18th of Feb 2021 Update: I'm going to be honest, I didn't think that it had been so long since I posted an update! This deck while still fun fell out of the meta for a LONG time, however with some of the cards changing up the meta it is becoming more viable again. Unfortunately this deck still struggles against aggro decks but it is able to deal with every other archetype quite easily. Maybe this is the year for the return of a mill/aggro deck? Also the deck guide has not yet been updated. I don't have the time that I used too but when I have a moment I will get that swapped around.
29th of March 2020 Update: Apologies for not updating the list sooner but I have now made changes based on how the deck was performing, user suggestions and changes to the meta/market. I will update the play by play description over the next few days to line up with this. Hope your all still having fun with the rage inducing mill decks! :D
Right, so lets start by simply saying that this deck is nuts. I'm aware that I'm coming to the party late as
Tome of Horrors has been out for awhile now but I wanted to refine this deck and prove its win statistics before posting it here. I'm happy to tell you though that in ranked play this game wins around 80% of its games and that includes the terrible RNG we all experience when we get power flooded or power screwed.
Anyway back to the deck. So in this variation of the formula we have two choices, we either mill our opponent to death or we can actually beat them to death. I see way way to many mill/discard decks that get wrecked by creature rush, void recursion or just people who field cards that allow them to shuffle their void back into their deck. From my screenshots you'll see most my games end around turn seven and that isn't because my opponent saw the game turning against them and then rage quit.
Now lets talk about synergy.
Dreamsnatcher is a busted card. You can hold up
Malaise to give him an unexpected buff or you can drop
Tome of Horrors to see him continually grow.
Eremot, Death Incarnate can win games but we rarely get chance to play it as when our opponent reaches 10 cards in their void we can drop
Rosebloom Mandrake for two. As the Mandrake has overwhelm it also pairs up very well with the Tome and allows you to start really ramping up your mill effects.
Savage Incursion is an interesting card. First thing I must say about it is do not be afraid to use it for card draw in a pinch if you cant get your opponents void to 20. I'd much rather be holding more options then sitting on the possibility of a savage turn. Should you get it out 'maxed' however then unless your opponent has a board wipe they will likely find themselves in an unwinnable situation. Remember that with the Tome you game 18 cards discarded per turn should those creatures simply deal damage.
Turn Order: So the ideal play would be as follows.
Turn Two - Play
Dreamsnatcher
Turn Three - Play
Tome of Horrors and then attack.
Turn Four - Play
Heartstopper and attack again.
Turn Five - Play
Malaise if you need to then use removal, if not play
Rosebloom Mandrake. Don't forget to attack.
Turn Six - Attack and then play
Savage Incursion
Turn Seven - Watch your opponent try to deal with this new and awful situation while you feel smug satisfaction.
There are many other strategies like this in the deck, you'll see we have crazy synergy and should we need it then we are able to use
Waylay with its decimate to screw over recursion decks or those shuffle guys. We also market a
Solitude to instantly win target game when the opportunity arises. If you have a glorious hand then do not be afraid to raid the market for this early. No one expects this as an early market draw so if you hold it when when the pain train really gets rollings then its unlikely that your opponent will have an answer.
If you have any questions or thoughts about this deck then please do not hesitate from posting them below and I will get back to you as quickly as I am able.
Thanks :)
It's preference though so if your playing my deck and want them in the go for it :)