Last updated on March 1, 2025
Stinkweed Imp | Illustration by Nils Hamm
Drawing cards is one of the strongest game actions you can take inย Magicย because it lets you see more cards than your opponent, which gives you more options and resources to work with. Thatโs crucial in a game of resources likeย Magic.
Another way to see tons of cards is with self-mill strategies. Itโs often cheaper to mill yourself for a bunch than draw an equivalent number of cards, and there are plenty of strategies that allow you to convert cards in your graveyard into valuable resources at your disposal. Letโs look at the best self-mill cards!
What Are Self-Mill Cards in MTG?
Life from the Loam | Illustration by Sung Choi
Self-mill cards send cards from the top of your library to your graveyard. Theyโre among the most effective ways of filling your graveyard with cards to fuel various graveyard strategies. Some mechanics like dredge are built around self-mill and filling the graveyard, with others like delve utilizing milled cards.
There was a widespread errata in 2020 for milling, or putting cards from the library into a graveyard. The slang term โmillโ has been around for decades, a reference to Millstone. It was a community nickname, and cards spelled out โput X cards from the library into the graveyard.โ With the release of Core Set 2021, mill was adopted as an official rules term.
Self-mill cards come in two varieties: burst and continuous. Burst self-mill cards are effects like Drown in Filth and Mire Triton that mill you once, often with the spell resolving or a creature entering the battlefield. Continuous self-mill cards mill you multiple times over different turns, like Deranged Assistant and Mesmeric Orb.
A balance of burst and continuous self-mill is often best. Continuous cards tend to mill a smaller number but put more cards in the bin than one-off effects. The faster your deck is, the more burst self-mill you need to fuel your strategy.
#49. Mire Triton
Mire Triton is a perfectly respectable self-mill card. This often fills your graveyard and trades for a large threat, and ETBs are easily reusable with flicker and recursion abilities.
#48. Darkblast
Dredge is one of the most broken mechanics ever put on Magic cards. Darkblast isnโt much of a card but can be a useful interactive piece if minute creatures flood your meta.
#47. Deranged Assistant + Millikin
Deranged Assistant and Millikin are prime examples of continuous self-mill effects that add up over time. The gradual mana advantage pairs nicely with the mill, even if these are relatively ineffective later in the game.
#46. The Everflowing Well / The Myriad Pools
The Everflowing Well offers a lot of potential card advantage; milling two cards is similar to drawing two in the right deck. The Myriad Pools can offer some mana ramp and utility, but you need a lot of permanents in your deck for this to flip.
#45. Scavengerโs Talent
Scavenger's Talent has more going on than just self-mill, but sacrifice decks and self-mill decks often overlap in how they use the graveyard. This might be closer to a payoff for self-mill decks than a real enabler, but I like it all the same, even if it works in a narrow range of decks.
#44. Corpse Churn
Green tends to do the โmill than return a cardโ a bit better than black, but Corpse Churn is still a respectable cantrip that tosses some extra cards in the graveyard for your troubles.
#43. Winding Way
Though simple, cards like Winding Way are crucial for self-mill decks to get chunks of cards in the graveyard and fuel their strategies. Iโve found this one quite potent as you generally get whatever you need off it, creature or land.
#42. Cephalid Vandal
Cephalid Vandal is the epitome of continuous self-mill. While slow, it has the potential to outstrip virtually any other self-mill effect with enough time. Itโs just too bad of a topdeck late in the game to be appealing.
#41. Summon Undead
Fiveย mana is a lot for a reanimation spell, but many decks still welcome Summon Undead. A Rise again that chucks a few extra cards in the graveyard is just enough value for slower, lower-powered decks.
#40. Druidic Ritual
Druidic Ritual is a prime example of a grindy self-mill card. This offers plenty of card advantage for the enterprising self-mill player.
#39. The Mending of Dominaria
The Mending of Dominaria can be slow but offers an incredible amount of self-mill and ramp for decks willing to wait a few turns. The recent surge of saga support has made this even more appealing.
#38. Drown in Filth
Getting utility from your self-mill cards often leads to a more robust deck. Drown in Filth is a fantastic example of this principle. It fills your graveyard while removing a creature for a handy two-for-one.
#37. Neerdiv, Devious Diver
Neerdiv, Devious Diver has a lovely relationship with self-mill as it grows with your synergies. I actually really like this as a card; it offers powerful advantages, but it still requires some level of external support. Itโs not a perfectly self-fueling engine like Six. Though itโs not as strong, itโs much more interesting.
#36. Tyvar, Jubilant Brawler
Not only does Tyvar, Jubilant Brawler fill your graveyard, but it also makes immediate use of the milled cards. This is especially potent alongside cards like Hermit Druid and mana dorks whose abilities you want to use instantly.
#35. Bramble Familiar
Bramble Familiar is a fine ramp piece that offers some self-mill and the promise of a random permanent once mana's no longer an issue. This adventurous raccoonโs also a prominent part of Standard alongside Invasion of Alara.
#34. Breach the Multiverse
Breach the Multiverse wins games. Getting four threats while milling 10 cards from each player is more than enough value for a mere 7 mana.
#33. Wrenn and Realmbreaker
Wrenn and Realmbreakerโs mill ability is what weโre interested in for this list, but the ultimate's worth mentioning as well. The emblem is a great payoff for milling your deck, making this planeswalker both an enabler and a reward for self-mill strategies.
#32. Liliana, Deathโs Majesty
Liliana, Death's Majesty offers all the versatility you could want. You get to build your board presence while milling, reap the rewards of milled cards, and build toward a one-sided board wipe that often leads to quick wins.
#31. Dredgerโs Insight
This sort of 2-mana self-mill cantrip isnโt particularly uncommon in green, but Dredger's Insight is interesting largely because itโs an enchantment. Most of these effects are sorceries or instants; having an enchantment diversifies your card types, which is relevant for delirium, and being a permanent matters for cards like Muldrotha, the Gravetide and Sun Titan. Thatโs many little things in this cardโs favor.
#30. Emry, Lurker of the Loch
Emry, Lurker of the Loch is an efficient bit of self-mill with recursive potential, but this card requires a high concentration of artifacts, making it one of the narrower options on the list.
#29. Kagha, Shadow Archdruid
Kagha, Shadow Archdruid is a prime example of payoff and enabler. Their two abilities make them a powerful match with fetch lands and fight spells to grind your way ahead of your opponents.
#28. Lumra, Bellow of the Woods
Lumra, Bellow of the Woods provides self-mill decks with a top end that combines ramp with a massive body to propel yourself forward at an alarming rate, and it even fuels itself! That last bit is wildโIโd be just as happy with the massive vigilance reach creature that put three or four lands into play if it didnโt supply them itself.
#27. Grisly Salvage
Grisly Salvage is one of my favorite cards for self-mill decks; itโs just super-Impulse that fuels your deck! Itโs a small but critical role-player in Golgari decks () that care about their graveyards.
#26. Ertaiโs Familiar
Ertai's Familiar is powerful because of an errata that makes it mill you when it leaves play or phases out. This is a fun little self-mill engine that dumps a few cards in the yard every other turn.
#25. Quag Feast
Quag Feast will never be the coolest card in your deck, but cheap, synergistic removal that scales with the game is so incredible that I canโt imagine building a black self-mill deck without at least a copy.
#24. Mental Note + Thought Scour
A key part of Tolarian Terror decks in Pauper, Thought Scour and the less flexible Mental Note chuck three cards in the yard for a single mana while replacing themselves. These arenโt the flashiest self-mill spells, but certainly efficient.
#23. Angel of Suffering
Angel of Suffering is one of the more creative self-mill cards that can dissuade opponents from attacking you. Consider pairing it with cards like Ankh of Mishra and Ashes to Ashes.
#22. Ripples of Undeath
The heyday of Phyrexian Arena is long behind us, but Ripples of Undeath does a reasonable impression. In the right deck, milling a bunch of cards is kind of like drawing them, and the option to draw a few cards over the course of a game sounds exceptional.
#21. Incarnation Technique
Incarnation Technique is a reanimation spell worth 5 mana since you reanimate two creatures and put 10 cards in the bin. The trick is to demonstrate it with a player who can offer you something good in return or in colors that suggest they wonโt have many creatures.
#20. Aftermath Analyst
Aftermath Analyst made a name for itself in Standard as a critical part of a combo deck, but its power extends much further. Splendid Reclamationโs simply an exceptional card in self-mill decks, and having it stapled to a cheap creature (which green decks often find easier to recur than a sorcery) that mills a few cards makes it even better.
#19. Tasigur, the Golden Fang
Tasigur, the Golden Fang makes for a fantastic commander since delve pays for commander tax, but itโs also a solid self-mill engine. The activated ability ensures you draw cards while filling your graveyard. The trick is to be selective about what you exile with the delve cost to increase the odds of getting the card you want.
#18. Sludge Titan
I originally ignored Sludge Titan as a silly callback to the M11 Titans, but I only needed to face it once to realize my mistake. It generates an impressive amount of card advantage, even in decks that donโt care about their graveyard. If your deck does care, it goes really hard.
#17. Overlord of the Balemurk
Overlord of the Balemurkโs an exceptional self-mill tool as it provides endless advantage for the self-mill deck. It doesnโt even get trapped in your hand thanks to the impending mechanic, so you always have access to this valuable tool.
#16. Blossoming Tortoise
Blossoming Tortoise plays well with lands that have activated abilities, but thatโs far from necessary to make this card good. The combination of steady ramp and self-mill makes this a reasonable mid-game threat.
#15. Witherbloom Command
Witherbloom Command is one of the weaker Commands overall, but itโs useful for self-mill decks in two ways: It fills your graveyard and hits common pieces of graveyard hate, like Rest in Peace and Grafdigger's Cage.
#14. Skull Prophet
I might like Skull Prophet more than the card deserves, but Iโm a sucker for any early-game accelerant that provides additional value when you no longer need the mana. Getting two cards each turn is reasonable enough for a steady source of card advantage.
#13. Malevolent Rumble
Malevolent Rumble stands out among greenโs other mill cantrips because of the value represented by its Eldrazi Spawn token; when your cantrip and enabler ramps you, you know you have a significantly powerful card that fills many small roles.
#12. Six
Six is a powerful mill and recursion tool for graveyard decks, but you donโt even need to care about the graveyard to run this since itโs a self-fueling engine. Simply playing an over-statted 3-mana creature that draws cards when it attacks poses enough of a threat to make this an excellent Cube card regardless of graveyard synergies.
#11. Barrowgoyf
Barrowgoyf provides a nasty threat regardless of whether or not your deck cares much about self-mill. All it asks is that you play a mix of spell types, some decent creatures, and perhaps a fetch land or two. In exchange, you get a really powerful lhurgoyf that takes over games by itself.
#10. Stitcherโs Supplier
Stitcher's Supplier is among the most efficient self-mill cards available. Milling six for a single black mana is a fantastic deal. Between cards like Skullclamp and sacrifice outlets, itโs easy to get the full value off this little zombie.
#9. Cephalid Illusionist
The namesake card of Cephalid Breakfast in Legacy, Cephalid Illusionist is often paired with Shuko or Nomads en-Kor to mill your entire deck in one go and set up cards like Thassa's Oracle for a sneaky win.
#8. Stinkweed Imp
Stinkweed Imp is a powerful dredge card often seen in older formats. Itโs great with Tortured Existence in Pauper and just puts so many cards in your graveyard for 0 mana.
#7. Takenuma, Abandoned Mire
All of the channel lands fromย Neon Dynastyย are playable, but Takenuma, Abandoned Mire is especially useful at fueling other strategies and grinding in long games.
#6. Golgari Grave-Troll
Banned in Modern (twice!) and restricted in Vintage, Golgari Grave-Troll is one of the most heinousย Magicย cards ever printed. Thatโs it, thatโs the review.
#5. Life from the Loam
Life from the Loam doesnโt mill as many cards as its contemporaries but offers the greatest value beyond the graveyard. Getting back fetch lands is always nice, but there are plenty of other lands that send themselves to the graveyard for value, like Strip Mine, Wasteland, and the aforementioned channel lands.
#4. Brain Freeze
Commonly seen alongside Lion's Eye Diamond and Underworld Breach for an instant win, Brain Freezeโs utility extends much further. You only need one or two storm copies for this to be highly efficient, but the ceiling is often much higher.
#3. Court of Cunning
Court of Cunning provides two sources of card advantage. The self-mill is fantastic, as is the monarchy. Defending the monarchy is often easy for self-mill decks, which tend to have plenty of small creatures.
#2. Mesmeric Orb
You typically see Mesmeric Orb in decks attempting to mill their opponents, but self-mill decks get in on the value. The more lands you play, the more cards this artifact mills. Itโs almost unmatched in efficiency.
#1. Hermit Druid
Hermit Druid is a fundamentally unfair card that enables many combos. Youโll often play it in decks with zero basic lands, so you mill your entire library with one activation to set up one of the best blue creatures, Thassa's Oracle. Even with basics, it mills tons of cards for the lowest mana cost possible, and you can do it every turn.
Best Self-Mill Payoffs
There are a few prominent payoffs for self-mill. Recursive effects use the graveyard as a resource, but there are plenty of combo outlets and ways to turn your graveyard into additional value.
Delve cards are among the simplest payoffs. Youโll use all the cards in your bin to cast cards like Tasigur, the Golden Fang and Dig Through Time for next to no mana. Escape cards like From the Catacombs and Uro, Titan of Nature's Wrath similarly use the graveyard.
There are also plenty of effects that care about the number of cards in or going to your graveyard. Muldrotha, the Gravetide and The Gitrog Monster both benefit from a steady stream of cards going to your graveyard. Izoni, Thousand-Eyed and Grist, the Hunger Tide both turn excessive numbers of creatures into tangible win conditions.
Another payoff thatโs seen a lot of recent support is cards that care about cards leaving your graveyard. We get a smattering every so often, with cards like Tormod, the Desecrator and Syr Konrad, the Grim. Recent sets have introduced cards like Insidious Roots, Chalk Outline, and Defiled Crypt, inching this payoff ever closer to critical mass. Since most self-mill decks fill the graveyard to empty them later, these effects can cobble together a powerful value engine.
Finally, you can combo off with self-mill. A couple of prominent cards allow you to win with an empty library. Thassa's Oracle is the most infamous, but Laboratory Maniac and Jace, Wielder of Mysteries also benefit from effects milling your library.
How Does Self-Mill Win?
There are a few ways for self-mill decks to win. The most important aspect is to ensure your win condition needs cards in the graveyard. For example, blue decks in Pauper use Thought Scour and Mental Note to power out Tolarian Terror and Cryptic Serpent, while Vintage Dredge decks use cards like Prized Amalgam and Vengevine to flood the board with creatures from the graveyard.
Self-mill decks can also focus on combos. One way to do this is to empty your entire library into your graveyard with something like Hermit Druid or Brain Freeze, then return a card like Thassa's Oracle or Laboratory Maniac with any number of reanimation effects.
These are two vividly different examples of how self-mill wins, both by using the graveyard as a resource. Not every deck does this, but when you do, itโs often among the strongest and least fair resources in the game.
Tips for Playing Self-Mill
Firstly, make sure you have a plan for graveyard interaction; you need to ensure your deck doesnโt fold to Rest in Peace.
Be prepared for a long game. Self-mill decks often utilize a lot of recursive elements, like Druidic Ritual and Baloth Null, that allow them to out-grind other decks. There are exceptions, like Dredge or Underworld Breach decks, but self-mill decks tend to grind.
Ensure you have enough of the right cards! This tip is more for deckbuilding than gameplay, but it's essential. If your self-mill deck has a commander like Izoni, Thousand-Eyed that cares about a specific card type, you need to bias your deck towards that card type. One of the easiest ways to fumble a self-mill deck like this is to have too many off-type cards, filling your graveyard with duds.
What Beats a Self-Mill Deck?
Graveyard hate demolishes self-mill decks all the time. If youโre playing a self-mill deck, itโs important to incorporate some graveyard protection to ward off interactive spells that shut you down. These cards are often artifacts and enchantments, so ways to deal with those permanent types are vital.
The best tools against a self-mill deck are effects that exile cards instead of sending them to the graveyard. Rest in Peace, Dauthi Voidwalker, and Leyline of the Void are a few prominent examples of this effect. These cards all use replacement effects, so your cards never hit the graveyard; in addition to losing the resource of your graveyard, you wonโt even get triggers from payoffs like The Gitrog Monster. Some useful interactive spells to handle these effects include Witherbloom Command, Tear Asunder, and Assassin's Trophy.
Cards that exile your graveyard once, like Relic of Progenitus or Tormod's Crypt, can be problematic. Killing them is useful, but another strategy is to be patient. Rather like how you can try to bait out a board wipe by applying enough pressure that your opponent has to cast it without playing all your creatures, a bit of self-mill can prompt your opponent to crack these before they want to. Just be patient.
Finally, there are some precise graveyard hate spells, cards like Faerie Macabre or Graveyard Trespasser. These can be annoying, but since many self-mill decks go for quantity, they arenโt nearly as devastating as cards that eat your entire graveyard.
Wrap Up
Stitcher's Supplier | Illustration by Chris Seaman
Many of Magicโs most busted decks utilize the graveyard as a resource. From combo decks finishing with Thassa's Oracle to grindy, resilient decks dominating long games, the graveyard does a bit of everything. But all those strategies require ample fuel to get started, making these self-mill cards an essential piece of the strategy.
Whatโs your favorite self-mill deck? Do you like grindy decks or fast combo lists? Let me know in the comments or in the Draftsim Discord!
Stay safe, and keep milling!
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