Arena Standard - 2020 bo1 Standard - Acuity Mill

26 23 19
0 30 4 26
Control Jank
TCGPlayer $227.35
Cardmarket €182.42

An adaptation of my current Standard Acuity Mill list, adapted for the 2020 Standard MTGA event going on right now. A few bad matchups are gone, but others are more prevalent than ever.

General Guide:
Due to this deck's inability to ever hold board presence, you absolutely cannot afford to keep hands with no action. Mulligan to hold some form of removal, or at the very least [[Anticipate]] and maybe a [[Dovin's Acuity]] to go with it.

Against more low-to-the-ground aggro decks, you'll likely want to spend the Anticipates and sometimes even the [[Disfigure]]s early even if Acuity is in hand, as you can't afford to bleed that much life waiting to develop it. Mid-rangey things can generally wait, though you'll want to Disfigure cards like [[Risen Reef]] on sight.

As long as you already hold the necessary answers in hand, save [[Bond of Insight]] for when you need to reload on things like specialized removal or board sweep options. In the case of milling a Bond, always try to pick it up as one of your two cards so you can keep the chain going. Keep count of Bonds spent, and make sure to pick up a milled [[Clear the Mind]] if you've used up your third already, unless you absolutely need your removal to go the distance.


Mono Red Aggro (and variants) - As long as you can stabilize the early board, most mono red aggro builds are too slow to properly threaten a kill before a timely [[Kaya's Wrath]]. Having Disfigures in opening is great, use them liberally to clean up early threats until you've got your Acuity engine going.

Azorius Fliers - This usually feels easier than the other matchups. Just keep creature count low if possible, to limit [[Sephara, Sky's Blade]]. If Sephara somehow does make it on board, pray you have some form of targeted removal to clear her away before hitting the Wrath.

Gates - Laughably easy. Since their threats are just a playset of [[Gate Colossus]] and [[Gatebreaker Ram]], and maybe a couple of [Archway Angel], your removal should easily be able to keep up. One of the few cases where Teferi's +1 is handy, as you can instant speed Bond every time they try to recur Gate Colossus to further slow down their ability to lay down threats.

Dimir Control - Similar issue of relatively low threat count and a lot of irrelevant cards. [[Narset, Parter of Veils]] can be annoying, but since they usually aren't going to kill you quickly, you can generally play around her until you find your [[Planar Cleansing]].

Feather - Try your best to either stall things or force early [[Gods Willing]] so your removal can break through later on. Once your first Wrath hits, things are usually fine. If you don't draw Wrath soon enough, you're probably boned.


Elemental Aggro - Kill Risen Reefs ASAP, everything else is fine to leave on the board for a turn or two. [[Nissa, Who Shakes the World]] can be a problem if you don't find your [[Despark]] quickly. [[Cavalier of Thorns]] actually accelerates your wincon, so even bouncing it with [Teferi, Time-Raveler] can be a decent gameplan. For permanent removal, either Despark or Wrath into Bond can defuse the threat of it recurring something scary like Nissa. [[Chandra, Acolyte of Flame]] is the one giant threat here that has no easy answer - all you've got for her is Planar Cleansing, which will often happen far too late.

Field - Eliminate all [[Golos, Tireless Pilgrim]] and [[Yarok, the Desecrated]] on sight. Everything else is manageable, just try to maintain a constant grip of board wipes between Acuity, Anticipate, and Bonds to dig. Sudden appearances of Nissa or Chandra can be annoying too.


Grixis - [[Thought Erasure]] can pick your opening hands apart, as your removal cards are rarely relevant. If [[Narset, Parter of Veils]] hits the board early, it's GG. Dig constantly for Planar Cleansing and Despark.

Simic Flash - Countermagic can really hurt. Being able to stick a Teferi is vital, but difficult. You'll oftentimes have to use your removal on their turn to minimize the power of [[Brineborn Cutthroat]] and [[Nightpack Ambusher]]... whittling away at their shields and hopefully resolving Teferi/boardwipe is pretty much all you've got.

Possible Includes:

[[Price of Betrayal]] - A funny option for shutting down Narset and Chandra, but dead otherwise. Worth considering over Mortify if you're seeing those cards a lot in your runs.

[[Prison Realm]] - Targeted planeswalker removal, but anti-synergy with Planar Cleansing. Pick one or the other, depending on which you feel is more vital.

[[Sphinx's Insight]] - Initially tried as a replacement for [[Revitalize]], turns out you rarely need to slot high amounts of draw if you've got Acuity going.

[[Thought Erasure]] - All-around good card, but the deck is pretty full on slots.

[[Unmoored Ego]] - Difficult to justify in a relatively new format, but it can help out in eliminating the more egregrious threats in the weaker matchups.

[[Ashiok, Dream Render]] - Doesn't do much - you're not trying to turbo-mill, and [[Circuitous Route]] is the only card this will really shut down most of the time.

[[Narset, Parter of Veils]] - Difficult to protect and doesn't immediately answer anything.


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Last Updated: 10 Sep 2019
Created: 10 Sep 2019
338 53 0

Mainboard - 60 cards (20 distinct)

Instant, Sorcery, Enchantment, Artifact (30)
Land (26)
Planeswalker (4)

Maybeboard - 16 cards (7 distinct)

Main/Sideboard Rarity Count
18 16 26 0 0
0 0 0 0 0

Mainboard - 60 cards (20 distinct)

1 Clear the Mind
4 Dovin's Acuity
4 Kaya's Wrath
2 Mortify
4 Bond of Insight
2 Despark
3 Enter the God-Eternals
2 Planar Cleansing
4 Anticipate
4 Disfigure
4 Watery Grave
4 Godless Shrine
4 Hallowed Fountain
3 Scoured Barrens
4 Dismal Backwater
1 Temple of Silence
4 Tranquil Cove
1 Swamp
1 Plains
4 Teferi, Time Raveler

Maybeboard - 16 cards (7 distinct)

4 Thought Erasure
1 Unmoored Ego
2 Sphinx's Insight
3 Prison Realm
3 Price of Betrayal
1 Narset, Parter of Veils
2 Ashiok, Dream Render

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