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-Infinite Mana -Mill your opponent -high combo probability due to high card redundancy Ideal Draw: Turn 1: -[Island] + [Careful Study] (Discard Fatestitcher) Turn 2: -[Forest] + [FertileGround] (cast on Island) Turn 3: -[any Land] + [Fatestitcher] (Unearth) -put {X}{U}{U}{U} into pool by untapping the enchanted land with [Fatestitcher] -enchant [Fatestitcher] with [Pemmin's Aura] or [Freed from the Real] and untap it with the last {U} -infinite mana is now ready (fill it with blue and black Mana) -[Dimir Guildmage] OR [Treasure Trove] (to draw cards until you get Dimir) -Opponents discard their cards by [Dimir Guildmage] ability -Draw cards until you have [Capsize] + some counters -Return all permanents to the opponents Hands [Capsize] (Buyback) -Opponents discard their cards by [Dimir Guildmage] 's ability -Opponents draw and then discards one card after another until their library is empty [Dimir Guildmage] 's abilities -End your turn, enemy can't draw, you win OR normal Draws: Play with Krosan Restorer in Turn 3 if Fatetitcher isn't available and start infinite mana at turn 4 OR Transmute Cards to get the combo later Consider waiting with the combo until enemy is tapped out or you have enough mana to protect your creature with muddle the mixture or counterspell (ignore sideboard, just some cards i want to remember in the scope of this deck)
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i like how you did your mill deck. i made a U/G/B with defenders. check it out http://www.mtgvault.com/ViewDeck.aspx?DeckID=401652
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Not really Dimir, more of a GU infinite mana deck using a Dimir card as your win con. I would just drop the Dimir Guildmage and add a blue (X) spell as a finisher. The best one I can think of of the top of my head is probably Increasing Confusion, it can put Fatestitcher into your graveyard when you need to, and can immediately mill your opponent out. The problem with your plan using Dimir Guildmage is that you allow your opponent to draw their entire library, often giving them access to instant-speed removal to kill your Guildmage. Increasing Confusion avoids this issue. If you don't mind letting your opponent have access to their whole library, Blue Sun's Zenith is another alternative that is probably better than the Guildmage
Also, not really high combo ability because you don't have redundancy for fertile ground or fatestitcher, and once you get them you still need several other cards
Yeah, thats true, but first thing you do as the combo is rdy is letting your enemy discard his hand with dimir, your mana pool is full anyway and his abilities can be stacked above removal instants until you draw a counter -then you draw only until you reach your Capsize and some counters to protect your combo. then you return each permanent (also lands of course) to his hand and let him discard them with dimir -then you let him draw ONE card and let him discard it, repeating that with the rest of his library while he has --no lands for mana that would allow him to use spells from hand or graveyard --no more than 2 cards that would allow him to play force of will e.g. so you are not giving him his 'whole' library... but you are right, maybe i should throw in more capsize combo probability redundancy: yeah maybe more LeyDruids and DriftOfPhantasms to transmute to them. fertile ground can be transmuted with MuddleTheMixture at least, every functional card has 8 cards that allows you to get it considering transmutation. Also, don't underestimate the deck thinning through the sacrifice-lands