Pretty much like Fork, only not quite. And more so. If that helps. ;)

Better put (I hope), it's as if you've literally just played x copies of that card (minus the 'storm' ability for the copies, I guess) where storm is increasing x from an initial 1 by another 1 per spell of any kind previously cast in the same turn. Er. Well, that's how we've used it.

I think. :uhoh:
 

Pretty much like Fork, only not quite. And more so. If that helps. ;)

Better put (I hope), it's as if you've literally just played x copies of that card (minus the 'storm' ability for the copies, I guess) where storm is increasing x from an initial 1 by another 1 per spell of any kind previously cast in the same turn. Er. Well, that's how we've used it.

I think. :uhoh:

Your explanation has confused me further.

Do you pay the casting cost for each "copy"? How do you keep track of how many cast?

A lot of these later abilities seem really wacked to me. . . Like Phasing was the last interesting ability - and even that can be problematic.
 

Your explanation has confused me further.

Do you pay the casting cost for each "copy"? How do you keep track of how many cast?

A lot of these later abilities seem really wacked to me. . . Like Phasing was the last interesting ability - and even that can be problematic.
lol, sorry. I had a bad feeling it might do that.

You don't pay the CC of the copies. The spell (with 'Storm') just replicates, as it were, a number of times equal to the number of other spells played so far in the current turn.

The official ruling (well, the one I found) is as follows:

502.30. Storm

502.30a Storm is a triggered ability that functions on the stack. “Storm” means “When you play this spell, put a copy of it onto the stack for each other spell that was played before it this turn. If the spell has any targets, you may choose new targets for any of the copies.”

502.30b If a spell has multiple instances of storm, each triggers separately.​


I suspect WotC has a better way with these explanations than I do. ;) Maybe someone who's a current player could step in here and lend a hand. . .?
 


Ah, well that's another problem altogether. . . :) There are some truly insane storm spells, IIRC (which seems a little bit unlikely, admittedly.)

Could be pretty funny in multiplayer with lots of instants, I guess. Fun for one, kind of ha ha.
 

Yeah, I read that - it just seems. . I don't know. . . crazy!

It does seem crazy but in practice it was a lot harder to cast a lot of spells and really take advantage of storm. I'm sure there are some decks out there that just got nasty with it, but in my casual playing at most we could get off 3 or 4 spells before the storm spell.
 

A way to build a Super Secret Ninja Backdoor Millstone Deck...

Step 1) Build what looks like a creature deck- one with critters with big att strength stats. Any color will do, but Green & Black tend to have the ones with the better creature attack str per mana spent- sometimes, seemingly way out of whack. Green also has cards like Overrun.

Play as per usual.

Step 2) Include Altar of Dementia.
http://sales.starcitygames.com//carddisplay.php?product=9481

When you play it, launch a big attack. You'll probably either do enough damage to seriously hurt your opponent, but even if you don't, you can dump all those critters on the altar and watch his library melt...like Magic.
 

I remembered what card it was that milled & took creatures: Helm of Obedience. The only thing is that its activation cost has been changed from X to 1X- you need to have 1 mana to power it, and the rest goes to milling your foe.

http://magiccards.info/ai/en/163.html
http://magiccards.info/autocard.php?card=altar of dementia

I like it for 3 reasons.

1) If you have mana to burn, you can really take big chunks out of someone's deck, unless...

2) You get his creatures. Not great if it has some cost you can't pay, or if its otherwise a weak creature- such as you'd find in a White Weenie Deck- but potentially killer if you get his Shivan Dragon.

3) If you also have the Altar of Dementia, you can use your opponent's critters to deck him!

In a related note, there is also the Helm of Possesion
http://magiccards.info/tp/en/281.html

Yet another way to get your opponent's creatures and use them against him while you're milling him.
 
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Other artifacts?

Sol Ring, of course. One land gets it out, which then gets your Millstone out. Turn 2, start milling.

http://magiccards.info/al/en/269.html

Icy Manipulator. Stall out some part of your opponent's deck.
http://magiccards.info/10e/en/326.html

Mishra's Helix as well. For the most part, he can't hurt you if he can't cast anything.
http://magiccards.info/us/en/302.html

As for non-artifact stuff to consider...

Blue is indeed the classic color for such a deck. With its counterspells and control cards, it lets you help lock your opponent while you mill him. Besides Braingeysers & the various counterspells, consider Capsize.

http://magiccards.info/fnmp/en/34.html

Black is another classic color, since its various discard cards are almost as effective in helping you lock a game down as blue is, and in addition, it gives you the additional threat of creature damage and direct damage. Some cards- Hypnotic Specter, Order of Yawgmoth, and Abyssal Specter- give you both discard AND creature damage at the same time. In addition, it gives you some land destruction.

Red gives you creature removal and direct damage, but also gives you land destruction unequalled in the game- if your opponents have no land, they probably can't cast too much, leaving you to Mill at whatever pace you want.

White has all kinds of annoying life gainers, creature removal/resets (Wrath of God, Cataclysm), and action-clogging cards (like Moat). Those all buy you time to Mill.

Green has virtually no support for this kind of build besides giving you creatures- giving you a mainstream damage threat that you can partner with Altar of Dementia and some of the other artifacts.

In addition, some special lands get you time or other threats. There are creature lands (Mishra's Factory), lands which damage (Desert) or stall out attacks (Ice Floe)- all of which give you time and flexibility.
 

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