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This is an altered version of my deck "plans gone awry".This should be in modern. Most of these cards have been reprinted. Its not the fastest out there but this can get quite unruly. Its a lot of fun to play in casual but doesn't really stand up to most modern beatdown decks. I like the Dimir a lot and this was a way to use cards that I don't get to play as often as I like.
There are multiple elements to this deck and instead of focus on one attack I have found it is better to attack from multiple fronts.One strategy is to use the guildmage's abilities to make the opponent lose life and get them to mill/discard from the siren or other spells, recoil or pilfered plans for instance.The other way to win is through the duskmantle seer. His ability and his 4/4 flying can drop an opponent quickly once it goes into effect. Use the architect to put cards in the players deck that will maximize the seer's effect. Also use the starfish to keep yourself from taking unnecessary damage. The fiend and appetite for brains can help keep the board clear of any nasty flyers by removing them before they hit the board. They are just useful all around if you want my opinion. Brain Maggot can be a great sub for the fiend but the only ones I have are busy keeping my Dimir mill deck in playable condition. You should check that out it's named, "Mississippi Delta Blues". Psychic intrusion has to be the best way to win all around. There is nothing like killing an opponent with their own spells.
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