Opinions on DuskCrank

Modern forum

Posted on May 22, 2015, 11:41 p.m. by Twanicus

So I want to build a combo deck, specifically a win-on-the-spot infinite combo deck thats not Twin. I really like the Duskmantle Guildmage - Mindcrank idea, but Id like to get some community opinion before I start buying the pieces, with questions as follows:

A: Build more grind-and-control Abzan-like with the combo as a win con, build more tempo and Twin-like offering minimal disruption but still having answers, or go All-In like Living End ignoring what theyre doing and combo off ASAP?

B: Colors. Blue Black is there, obviously, which has many options, but splashing green gives decay and goyf, red gives bolt, terminate, and electrolyze, and white gives great protection and path.

C: Lastly, I plan on making this as competitive as possible, what kind of tier potential does this have, if any? I feel that an insta-win combo capable of turn 3ing someone (with gut shot) has to be at least tier 2 viable.

Sorry for the wall of text and over use of hyphens.

HolyFalcon says... #2

How's it T3? Also, I love this idea too.

May 22, 2015 11:44 p.m.

Twanicus says... #3

With AEther Vial and Gut Shot. Its definately the most all in version.

May 22, 2015 11:45 p.m.

HolyFalcon says... #4

Gotcha, why is Gut Shot needed? Isn't the combo just T1

Land, AEther Vial, Pass

Land, Mindcrank, Pass

Land, activate Vial casting Duskmantle Guildmage, and activate, milling for game?

May 22, 2015 11:48 p.m.

You need something to set the combo off, making it a 3-card combo.

May 22, 2015 11:50 p.m.

MindAblaze says... #6

You have to deal damage.

May 22, 2015 11:50 p.m.

Twanicus says... #7

you need life loss or card-to-graveyard (mill, counter, or removal) to begin combo after activation. swinging with guildmage would work on an open board.

May 22, 2015 11:50 p.m.

ThisIsBullshit says... #8

Because you need to get them to mill or lose life in order to begin the combo.

May 22, 2015 11:52 p.m.

ThisIsBullshit says... #9

Wow I got ninja'd by three different people holy jesus

May 22, 2015 11:52 p.m.

I'm kinda proud of a triple ninja for someone half asleep.

May 22, 2015 11:53 p.m.

HolyFalcon says... #11

Woah, triple ninja. What is this, Kamigawa?

K, missed that part

May 23, 2015 12:54 a.m.

ChiefBell says... #12

This is not competitively viable, at all. Duskmantle Guildmage, Mindcrank

The combo is based on 3 cards that span 3 different types of permanent. Every single deck in modern will be able to remove at least one of them with ease. If you activate Dusmantle's ability to start the combo then it goes down to two cards but costs a lot more mana.

There is no way to tutor up the combo with cards like Collected Company because it relies on not just creatures but artifacts too.

Combos like twin make use of flash which means they can go off extremely quickly and efficiently (end step - Pestermite, untap etc - Splinter Twin, gg). From the opponents point of view twin can go off in a single turn for a maximum investment of 4 mana (3 mana open in the opponents turn to cast the creature, then they untap and tap 4 mana for the enchantment). Whilst the combo spans the opponents turn and your own turn it only gives the opponent one chance to disrupt it because the opponent gets one single untap and draw step to find answers. If you want to go off in one turn you need to invest a lump amount of 7 mana (2 for guildmage, 2 for artifact, 3 for ability). It's less efficient in how it can split the mana up.

May 23, 2015 6:36 a.m. Edited.

ChiefBell says... #13

Essentially you need to find the combo in your deck and then pull the combo off in as few turns as possible to prevent the opponent from interacting with it.

This combo is simultaneously hard to find because it relies on many cards and costs a ton of mana which makes it hard to pull off in a single turn, and thus vulnerable to removal.

It doesn't pass any of the tests for a competitive modern combo.

May 23, 2015 6:42 a.m.

I would say roughly Tier 3, though I doubt it'll win any major competitions. As for color choice, I would say either stick with Dimir or go Sultai, because that would give you nice card choices and would give you a beatdown option as a secondary win-con. The thing about Twin is that they win very often without the combo, just by flooding with creatures (or beaters) and swinging with the control/burn package.

May 23, 2015 11:31 a.m.

SpartanCEL says... #15

Maybe this will help for ideas.

May 23, 2015 1:49 p.m.

Twanicus says... #16

As far as ChiefBells assembling the combo point goes, there are a few decent transmute spells that cover that issue, but it does slow the deck down. The invested turns and mana point however, is fully taken. TheAlexGnan, thnx for the link, its a good place to start. thanx for the feedback, guys.

May 23, 2015 6:31 p.m.

This discussion has been closed