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black/blue (dimir) mill deck with some creatures to block while you mill enemy deck and a lot of Sorceries to finish the job, this is my real deck used for eventual play with my friends and i want to make it more competitive for minor tournaments. All sugestions are welcome :)
walls for protection while you millavatar of woe to deal with stronger foes (costs only BB by the mid game)duskmantle guildmage + mindcrank for infinite combomany sorceries to mill the enemy deck fast
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I'm thinking!On what turn does the mindcrank-combo averagely kill?How easy is mindcrank-combo to disrupt?I have a milldeck that kills at turn 4-5 in modern, so if the mindcrank combo is reliable it might fit into my deck, as there is a theoretic "room" for at least 8 cards. Here's my newest modern mill-deck. It kills at turn 4 or 5 most of the time unless interupted in some way.I've won against 3 out of 6 opponents in the two latest modern tournaments I've been in, and this sort of mill normally nets me a minimum of 2 victories at every tournaments, though 3 victories twice indicates that the deck is close to being good.Also I'm a lousy player so a skilled one should get 4 wins with my deck instead of 3, and I know this for certain as I made a really bad mistake costing me a game I should have otherwise won...http://www.mtgvault.com/wickeddarkman/decks/fast-reliable-modern-mill/
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mindcrank+duskmantle guildmage combo need 4 manas to activate(3for guildmage ability +1 to trigger the combo with tome scour /memory sluice) so you basicaly can trigger it on turn 4 , other way is to use hedron crab on turn 1 and then on turn 4 use guildmage ability before put your 4th land, this way you dont need a "trigger" card the land you do it for you. and your deck seems faster than mine but i changed mine for a more defensive one when i lost for a rakdos one on turn 4, since i cant buy glipse of unthinkable i tried to build up some defense, any other idea to make mine faster or more consistent?
mainly a perfect starting hand is 4 lands(at least 1 diferent) + hedron crab + guildmage + mindcrank = 7 cards = all you need to use the combo on turn 4
Let me see:My own defence against aggro is to sideboard crypt incursion into mainboard, and I simply win if I draw it and has the mana, since it's lifegain is so insane.The mindcrank+duskmantle seems to be based on your opponent being milled, and one of your means are the hedron crab, so go full in on that aspect, and put in some shriekhorn, ghoulcallers bell or codex shredder. That will allow you to have turn 4 kills more reliably.One of my oldest defences against aggro have always been mesmeric orb, which will fit the whole setup-theme perfectly, since your opponent HAS to move or die eventually. Mesmeric orb is evil, and in a mill-deck it usually kills the opponent first if you play intelligently. (In your case it will empower avatar of woe, and I know some play 4 orb and 4 avatars) I play it recklessly but have no creatures, but I know from others that it works in creaturedecks as well, as long as your opponent "moves"/untaps the most. If the orb doesn't work for you, just use the jace-enchantment that mills them for 1 whenever you draw.Since my own deck already kills at turn 4 and is less disruptable I think I will skip out on the crank-theme :(