The owner of this deck hasn't added a sideboard, they probably should...
Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
For this deck you really want to get your duskmantle guildmages out early game and with decent draw power its pretty easy, after a duskmantle guildmage is on the field you can mill your opponent until they lose all of their life you can also do this by playing a consuming aberration combo with duskmantle guildmage or you can use pretty much any milling card to help with duskmantle guildmages, now if consuming aberration is out with duskmantle guild mage you can play his ability and then counter other spells while milling your opponent and making them lose a lot of life at the same time.Tenacious Dead are to provide blockers and theDeathcult Rogue are for swinging in unblockable or to be used as blockers and i would like to get a few reviews on this deck before this FNM.
This deck has been viewed 1,568 times.
Remove "Deathcult rogue". You have no spell which needs an attacking creature or damage done to a player. And if you want some defenders, there are creatures suited better for mill like "Wall of Frost" or "Wight of Precinct Six"Remove "Traumatize". Traumatize comes no earlier than turn 5, thats if you play no ramp, start with 3 lands on your hand and draw 2 additional lands. By this time you will allready have removed a great deal of your opponents library, and Traumatize becomes less cost-efficient with every card you remove from your opponents library before you play it.Mind grind is a mustMirko Vosk is also an amazing card
Permalink