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Thread: Zero Crab - The Old UW Mill Control

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    Zero Crab - The Old UW Mill Control

    With the large prevalence of graveyard-dependent engines in the current meta and the success of decks like Curse Stompy with MD Leyline, I started wondering about reviving UW CounterTop RipHelm to get free wins from MD grave hate and Counterbalance.


    Card Choices:
    The deck is a typical UW control shell with a curve around 1-3 to optimize Counterbalance.
    Without Top, it needs cheap ways to manipulate the top deck at instant speed (Brainstorm, Enlightened Tutor)
    ETutor can also assemble the Rest in Peace+Helm of Obedience combo for an instant kill
    Energy Field also makes a soft lock with RiP vs many decks.


    Advantages of this strategy:
    - Enchantments can't be Elked or Coatled. Snowko is much better at fighting creatures, artifacts and planeswalkers.
    - Preys on all the graveyard engines in game 1, when they don't have answers boarded in, leading to free wins
    - Counterbalance is major card advantage against most low-curve decks, especially when BG is less popular meaning less Abrupt Decay
    - Nullify their creature removal in game 1
    - Mill opponent using fewer cards than other mill strategies


    Updated List


    //Spells: 25
    4 Force of Will
    4 Brainstorm
    4 Ponder
    4 Swords to Plowshares
    3 Enlightened Tutor
    2 Predict
    1 Unexpectedly Absent
    2 Force of Negation
    1 Terminus

    //Enchantments: 12
    1 Porphyry Nodes
    4 Rest in Peace
    3 Counterbalance
    2 Energy Field
    1 Detention Sphere
    1 Shark Typhoon

    //Planeswalkers: 1
    1 Teferi, Time Raveler

    //Artifacts: 2
    1 Arcum's Astrolabe
    1 Helm of Obedience

    //Lands: 21
    4 Flooded Strand
    4 Prismatic Vista
    2 Scalding Tarn
    1 Tundra
    1 Volcanic Island
    4 Snow-Covered Island
    2 Snow-Covered Plains
    1 Snow-Covered Mountain
    2 Karakas

    //Sideboard: 15
    1 Helm of Obedience
    1 Web of Inertia
    1 Blood Moon
    1 Suppression Field
    1 Deafening Silence
    1 Pithing Needle
    1 Engineered Explosives
    1 Surgical Extraction
    1 Pyroclasm
    1 Flusterstorm
    1 Red Elemental Blast
    2 Pyroblast
    2 Wear // Tear


    Curve:
    1 - 16
    2 - 12
    3 - 4
    4 - 1
    5 - 4
    6 - 2

    So far I like the viability of this over any other mill deck I have tried to brew.

    Most cards are already self-explanatory in UWr control.
    Unexpectedly Absent is there as a multi-modal tool to remove problems, protect combo pieces (X=0 on yourself), or set up CB (X=0 on yourself).
    Terminus is down to a 1-of without Portent and with other anti-aggro tools, but the deck might still benefit from more copies. Porphyry Nodes has been too slow regularly.


    ETutor Targets:
    Rest in Peace - Grave hate and combo piece

    Helm of Obedience - "5, T: win the game" once RiP is in play. Wins through Progenitus replacement effect. Best mill card in Magic.

    Counterbalance - Broken card that provides insane virtual card advantage by nullifying cards in their hand. Top of deck can be manipulated at instant speed via Brainstorm, ETutor, Predict, Unexpectedly Absent, & 3feri+Ponder.

    Energy Field - You can't receive damage as long as RiP is in play. This is a low-curve solution to fast aggro that doesn't lose to mana denial (like Verdict) and doesn't need cards like Portent to enable (Terminus got weaker since Top was banned)

    Porphyry Nodes - efficient anti-aggro, 1 cmc ETutor target for CB

    Arcum's Astrolabe - color fixing, 1 cmc ETutor target for CB

    Detention Sphere - removal, kills multiple copies, pitches to FoW, 3 cmc ETutor target for CB

    Shark Typhoon - Alternate win condition, either by cycling or casting

    Blood Moon - Wrecks many decks that don't have 7 basics main. Backup 3cmc ETutor target for CB

    Deafening Silence - Kills storm and slows down tempo decks. In fair mirrors, it makes it harder for the opponent to overwhelm your Counterbalance. Backup 1cmc ETutor target for CB

    Pithing Needle - Hits many important targets like Karn, Thespian's Stage, Wishclaw Talisman, Misty Rainforest.. Backup 1cmc ETutor target for CB

    Engineered Explosives - Board wipe vs low curve decks, even kills Chalice. Can be cast X=0, 1, 2, or 3. 0 cmc ETutor target for CB

    Suppression Field - Slows down many popular engines dependent on activated abilities, giving you time to control the game. OTP T1 EOT ETutor into T2 Suppression Field is GG against many manabases.

    Web of Inertia - Locks out creatures with RiP. Better than Energy Field vs "attack" triggers like Uro, Emrakul and Prime Time. Backup 3cmc ETutor target for CB



    Other potential targets:
    Leyline of Sanctity - Stops burn, Tendrils and discard

    Humility - Shuts down creature-based decks

    Scroll Rack - Enables better Counterbalance lock, but slow


    Enlightened Tutor is card disadvantage but that is made up for by the advantage generated by Counterbalance and being able to tutor a 1-shot kill.




    Background of the deck:
    Much of the inspiration for playing this comes from seeing Reeplcheep's recent success with Curse Stompy. After watching some matches and playing a bit of black stompy myself, I realized the meta is soft to maindeck gravehate and enchantment-based control (Curses even moreso because they dodge Decay and Skyclave Apparation). RipField exploits some of the same angles.

    I started thinking about this as we were discussing Ux mill control in a different thread. Unlike Turbo Mill, which doesn't mind expending resources as long as it eventually leads to the opponent losing their library before you lose the game, mill control doesn't try to race. Instead it tries to control the game and then eventually win with mill. There are two fundamental barriers with that strategy:

    1) Even the most efficient mill effects are card disadvantage and don't affect the game state, so they are at odds with a control strategy. There's a tension between mill slots and control slots. You need enough mill slots to win the game, but each mill spot reduces the amount of control slots you can run, which reduces your ability to play an effective control game.

    2) Over a slower control game, opponent has greater opportunity to get value from resources you have milled into their graveyard. Milling them, without killing them quickly, could actually HELP advance their game plan. To counteract this, maindeck graveyard hate seems important to prevent the opponent gaining resources while you mill them.

    A card like Rest In Peace solves problem #2. Total graveyard annihilation means any milling does not profit them anymore. It's also strong when most decks already rely on the graveyard as a resource, since the banning of DRS and with the printing of some newer cards, which has made RiP stronger.

    However once RiP is in the deck, every mill spell is worse than Helm of Obedience. Helm solves problem #1. With the ETutor package, Helm takes exactly 1 slot, which means the entire rest of the deck can be dedicated to control. This reduces the tension between milling and control better than a typical "Mill Control" deck could do, which is how I settled on going back to this combo.

    Once I arrived at that, it was hard for me to justify any other mill control shell I was trying to brew when this just does both better. I can basically play Miracles with random Energy Field lock and fast wincon that ignores Oko.
    Last edited by FTW; 10-23-2020 at 08:56 AM.

  2. #2
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    Re: Zero Crab - The Old UW Mill Control

    I realize that Rest in Peace is a central theme to what you are doing, but it makes me cry a little on the inside to see a deck with Counterbalance unable to run Mystic Sanctuary, which effectively turns fetchlands into Counterspells once you have a mix of stuff in the yard and 3 other Islands on the board.

    I was thinking about trying to make a 4 Mystic Sanctuary Miracles deck with Counterbalance work, but never got around to it.

    At any rate, this looks like a pretty standard RIP/Helm list from years past. RIP is really good in the meta right now, so this should do pretty well in that regard. Meddling Mage out of the sideboard seems like a fantastic way to address Abrupt Decay, as well as combo matchups.

    If you were willing to splash green, which you probably should, Veil of Summer also addresses Abrupt Decay, and then you would of course be able to run Oko too.
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  3. #3

    Re: Zero Crab - The Old UW Mill Control

    Vegetarian mill?

    Counterbalance seems risky without Snapies or shit like Portent to make it work without BS.

    Agree on the Mystic Sanctuary.
    Maybe go black for Leyline and never go back?

    Other than that, Moat + Humimim = tears.
    Might be an option online or if you have a kidney to spare.

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    Re: Zero Crab - The Old UW Mill Control

    Yeah, I basically just updated a standard Rip/Helm shell I used to play years ago with some more modern UW control card choices in the main and SB.

    I could probably manage 1 Mystic Sanctuary main because RiP won't always be in play. I was about to start with 1 and then turned it into a 2nd Karakas. But you're right, the synergy with Counterbalance is too good to pass on.

    Meddling Mage is a great idea, especially because they may not even have other creature removal left in G2, and it fits all the curve and color needs.

    I think I'll avoid the green splash, because then you end up having to play Veil and Astrolabe and Oko and then why not Coatl too, and it just turns into Snowko. There isn't room for everything. This way I can also dodge the Snowko hate. The ETutor into RiP + Helm kill is immune to red blasts, Eliminate, and other cards that would normally come in vs the Ux control Oko decks.

    I also need a 1cc target in the maindeck to fully exploit ETutor with Counterbalance, maybe Porphyry Nodes or a single Arcum's Astrolabe.

    Losing Snappy hurts. Maybe Scroll Rack is needed to power back up the CB lock.

    Edit: @Zoid, Sadly Moat is probably too weak these days because so many popular creatures fly: Insectile Aberration, Sprite Dragon, Ethereal Forager, Ice-Fang Coatl, Marit Lage, Griselbrand, Emrakul, the Aeons Torn. So many fly and have relevant abilities.

  5. #5
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    Re: Zero Crab - The Old UW Mill Control

    You don't have to run Coatl with a green splash. Most Bant Miracles decks don't. They do of course run Astrolabe and Oko, but that's usually the only green maindeck, with Return to Nature and Veil of Summer in the sideboard. Some lists run a 1-of Uro, but it's definitely not necessary.

    I know it sucks, but you're at a big disadvantage not running Oko in this sort of deck, especially when you're trying to run other Planeswalker's. I'd at least consider running the Pithing Needle in the maindeck otherwise.
    Sligh
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    Quote Originally Posted by MMogg View Post
    In porn terms, Zoo has a 11" shlong and an impressive money shot, but it's over in 4 minutes, whereas Landstill is a good 8" and can go for 30 minutes.

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    Re: Zero Crab - The Old UW Mill Control

    Because of the RiP engine, Return to Nature is basically Naturalize and worse than Wear // Tear from the red splash. Red also offers red blasts to fight Oko and counter wars. UWr Miracles is also a deck.

    Playing Astrolabes + Oko main and Veil SB would just take up too many slots that the ETutor/Rip package has to occupy. I also lack the resources to be able to out-Oko the Oko decks, so I think it's better to play around them instead of trying to mirror them.

    Maybe the answer is to just run fewer planeswalkers that get embarassed by Oko.
    -1 Narset
    -1 Jace
    +1 Needle
    +1 Scroll Rack?

    3feri with +1 at least doesn't die to hasty Rogue Elephant and locks the opponent out enough to make Counterbalance and the spells better.

  7. #7
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    Re: Zero Crab - The Old UW Mill Control

    Quote Originally Posted by FTW View Post
    Because of the RiP engine, Return to Nature is basically Naturalize and worse than Wear // Tear from the red splash. Red also offers red blasts to fight Oko and counter wars. UWr Miracles is also a deck.

    Playing Astrolabes + Oko main and Veil SB would just take up too many slots that the ETutor/Rip package has to occupy. I also lack the resources to be able to out-Oko the Oko decks, so I think it's better to play around them instead of trying to mirror them.

    Maybe the answer is to just run fewer planeswalkers that get embarassed by Oko.
    -1 Narset
    -1 Jace
    +1 Needle
    +1 Scroll Rack?

    3feri with +1 at least doesn't die to hasty Rogue Elephant and locks the opponent out enough to make Counterbalance and the spells better.
    I'm not saying you should run Return to Nature, I was just saying that's what Bant Miracles usually runs in the board as part of their green splash.

    They typically run Bant maindeck with a tiny red splash in the board for a couple of red blasts, which is easily supported with a single Volcanic Island and Astrolabe's.

    Scroll Rack is amazing, but it might be too much of a liability in this Oko meta? Worth testing, at least.

    I'm definitely on board with a Pithing Needle in the maindeck, though.

    UWr Miracles might be a deck, but I haven't seen it in a long time. Everyone is on Bant with sideboard red blasts, from what I've seen.
    Sligh
    Echo Stompy
    /r Miracle Intuition
    Yorion's Intuition
    5c Hollow Vine

    Quote Originally Posted by MMogg View Post
    In porn terms, Zoo has a 11" shlong and an impressive money shot, but it's over in 4 minutes, whereas Landstill is a good 8" and can go for 30 minutes.

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