Some kind of card or something that could lower your opponents deck size You're artificially increasing your opponents health to 60 when you play mill, granted your "direct damage" is more potent but it's still 3x as much health
Mill works best against a certain type of deck. Namely, it can beat very linear combo decks that rely on a linchpin card. Using Extirpate or Surgical Extraction then allows the mill deck to run its gameplan unopposed. It's basically slower burn which has a better matchup against a certain narrow subset of decks.
>>44882363 It wouldn't do fuck-all because it's not retroactive, it's too late to begin applying pressure and not game-winning enough to be a win condition by itself if played even later, and it's even easier to remove than just about any other tool in MtG because it's a creature.
Basically if you think your idea is in any way not the dumbest shit ever, just play mill because you probably play with people so bad it doesn't matter your deck sucks.
The problem is that Mill doesn't affect the boardstate. It can potentially affect that options might be open to your opponent in the future, but it could also hand them the options they need right now, so it's impact evens out there. Burn usually also functions as threat removal to a point and life points are also more often used as a resource to pay for shit than library cards. Mill on the other hand feeds certain decks their ressources. Against some decks, milling them actually kills you faster. To make matters even worse, Mill is also the only archetype that is completely wrecked by a card you just need to have in your library. You don't even have to fucking play an Eldrazi, you just need to side them and it's GG. If the Milldeck is using cards to remove them from the library, it's not using them to actually remove the Winconditions, so they still fuck Mill up.
The only way to make Mill viable would be to drastically increase it's effectiveness, I guess.
Just printing enough high mill cards. If you nearly triple the life total (it's actually closer to 2.5) then you need the equivalent of a bolt to be roughly around glimpse in terms of numbers to be comparable. Mill can be slightly worse on average since the opponent's "life" naturally decreases by 1 each turn and most will choose to draw extra cards on their own but currently most mill cards are still underperforming.
Also keywording the "shuffle entire graveyard into deck when this enters" effect and printing cards that specifically exile things with it so that mill isn't so easy to hard counter with a single card slot.
Also it's worth noting that Maro and friends probably don't actually want mill to be good. It's a "trap" archetype for casual players in the same vein of the "trap" filler garbage cards they print in every single set. Balancing games is hard work so they'd much prefer to keep selling jank and calling it a feature.
>>44881432 It doesn't really work even with fixes. You have to mill 53 cards before they kill you and to have cards to deal with anything that the opponent plays, you have to sacrifice slots for what could have been mill cards. Even with glimpse, tome scour, and the 3 CMC mill till you hit some lands card, your opponent will still have like half their deck and a damn good board state since you've done nothing but milled them and probably are running low on steam since that's 6 cards you've used to get there. It's flawed because the other player is functioning in a vacuum unless it's legacy mill which is really a combo deck that happens to do it with milling and packs a ton of cards to get the combo online. Mill would have to be stupidly fast to be competitive or have some good constant mill cards that could go in a control shell. Also, new players hate mill so you probably won't see any support with the current design style of magic
>>44881768 If you're thinking of library as life, then glimpse get's rid of 1/6th of it, boros charm get's rid of 1/5th of their life for the same cost. Bolt gets rid of 1/6.66 of their life for 1 mana, where as that 1 mana mill 5 card gets rid of 1/12th of their library. If you factor in the fact that your opponent will draw at least 10 cards a game, glimpse gets to boros charm level, but it's still the only good spell. Burns spells are more efficient.
The thing with damage is you can damage creatures and players, so anything that deals damage (bolt, goblin guide) can play a double role
>>44891328 Oh no, you've tagged me for like six damage and now I'm at 14 health. Luckily for me, you're playing a mill deck and I don't care because my real health is my deck and I just restored that back to 60.
Anyways, the real answer to why mill isn't viable is because there's too much going on and it's too easy to stop. There's not enough reliable, repeatable mill (read: creatures), it's too easy to shuffle cards from your graveyard into your deck, some decks have reanimation or otherwise actually want cards in their graveyard, it can't remove other creatures or stop their win condition, or really do anything. It'd be like asking "why can't I win with burn spells that only target players," and then insisting that player-only damage is a viable deck archetype, or that it should be because look, here's ten cards that do exactly that.
>>44886715 mills is there to counter tutor/scry effects that put the card on the top of library, and mill is more common than hand disruption because lots of abilities and effects put shit on the top "that you want" rather than just put them on your hand.
>>44881432 something along the lines of >Forgotten Memories 5U Instant Target player exiles up to five cards from their graveyard. For each card exiled this way, reduce the cost of Forgotten Memories by 1 Counter Target Spell
as well as >Forgotten Chains 4BB Instant Target player exiles up to four cards from their graveyard. For each card exiled this way, reduce the cost of Forgotten Chains by 1 Exile target creature
My wording is a bit janky, but you control how many they exile, and it doesn't fizzle if they don't have enough cards in their yard.
>>>44881768 You're artificially increasing your opponents health to 60 when you play mill, granted your "direct damage" is more potent but it's still 3x as much health Mulligans aside, your opponent starts at 53/60 w/ -1/turn.
>>44897208 No, it's a psudeo-fateseal deck; you're doing impromptu draw control on your opponent. Most lantern decks run things like Pyrite Spellbomb, though mill is a semi-common win condition for lantern.
Old cards with 'ante' have the rule "If you are not playing for ante, remove this card from your library before starting play" (adlib). Does this allow me to make a 60 card deck, then remove all the ante cards from it or would it still have to have 60 cards after they were removed to be valid?
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