Any deck cares about an opponent having card advantage. You may be thinking of old school mill decks that needed to have other resources to really keep pace with decks to overcome their lack of direct offense. This mill deck doesn't require as much because it deals directly with decking your opponent as quickly as possible...an opponent without any cards to draw is not an opponent, they're defeated.
Any deck needs resources to keep pace with other decks. Otherwise you lose. I'm not saying you need offense, I'm saying you need cards that give
you tempo. I see, quite literally, none in this deck. I'll explain more a bit further down. Also, Howling Mine
is symmetrical. It's a very slight amount of card advantage for your opponent, and it's a whole crapload of potential card advantage for you, in any deck built correctly. If you need any more proof, look at a few Owling Mine lists. Not the versions from pre-TS standard. Modern ones from today's extended. Howling Mine
, Kami of the Cresent Moon, and Skyscribing
; they benefit both of you, at a slight cost to you, but you always get the better end of the deal. It's not quite a overt here as it is there, but you do always get the better end of the deal, barring obscure circumstances with artifact-hate, which shouldn't be in most Extended decks in great quantities, and those which have it should not be siding it in for a Howling Mine
. It's not extremely disadvantageous to you to start off, and you always come out smiling in the right build.
You obviously only skimmed over a few instances with this comparrison. Not only is Glimpse quicker, but paired with twincast
, it makes an otherwise 8 cost for up to 40 cards milled into a possible 16 mana with up to 80 cards mileld. Not to mention the fact that The Sticks could fuel these even further by reproducing the Glimpses effects or even Twincast
In addition, I'm not entirely sure you get the whole Trauma/Haunt combo??? if you do, I apologize.
I've put the UW vs. UB through extensive testing. I'm pretty sure it's better; I haven't really tried mill in extended, but in Legacy there's no contest. You get a stronger control build, and you get Fish elements. It's like saying 4 color medley Hulkflash is better than the monoblue one because you have speed over strog control elements. Total BS. I've argued against people on this point as well
; guess what? Which one made it to day 2 and won Columbus? Which one didn't even qualify for said PT? Also, how often will you realistically mill 40? That's about as easy as getting a turn one win with Narcobridge or Dragonstorm
; it's pretty damn near impossible. Also, Glimpse can't go on Scepter, and I can't say Twincast
is exactly amazing on it...
And yes, I understand the Traumatize
combo. I also understand that double 5 CC card combos suck, especially with the closest things to card draw you have in this deck as Cutpurses and Remands. I hear 20 land manabases with 4 Fetches don't do the best to support those either, with no acceleration in the entire deck. A single Remand
hoses the whole thing, if you're even alive when you get to 5 mana.
Round 1 - Island
Round 2 - Swamp
There are a number of things that I can do with only 2 mana. Cast Lurking Informant
to start small milling next round. I can delay
until my opponent's turn to Remand
whatever it is being cast. I can cast a Cutpurse for early discard (a sort of milling effect) or use him as a chump blocker. Or I can cast Glimpse...which would bring my opponent's deck size to 42??? on round 2??? how is that piss poor mill???
Let's just go with that then. Let's say I cast Glimpse on round 2.
Round 3 - Island
Now I have another number of things I can do. I can still do all of the above, but in addition, I can still delay
to cast Remand
(in case I'd be taking burn, I can fire
So lets do that, we'll wait on our opponent.
My opponent summons some ungodly cheap creature that's a 6/6 (whatever). So I cast Remand
and put it back into his hand while I dra a card.
Round 4 - Polluted Delta
... I pay 1 life and put a Swamp
I cast Glimpse + Twincast
and now my opponent is at 21 cards in his deck. Remember, this is only round 4!
Round 5 - Island
, I cast Wheel and Deal
and now my opponent only has 13 cards in his deck. Done.
Round 6 - Swamp
... I cast Haunting Echoes
...well...that pretty much sums it up, game over.
Now, I understand that this won't always happen but the cards are consistent enough to make up this kind of scenario more often than not. Besides, no deck is going to win 100% of the time anyway.
Fetch, crack it, get Stomping Grounds, Kird Ape
(Fetch, crack it, if needed)Hallowed Fountain/Temple Garden
, Boros Swiftblade
, swing for 2 with the Ape(17, since I'm going to assume that you cracked at least one fetch)
Last land needed to assemble domain through some method, Gaea's Might
, Tribal Flames
Even if you help back mana for a Remand
, you wouldn't live past turn 4. If you Glimpsed and insisted on your strategy as a bad burn deck, you would have lost. That's consistent enough to win 2 GPs in a row. Can you claim the same for your deck? If this was TEPS, you would have lost. Hell, if this was Sunny Side Up, you would have lost. I don't even want to think what would happen versus Ichorid
, where they WANT you to mill them and have Therapy for your echoes. And any other potential threat you may have. And is STILL fast enough to kill you turn 4-5. Where you had to wait until turn 6 to do significant damage... at least add Signets. And no, I do not count losing when they had 13, or whatever, card in they library a personal victory.
Rather, if you went like this... (against the same moveset as above)
Turn one-Chrome Mox
, pitching something random, Land, Mesmeric Orb
Land, one more artifact/Familiar/cost reducer/whatever. Hell, if you want to cast Glimpse, you can pull it off now if you want. If you want it that badly, then you CAN go UWB, but W is a must. Condemn
as they attack, or Unsummon
, or, just take the damage.
You can Wrath now, if you chose not to kill their creature. Or you can play a cost reducer and let your Mesmeric Orb
/future minor mill/whatever do it's job as you play the rest of the game as a control or fish deck. Play it out slowly and aim for the small advantage where you can get them. If need be, you can Ghostly Prison
now too, and hopefully disrupt
their pump. You should have at least 1 Condemn
in hand by now. If not, you can use the Think Twice
or Deep Analysis
you could have milled to try and dig for one... If the two cards you're getting a turn haven't already given you everything you need.
See how many more options you have? The game is a lot less linear, you can respond to their threats in time, and push for card advantage in small ways whenever you have the oppurtunity. Your game becomes a lot more obtuse, and you have a very reactive and solid control deck that may only need to mill near the end to win you the game in case plan A goes wrong. That's good mill. The one you were playing in your 6 turn WTFBBQ game IS what we would call
"piss poor" in a world in which we try to win our games...
You also have a lot more consistency, because Howling Mine
allowed you to find more cards, and thus answers, while you're manacurve was a lot smaller and smoother, more like Gro's so you could play out your cards and STILL respond. That's CRUCIAL.
Also, after that turn 3, you could easily find some more powerful cards and responses, because you should have had some decent flashback cards in the grave, and were getting 2 cards a turn instead on one. I could easily find more cards to help my situation and exacerbate my opponents. I don't care how many extra cards he gets; as long as I can deal with his key cards and blanket wipe his others, I'm fine. What can he, the aggro player, do when I have 1, or even 2, Prisons on the board? At that point, you'd be praying for a solution. UW, or even UWB, does more than just pray; it goes and finds one. There's a huge difference. That's also assuming you didn't draw more Moxes, which would have sped you up even more. Also notice, with a single Sunscape or Nightscape Familiar
, all of your counterspells cost one, and there's no card, not even flashback, that costs more than 2, so you always have mana open, even with just a few lands. That's what we would call
"good" mill, if there is such a thing. At worst, you could finish up with Tog or Grunt in either of those builds.
As another note, White also lets you turn your deck into a kind of fish, which pushes for mill where it can while putting up pressure on the board; it lets you control the game, and gives you plentiful tools to launch
a two-pronged attack. When you opponent is trying to deal with what your putting on him on the board, he tends not to notice what's happening beneath his nose, and you can use that to your advantage. Being able to support multiple Jotun Grunts is always nice, and you get a few more options for your mill cards as targeting yourself to fuel the aforementioned grunts or digging for Flashback cards. Mill was never meant to be a directly focused strategy. It, like Hulk Flash
, was always meant to be diluted among other strategies as a supporting factor.
While no deck will ever win 100% of the time, it's your job as a builder to give
it the best chance possible, and make it as near to that figure as possible. This is nowhere near a refined build; work to make it such.