Engaging Innistrad – Milling Yourself for Profit

Turn six. Untap. Upkeep, flashback Dream Twist on myself. Fail to draw my last card. Good game. I win. The sheer number of times I’ve won over the passed month...

Turn six. Untap. Upkeep, flashback Dream Twist on myself. Fail to draw my last card. Good game. I win.

The sheer number of times I’ve won over the passed month with Laboratory Maniac is absurd. Since Worlds, I have become obsessed with Gerry Thompson’s first day two draft deck. And I don’t understand why more people haven’t.

-As an aside, before I get too far into this-

Originally (over a month ago), this article was going to be on GW Tokens, another Niche deck. That got put on the back-burner due to some dumb personal stuff. Then Worlds happened, and this archetype was turned onto me. Unfortunately for me, LSV just posted an article on the archetype a day or two ago (as of me submitting this article), so I’m going to apologize in advance that some of this information is going to be redundant.

-END ASIDE, CONTINUE AWESOME ARTICLE-

Imagine you crack this pack in a draft:

You could make an argument that this pick boils down to three cards:

Most people in my circles would boil the pick down to Murder of Crows or Silent Departure. Spider Spawning is more powerful than Departure, but it is harder to play. And in most cases, this line of thought will be correct in my opinion. There is, however, a far more intriguing approach to this pick. Look at the pack again. Does anything stand out to you?

Memory's Journey

Memory’s Journey has a distinct possibility of wheeling. If it doesn’t, Gnaw to the Bone most certainly will. These cards, despite being almost totally unplayable in most decks, are staples of the Blue-Green mill yourself deck. At the end of the game, it grands you a greater number of Spider Spawnings and/or Gnaw to the Bones, and when combined with Runic Repetition (to get back a flashbacked Memory’s Journey), lets you go “infinite”.

Unplayables are the theme of this deck, and using this line of thought to your advantage is what makes the deck so very powerful. While the other seven players at the table are fighting over efficient werewolves or explosive removal spells, or digging for value Travel Preparations, the only cards you are fighting for are Armored Skaabs, Civilized Scholar, Deranged Assistant, and Forbidden Alchemy. Later on, while they’re all fighting over the last few dudes; those last value cards for their archetype decks, you are only looking for the junk they don’t want. Gnaw to the Bone? “Borderline unplayable”. Mulch? “Unplayable”. Memory’s Journey. “Who wants that?” Runic Repetition.. “LOL”

Gnaw to the Bone

A real ringer, huh?

Between taking powerful game enders like Spider Spawning and Splinterfright, and picking up enablers like Alchemy, Mulch, and Armored Skaab, and drafting late steals such as Journey, Gnaw to the Bone, and Dream Twist, what do you do? Simple. You make smart decisions. Earlier on, removal spells like will take on priority. Flashback tempo-removal spells like Silent Departure and Grasp of Phantoms are the best non-rare, non-Brimstone Volley removal spells in the format and should be taken early as long as they don’t interfere with the “bombs”. Aside from the obvious “bombs-removal-support” quota that you would hear in almost any walkthrough of drafting, just draft a good deck with a blue base with some decent creatures. Dual-purpose creatures like Ambush Viper or Selhoff Occultist are great because they serve as both creatures and Removal/Enablers. While the Occultist shouldn’t be valued nearly as highly as Armored Skaab as an Enabler, it is a decent mid-late pickup when you don’t have something much better to take. In the end you want to end up between 11 (with a TON of enablers) to 16 creatures.

Armored Skaab

Cards like those I mentioned above are the pillars of your strategy. You don’t have to commit to the deck early because it comes together so late. The cards you find yourself hunting for later are cards you would likely end up with in your sideboard anyways were you not playing this particular strategy. Oddly enough, they shape up what turns into an entirely unbeatable game state. Too many times, I’ve cast Spider Spawning for seven with three or fewer cards in library, cast Gnaw to the Bone at the end of their turn and drew a concession. Too many times have I cast too many Laboratory Maniacs for my opponent to beat me. Oftentimes, a 6/6 Boneyard Wurm or a some Somberwald Spiders or even an accumulation of Armored Skaabs will be more than enough. The deck doesn’t have to be the nuts in order win an 8-4.

Here are a couple examples of the archetype. One is the stone cold nuts, and the next is a salvaged disaster that barely managed to take down an unusually weak FNM recently.

The NUTS:

Avacyn’s Pilgrim

3 Darkthicket Wolf

Deranged Assistant

3 Armored Skaab

2 Stitched Drake

Splinterfright

Fortress Crab

Tree of Redemption

Think Twice

Runic Repetition

2 Silent Departure

Mulch

Memory’s Journey

2 Forbidden Alchemy

Gnaw to the Bone

Grasp of Phantoms

Spider Spawning

8 Island

6 Forest

2 Swamp

Salvaged Train Wreck:

Armored Skaab

Boneyard Wurm

Darkthicked Wolf

Vilagers of Estwald

Orchard Spirit

Moon Heron

2 Ambush Viper

Hollowhenge Scavenger

Manor Gargoyle

Grizled Outcasts

Festerhide Boar

2 Fortress Crab

Dream Twist

3 Mulch

Memory’s Journey

Claustrophobia

Make a Wish

Back from the Brink

Gnaw to the Bone

8 Island

7 Forest

1 Swamp

1 Shimmering Grotto

There were several situations during the “train wreck” that I could have (and should have) just went in a different direction, but I was absolutely bound and determined to have another sweet draft to show off to the readers of this article. While I didn’t get there in that regard, it did give me an excellent opportunity to show that even if this archetype doesn’t exactly go your way, you can still win handily. I won the majority of my games on the back of a timely Gnaw to the Bone followed by Spider Spawning (with or without flashback, it is near impossible to beat 5+ spiders when your opponent is gaining 10+ life a turn).

Game State

When it comes to playing the deck, it’s pretty straightforward. Spend the early turns getting value off of your Dream Twists/Alchemies/Skaabs and clog up the ground with your dudes. Trading your guys off in the midgame is paramount, as filling your graveyard with dudes is your greatest advantage in the late game. You finish the game with your Spider Spawnings, Laboratory Maniac, or by simply grinding your opponent out with dudes. You survive long enough to get some guys into the graveyard by gumming up the ground and crushing their dreams with Gnaw to the Bone.

This archetype can be totally unbeatable at its best, and is strong even when it doesn’t have all of its most important tools. The ability to recognize when when the archetype is going to be open early on and to plan your draft accordingly is a major skill to pick up in Innistrad draft, as is the ability to recognize it late and to know when to move in. Seeing key cards like Armored Skaab and Spider Spawning in the early to mid picks can shift you into a major direction and dictate the rest of your draft. Getting the satisfaction of gaining 20+ life off of Gnaw to the bone on turn 8 or 9 is a sufficiently gratifying experience that you have to actually do in order to appreciate. Gerry Thompson did it at Worlds. LSV has officially jumped onto the bandwagon, and most importantly, I’m urging you to give it a try. Cast Spider Spawning today and experience the undeniable power of milling yourself!

About Geo Thornton

Geo Thornton is a Graphic Designer and a Web Developer out of Dayton Ohio. He enjoys playing and drafting Magic: the Gathering (MTGO Name: GeebiPop) and trading profusely. If you are interested in contacting him for freelance, sending love/hate mail, or just want to say hello, please feel free to email him at geo@geothornton.com