Well here it is. Another take on milling now that we have new cards, and let me just say if you want to kill people by getting their deck to zero, this deck is very capable.
Some of you may remember my old decks Millhouse versions 1-3. Those did damage by milling cards with Black Iron Manacles and doing things like swinging with big ole Dreamsnatchers. The later option is still possible in this deck but let me make one thing clear: your goal with this deck is to MILL AS MANY CARDS AS YOU CAN. This means fetching Spitefeeders, replaying them from your void With Shadowlands Guide, and sacrificing them with Devour or by chump blocking threats. Do this as many times as you can until you only need two Solitide casts to win the game (or one, preferably. But that's less often).
If you played Millhouse this deck will see pretty easy once you get the idea of "hey maybe I can focus on swinging instead of milling" out of your head and play for the long game. Save your Harsh Rules until you have to use them. Wait for really scary things to use your removal because there's a bit of life gain in this deck that helps you take some extra hits.
Things I play around with and change: Privilege of Rank is the first thing that can be cut. It's nice of you have the Mushrooms in your hand or on the field, but occasionally it just helps you get flooded (too much mana not enough cards that do stuff). You can throw in an old Vara if you want to try some even cheekier combo stuff. If Azindel's Gift is your favorite card you can use that instead but I don't think it's good in this deck most of the time. Edit: forgot to mention that Scroll also goes here and is very good with mushroom.
Cool stuff for cool dudes:
Dreamsnatcher + Mournful Deathcap. Holy god this gets oppressive FAST. I've managed to get two Deathcap out with a dreamsnatcher and swing dreamsnatcher a few times before he got killed. That is pure gas-coveree nitroglycerin in this deck and guarantees you 1) cards in their void and 2) shit loads of health so you can take more hits than a '75 Volvo. It also feels rill gud
Crownwatch Press-Gang and Devour. Keep in mind that devouring crown watch press gang *GASP* isn't as bad as it sounds. It gives you 2 cards which is a 20% chance of drawing it back, immediately triggering destiny, and drawing a 1-drop, an extra card, and your other devour card. Even if you don't get it back right away you get some life, some cards, and if you do it on an opponent's turn you'll be re-uppung your mana right away and getting another chance to destiny again. I've used this on a non-threatened CWPG many times just to get all my Spitefeeders "in circulation". Don't go crazy and do it every time you silly idiot, just when it's needed.
Don't cast your only solitude if it's under 14. That's never going to be good unless you have a dreamsnatcher on the board.
Don't forget dreamsnatcher has a 10 Mana ability. It can win you the game.
Have fun! These decks usually take a long time and a lot of learning how to use it before you really understand what the right play is.
maybe u - and anyone else trying to find a good mill deck - may want to try it =)
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Give it a thumb if u find it usefull =)
Here take a look AclGTcU8xSQ. Also how can you consistently reach 6 power when you have 25 power cards and 3 Privilege of Rank. Coz chance to have 6 Power on turn 6 on the draw is 22% and on the play 15,7%. Privilege of Rank makes it better on draw 61% and 53% on a play. But chance to draw Privilege of Rank is 32% and 35%, so it's not reliable. I would suggest you up your power count to 28 and play 4 copies of Privilege of Rank, this will consistently lead you to turn 6 Solitude and perhaps repeat on turn 7.
I actually have made a few grenedin mill decks but none of them win more often than they lose so I don't bother posting them on here. I've been hoping for something to help it out, maybe this new set will be what it needs. I'll take a look at yours too
What are the main threats you have been playing against?
EDIT: I am not willing to claim I am playing it right, I trade little blockers when I can, hold shadow lands guide until i can get value and devour permafrosted enemies but i just ended up nowhere. I did cut green and replace with time for teacher, worldbearer, and SST and added a market and did a little better, but I think I want to go back to manacles
Now you mill what they told ya
F**k you, I won't mill what you tell me
F**k you, I won't mill what you tell me
Motherf**ker!
Uggh!