Here is a mill deck I've been working on. It started off with only Shadow + Fire (for Black Iron Manacles
), but I realized the board control Justice offers is too good to pass up.
The philosophy of this deck is to stall the board using removal on the AI's threats until enough of their cards are milled enough to finish them off. There are two win conditions with this deck. The first and primary is to mill the AI into oblivion:
1a. Mill AI opponent cards: Power cards + Mournful Deathcap
, Profane Censer
, Lethrai Provocateur
, Eremot, the Gathering Dark
(game tends to be over before using their ultimate ability)
1b. Apply Black Iron Manacles
as soon as possible. Only one is necessary, but two will end the game significantly faster.
2. Finish with Solitude
The other win condition is the sheer value you can get from Dreamsnatcher
+ Vara, Vengeance-Seeker
+ single-target removal (Slay
, Display of Ambition
). Some mill power is required to get Dreamsnatcher
online. Bringing back the aforementioned value cards with Display of Ambition
is another option as well. Cons:
-Heavy reliance on 2+ influence cards
-Suffers from aggro. Copperhall Bailiff
is a great card for most Justice Gauntlet decks to slow the board down.
-Lack of card draw. Besides Winchest Cargo
and Hidden Road Smuggler
, which are for the most part sigil draws, you will have to use what is in your hand (and your void, with Display of Ambition
). Don't forget End of the Story
Card Rationale: Single Target-Removal Torch
x 4, Display of Ambition
x 4, Slay
Classic FJS Removal. Annihilate
is another choice, but is less flexible than those listed above. Board Clears Copperhall Bailiff
, Pristine Light
(Market), Harsh Rule
x 4, End of Story x 2:
Pretty self-explanatory. No need to be frugal when using these. I include Copperhall Bailiff
as a part of this section because of its ability to single-handedly shutdown any aggro.
Units Hidden Road Smuggler
, Vara, Vengeance-Seeker
The lifesteal these cards offer is critical to surviving until all combo pieces are in hand. Vara's card text is extremely powerful, and the poison deters the AI from making most trades. Dreamsnatcher
will often get at least 8+ attack. Though its 3 HP makes it vulnerable to removal, the AI will often throw a 3 attacker to defend against it, giving you a nice boost in health. Remember, their lifesteal component is first and foremost before making a favorable trade on the board (that's what the removal spells are for).
Combo Pieces Mournful Deathcap
x 4, Profane Censer
x 3, Black Iron Manacles
x 4, Solitude
The combo part of this deck. Mournful Deathcap
is tanky enough to slow down initial AI aggression and getting two in the beginning sets up for a mean late game Solitude
. Two Black Iron Manacles
ends the game very quickly, a s the AI does not calculate its damage in whatsoever.
Although it is important to get the curses out ASAP, stabilizing the board and maintaining a high health count is more important. Play the long game.
Utility Winchest Cargo
Useful utility cards for drawing that one missing influence, more power, or creating a unit to help stall the board. This is a better choice than Seek Power
given this is a tri-color deck.
Market Rationale: Token of Ambition
: I've found myself pulling this out less since I put in Winchest Cargo
: A great board clear card, but I could not justify having it in the deck itself as it is not useful against aggro.
: Poison is useful for trading and has a decent stat line. The weapon removal makes the game so much easier for some matchups.
: An emergency 6, sometimes 7 HP, and just a great unit all around. Would swap it out for a board clear if there was anything that did not kill your own units as well.
Eremot, the Gathering Dark
: Staying within the deck theme, sometimes all you need is a hit from Eremot to push the AI into Solitude
execution range. Can defend against small fliers, although that has to be balanced out with actually using his card text. Usually played the next turn after a board clear.