Cheap as Chips, Ep. 6: The Deck Colonel Kurtz Would Play

1155_consumingaberration_1

Which is worse? Getting hit with ten poison counters or being milled to zero cards?

Neither is fun, and some would even argue neither is a respectable, gentlemanly way of winning the game of Magic. Others would say that in war, the end justifies the means.

I’m not sure yet where I fall in this debate, but I’m always mildly impressed by mill decks that can get the job done without any creatures on the battlefield. From a playing perspective, however, pure mill decks don’t float my boat. I’m a simpleton that likes to swing with critters that do regular, old-fashioned, face-beating damage.

So my first milling deck – one of the first decks I ever brewed – aimed to mill a moderate amount of cards and then win with one of the biggest creatures in the game of Magic. Queue Marlon Brando:

The horror… The… ho-rror!

Hungry Centipede

Hungry Centipede is a deck that tries to build very large creatures by milling cards into your opponent’s graveyard. It is structured first-and-foremost around the tried-and-true [c]Duskmantle Guildmage[/c]-[c]Mindcrank[/c] combo. This is win-con number one. But as this combo is sensitive to removal, the deck uses a weenie attack ([c]Jace’s Phantasm[/c] and [c]Wight of Precinct Six[/c]) to distract your opponent long enough to either hit the combo or play a huge [c]Consuming Aberration[/c] and go to town with it.

As many decks will have the blockers to keep the huge centipede-horror at bay, the alternate-alternate win condition is to cast [c]Rite of Consumption[/c] or [c]Essence Harvest[/c] on a huge Wight or Consuming Aberration.

[d title=”Hungry Centipede (Modern)”]

Lands
4 Drowned Catacomb

2 Halimar Depths

1 Nephalia Drownyard

9 Island

8 Swamp

Creatures

4 Hedron Crab

4 Jace’s Phantasm

4 Wight of Precinct Six

4 Duskmantle Guildmage

3 Consuming Aberration

Spells
4 Tome Scour

4 Memory Sluice

4 Mindcrank

1 Rite of Consumption

2 Essence Harvest

2 Murderous Cut

Sideboard
2 Geth’s Verdict

1 Cranial Archive

2 Skaab Ruinator

2 Bonehoard

2 Sultai Scavenger

2 Soulflayer

2 Necropolis Fiend

2 Killing Wave [/d]

Ideal gameflow:

T1: Play a Hedron Crab, Jace’s Phantasm or Tome Scour/Memory Sluice.

T2: Play another Crab, a Jace’s Phantasm or either of the Duskmantle/Mindcrank combo.

T3: Play a Wight of Precinct Six, a Jace’s Phantasm or either of the combo pieces.

T4: If you have 4 land down and your combo pieces, enact Duskmantle’s first ability, play a Tome Scour or Memory Sluice, go to the next duel.

T5: Blow up the combo here, or if it’s been removed then play a Consuming Aberration.

T6-T7: Essence Harvest the Aberration or swing with it. If you’ve done a bit of damage already, you can also Essence Harvest a big Wight or even a Jace’s Phantasm to push through the final damage.

Sideboard:

The current sideboard for this deck attempts to completely change the strategy of attack against decks that can either stop you from milling them ([c]Leyline of Sanctity[/c], [c]Aegis of the Gods[/c]) or that benefit excessively from you milling them ([c]Vengevine[/c] and other dredge/delve decks).

Put in all the delve critters (judge for yourself whether you need the [c]Murderous Cut[/c]) and take out either the Jace’s Phantasm, a Mindcrank or two, and all the Consuming Aberrations. Mill yourself and use the graveyard cards to play your big delve guys.