Overview
Duskmantle Guildmage + MindcrankA budget take on this combo.The 'optimal' list, just for reference (this is most likely outdated):
Modern izzet4lyf
SCORE: 10 |
7 COMMENTS |
1571 VIEWS
| IN 3 FOLDERS
I originally didn't have enough money for some better cards, so I whipped this brew up. It can go off turn 4 earliest, and is still pretty consistent. I am currently working on making the above deck (an exact copy of the one I run every FNM) better. Check it out and drop suggestions if you can!
This combo is, in my opinion, one of the most underrated combos in modern. It can go off by turn 3 in the right build (not this one), and once both pieces are on the board, any removal can be answered with an activation of Duskmantle Guildmage's ability. This is great because once you have the combo, your opponent effectively can't play spells, or they lose. They also can't lose life (fetches, phyrexian mana, etc).
Cards
There are 4 of each combo piece in the deck, and 12 tutors for them (I included everything with transmute and a cmc of 2). There are also 12 one-cmc ways to set off the combo, strengthening the chances of a turn 4 win (if you get the godhand and never need to transmute). There are also 10 counters to protect the combo pieces against pesky removal.
Duress just straight up gets what we don't like out of their hand. This deck basically offers its life total as a punching bag until we get the combo, so we don't really care about "pre-removing" creatures. Also, once we get the combo, we don't want it removed, and Duress hits removal and countermagic. If it's a huge problem in your meta or you're playing against RDW, you can always side some
Despise
in if you want.
Firstly, Bloodchief Ascension would require us to add cards that deal damage, forcing us to cut out crucial countermagic or tutor slots. Bloodchief Ascension is a good card, just a ton less reliable and slower over a period of time. You basically have to play it turn one for it to be relevant and on time for the win, whereas Duskmantle Guildmage can activate immediately if we draw him later in the game. Also, it can't be transmuted for; a minor problem, yes, but combined with all the others it's clear Duskmantle Guildmage is just better.
This seems like a popular question, so I've decided to put it in here. Gut Shot loses us life. And while not that important when you plan to win while casting it, we would then scoop at 2 life, which isn't that fun. Also, and more importantly, the turn 3 possibility with Aether Vial>Duskmantle Guildmage>activation>Gut Shot isn't present here (Aether Vial is as expensive as the deck itself), so its replacement with Thought Scour is fine. Thought Scour is also good at any time you have it, whereas Gut Shot is a dead card if you don't have the combo.
After 100 Playtests
(the godhand)
(had to transmute once/missed one land drop)
(had to transmute twice/missed two land drops)
Don't forget to +1 and drop any constructive comments you may have below!