Daily Dominaria Deck Tech: Third Path Mill

Every workday during the preview season for Dominaria United, Insight is taking a quick look at one new deck featuring the latest cards from the upcoming set. The story of Modern Mill has followed a long and winding path, and now it embarks on a new path still. The saga continues with a Saga!

third path

Mill is known to be a strategy that's akin to Burn. It devotes its resources to deplete the opponent's, in this case, their deck as fast as possible. While a burn spell will on average deal 3 damage, which constitutes 15% of the starting life total, the typical mill spell will flip over around ten cards, which equals almost 19% of a 53-card library, meaning a much better rate. However, there are cards that mill thirteen, fourteen, or even more cards, and that's hugely impactful. The best draws start with a Hedron Crab or Ruin Crab, which can mill twelve or more over the course of a game, mainly thanks to fetch lands and Field of Ruin. If uncontested, multiple Crabs can get the job done on their own.

Similarly to Burn, the deck employs a spell-based angle in addition to the creatures. Fractured Sanity provides flexibility as it can either mill four and give a card back or mill fourteen. Tasha's Hideous Laughter was a game changer for the deck as it could mill as much as half or in some cases all of the remaining library, for example against Hammer Time. Often, the exiling incidentally helps against combo decks when you get rid of their key pay-offs or enablers. Arguably the most powerful spell is Archive Trap, which in the context of Modern will frequently be cast for zero. From time to time your opening seven will contain multiple Traps much to the opponent's dissatisfaction.

A new Dominaria United addition now boosts the spell angle of the deck again. Founding the Third Path, as innocuous as it may seem, features three relevant modes. The first chapter immediately recoups the Saga's mana investment as you get to play another spell like Glimpse the Unthinkable, Visions of Beyond, or Fatal Push for free. The second chapter can either target yourself to enable the third chapter or target the opponent to advance the game plan. The last chapter recoups the card investment by recasting any powerful spell from the graveyard, including the aforementioned Archive Trap or Tasha's Hideous Laughter.

It's a spectacular deal for two mana, especially as you don't have to wait two turns for the big payoff. When drawn late, you can simply read ahead and immediately recast something from the graveyard upon entry.

Opinions expressed in this article are those of the author, not of Cardmarket.


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Shrapnel(30.08.2022 17:23)

Wait, does that first option allow you to cast Suspend spells from hand? Seems quite good in Living End / Rhinos then, right?

ZozoLeZusticier(30.08.2022 19:10)

The Founding the Third Path specify mana values of 1 or 2 to avoid the Suspend spells =/

Fhedaykin(30.08.2022 17:04)

I disagree with 4 Founding of the Third Path.
The only spell advancing your gameplan for chapter one is Glimpse the Unthinkable, the probability to have both in you opener seems not worth.
Using chapter one to cast an instant at sorcery speed is also not my preferred way to cast Push and Drown.
Chapter two is a bad rate for mill, and if I am milling myself for chapter 3 I am not using the card towards my goal.
Chapter three is nice but not in the early game. I have tried Snapcaster in Mill and would always prefer him over Founding.