"To play mill is to be hated, and rightfully so" - someone, probably.
Ah yes, mill. Everyone's favorite archetype, now in Eternal! The deck is a Feln Control shell that trades some of its cheaper removal for the new mill package from Dusk Road. I'm not going to go into detail about the finer points of Feln Control play and deck composition as that's been covered much better elsewhere, but here's some thoughts about the mill package and how it interacts with the shell.
Overall, the mill package provides an alternative win condition for those unfavorable or tied match-ups with greedy control decks, and the early lifesteal unit helps ease the loss of tempo-friendly removal like
Permafrost which are already a bit weaker in this meta. In my experience, 2x Dreamsnatcher ultimates and 1x Solitude is the base requirement for a mill victory. The power of being able to browse through your opponent's void and count threats and removal options that have been milled is not to be underestimated, either.
Sabotage does a lot of work in this deck, to the point where I'll probably bring it up to 4 copies in the near future. At 1S it is the Un-Unseal and the preemptive Disjoint - removal and negate spells become "use it or lose it." If there's any chance your opponent might negate your
Azindel's Gift or
Solitude, it's easy to wait for 1 additional power to "poke" with Sabotage first.
Dreamsnatcher is a lot scarier than I think anyone gave it credit for - pay 10 to give 8 (+/- 3) attack is surprisingly good even without the mill component. I've had games where, once the mill has started, I was able to survive solely due to the life gain from this card.
Vara, Fate-Touched gets an honorable mention here as a way to either get more
Champion of Cunnings or Dreamsnatchers (and refreshed ultimates) as needed.
Solitude is your finisher, naturally. There isn't much to say here except
make sure this will land, and count their cards carefully.
Azindel's Gift - if mill is kicking them while they're down, Gift is the "pushing them down" component. With face aegis and relic hate at an all-time high it's critical that you make sure that you set the stage to play this card. And, against colors that run powerful relic hate (particularly Disjoint) you want to begin milling them immediately to close out the game before they can kill Gift.
Update 01/01/18:
I'm surprised I have to mention this but - obviously this deck is even greedier than a regular Feln Control deck. That means it's even worse against aggro than normal, but can beat control matchups like vs. Temporal, Feln, or Chalice so long as you recognize their archetype early on. Remember that the meta shifts both over time and through ranks, so pick whatever works - or just give in to your inner Johnny and be okay with losing so long as you win the way you want to.
I am attempting to make a Mill Deck as well (please see XoUcUvhAjAI ) but I am uncertain how some of the cards you chose assist in removing cards from your opponent's deck. I am quite new to the genera of TCG's and am probably way off in my observation. I do not mean offense, but for example you say devastating impact is too expensive yet you have Azindel's Gift which is not worth the seven it costs for the few -if any- cards it manages to remove each round. With what I am attempting I mill my opponents pretty much 45 - 55% of the time and I believe it can be better. I went 18-1 in the Gauntlet this morning and since creation have gone 118 - 139 over 28 runs. Now all this stuff aside, I think this is a neat 3 fraction build. You have obviously put a ton of thought into it and for that much respect.
H-
Generally at least a third or fourth Solitude would be needed to get them off reliably after using Dreamcatchers, but even with a solid number of wins with that deck I have not once won by milling my opponent. Whenever I lost, it was way before I could even think of getting any milling started and whenever I won it was due to the Feln Control Core and outvaluing my opponent. When playing the deck you will often find yourself in a position where you draw a Solitude, but its either when you are already losing and of no help or you already are winning, then again there is no need to play it.
I have a feeling a mill-deck in the future must be less based on units as finishers compared to this one is with the Champions, the Harbingers and Vara. At this time the existant cards probably just don't fully support this playstyle.
This deck is too slow to come online and I was wrecked even on the silver tiers...
The old feln control is much better.
Waste of shiftstone in my opinion :(
Can anyone report how is it on ranked ?