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This is my try to modify and build a Duskmantle Mindcrank deck. This combo is able to win the game at a early state.

Description:

The combo is Mindcrank and the new Duskmantle Guildmage. Get both on the board, activate the guildmage's first ability, then deal any damage to your opponent or put any card in their graveyard. Once either the ability triggers, each card triggers back and forth, mill a card, deal a damage, mill a card, deal a damage, etc. Doesn't matter if they have infinite life or they're playing a Battle of Wits deck - the combo will deck them or kill them, whichever happens first.

The combo is combined with a counter/destroy control style of play. As a second and, another way to win with the deck is getting Runechanter's Pike through transmute, then cast it on either Creeping Tar Pit or Dimir Infiltrator.

All credits: http://forums.mtgsalvation.com/showthread.php?t=483549

Suggestions

Updates Add

Small change: took out 2x Dimir Charm to put in 2x Turn Aside.

I did this to the fact that, in most cases the counter that Dimir Charm provided, was too limited and at a too high cost. Counters in this deck are used to keep the combo unharmed and secondly to deal with the other players combos etc. All of the other counters of the deck makes fine sure that the other player won't have a pleasant time trying to get to the battlefield, but with Turn Aside i will feel better when executing the combo at a early state, or at 2nd/3rd game, where the combo has been revealed.

Comments

Date added 11 years
Last updated 10 years
Legality

This deck is Modern legal.

Rarity (main - side)

0 - 2 Mythic Rares

15 - 6 Rares

21 - 2 Uncommons

16 - 5 Commons

Cards 60
Avg. CMC 1.47
Folders zz
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