To expand on this a bit:
Milling as a win condition (simply from their deck to GY until they have no cards in deck) is fine but it has to be a win condition, not something tucked on as a secondary thing. I had a discussion about this with a couple people and from those discussions it seemed like you overvalued milling key cards too hard. I think it doesn't really work that way. Sure it's cool when you mill two Tidal Waves or something but milling doesn't affect the board position and it's mostly negative card advantage for you and that's why you have to mill more for less resources in order for the card to be worth using.
When I said before that the cards seem really weak, I used this logic. You rarely mill key cards so balancing it with the mindset that it will always mill key cards is wrong.
In that sense a "mill 1" is 1/40th of his deck dead. If mill is your primary strategy, you don't really look at the opposing hero's life total but rather at his deck size as his life total. By milling 1 you dealt 1 damage to his 40 life. That sounds weak. That is weak. Of course even mill decks (because they are control most of the time) have Plan B's with their value guys bashing him to death but that happening is rare.
You can mill to disrupt also, as mentioned earlier, but you need to consistently hit his key cards if you want to do that so you need to mill more per card to hit that condition and compensate for the card loss. That or you need spot removal kind of mill (search his deck for a card and put it to his graveyard -kind of deal).
Pyrogene mentioned interesting self-mill/mill mechanics and I would agree. Cards that are castable from your graveyard, Reanimating (which is there but too conditionally I think), cards that have different effects when they go to your graveyard (either from anywhere or from your deck). Stuff like that.
But that's only how I think. I only have one vote. I favor win condition milling to disruption milling though.
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