Creatures 8
Instants 13
Sorceries 9
Artifacts 4
Lands 26
Strategy notes
Mill is a blue-black (Dimir) control/mill deck in Standard. Its main plan is to survive the early game with interaction and disruption, then gradually empty the opponent’s library rather than win through combat.
Key synergies come from its defensive blue and black spells like countermagic and removal (Three Steps Ahead, Phantom Interference, Into the Flood Maw, Deadly Cover-Up) that buy time while its mill-oriented threats and value cards do the work. Cards like Riverchurn Monument, Dream Beavers, and the various Technique spells help pressure the opponent’s deck size or generate incremental advantage. Spyglass Siren and Restless Reef can chip in as backup threats, but the deck primarily wins by controlling the board and milling the opponent out.
Written by the Kraken's AI from this decklist.