TheWeeklyBrew:Duskmantle Crank

by TheNightbringer on 05 August 2016

Main Deck (60 cards)

Sideboard (15 cards)

Artifacts (2)


Enchantments (2)

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Deck Description

So the idea of this deck is to highlight the duskmantle guildmage mindcrank infinite mill combo in modern. This is notable as I doesn't rely upon the mill to win as the damage from duskmantle will kill them first making graveyard resets irrelevant.
So once again the card choices:

Duskmantle: Half of the wombo combo
Snapcaster Mage: Its a blue control deck need I say more
Ancestral vision: decent draw in a control deck
Inquisition/Thoughtseize: good for removing removal
Apostles Blessing: Lets you protect both crank and mage
5 Counterspells: Selection may vary based on meta
Gut Shot: lets us start the combo train for nothing
Mindcrank: the other half of the combo
ThopterSword: As this is a slower control deck this fits very well in our esper shell
Bitterblossom: To be all about having blockers

How to Play

So you really want to control the board early and save crank and mage for the combo. Thopter Foundry, Bitterblossom, an sword of the meek are good keeps to help stay alive until your counters become more relevant. These are also cards that demand answers.

So the Combo is Duskmantle Guildmage + Mindcrank = Infinite mill/Infinite Damage

Its generally best to save your effort until you have an apostles blessing to beat removal (Path or Abrupt decay)

Deck Tags

  • Modern
  • Combo
  • TheWeeklyBrew
  • Competitive

Deck at a Glance

Social Stats

17
Likes

This deck has been viewed 3,582 times.

Mana Curve

Mana Symbol Occurrence

4241200

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for TheWeeklyBrew:Duskmantle Crank

Muddle the Mixture and Shred Memory would be awesome in here. All the combo pieces for both combo's cost 2, and these two cards can Transmute for them. I see Muddle the Mixture being most relevant here as it's a counter spell, though limited in what it can counter.

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Posted 22 August 2016 at 07:28

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maybe swap countersquall for muddle

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Posted 22 August 2016 at 07:29

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Dusk mantle mind crank is very strong combo.
Thopter foundry and sword of the meek is a very strong combo.
snapcaster and blue value like cryptic is a very strong combo.

What is your deck trying to do? If you want consistancy (which if you want to win then you do. ) id suggest making the deck centered around one of these powerful combos instead of putting them all in the same shell and never drawing the right combo pieces.

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Posted 25 August 2016 at 07:34

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the main win con is duskmantle mindcrank and I agree that while thopter sword may be a bit much I do believe that dusk crank belongs in a control shell which is why I added the snappys

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Posted 25 August 2016 at 16:51

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I like the idea but it just doesn't quite make sense to me I mean it is obviously a duskmantle mindcrank deck, but why is it in a control shell.
I also see it has the thopter foundry and sword of the meek combo but I still don't think it makes sense.
not trying to be rude or anything I just don't get why it has a control shell.

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Posted 25 August 2016 at 18:45

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what shell would you put it in?

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Posted 25 August 2016 at 19:40

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an aggressive shell doesn't work and neither does a tempo shell the deck this is closest to is twin which was very much so a control shell so I think this is the proper shell

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Posted 25 August 2016 at 19:51

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Aye, as you need to keep the mana up to use the ablity, passing with mana up is mainly what control does.

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Posted 25 August 2016 at 19:54

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Duskmantle/Mindcrank seems to be becoming popular again. I like what you've done with it though. I don't see the point of the thopter combo, but it doesn't hurt the deck. I don't see the third combo people have been talking about though. Good Job

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Posted 25 August 2016 at 21:27

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i mean you can tutor for all the bits of each combo with the transmute.

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Posted 25 August 2016 at 21:44

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I like it. 2 Combos in one? And it doesn't even hurt the deck!
Good job Nightbringer.
I do have a couple of questions though. Have you tested this? How well does it play? Are there any problems with mana?

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Posted 25 August 2016 at 22:37

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I haven't tested this one I just brew decks if I thoroughly tested every deck I brew it would be a full time job I'm just hoping to encourage some more diversity in modern

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Posted 25 August 2016 at 23:07

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This deck really is spicy. I like it, really do, but it's waaaaay out of my price range.

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Posted 26 August 2016 at 05:02

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most of that is snappys and land modern seems really expensive but really most of the money is in the lands which once you have a playset can be used in a ton of decks so its more of the commitment so if your going to focus on modern as your only source of magic its not as bad that being said goddamit wizards reprint the zendikar fetches so we can have some reasonably priced modern decks

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Posted 26 August 2016 at 05:11

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I hate to say, I'd play decks like this more often and brew that way as well if the lands were cheaper.

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Posted 26 August 2016 at 15:20

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If you want I have a budget one. It doesn't have the extra combo though...
www.mtgvault.com/stormtide/decks/mill-deck-supreme/

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Posted 26 August 2016 at 15:28

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planeswalkernigel has deleted this comment.

Posted 26 August 2016 at 20:15

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ehh this deck plays similar to twin where you are more waiting for them to tap out to win

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Posted 27 August 2016 at 06:13

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I hate to be a kill-joy, but I should let you know that any infinite loop ends the game in an immediate draw. It's a cool combo, but rule 801.16 states that "if the game enters a 'loop' of mandatory actions, the game is a draw for each player who controls an object that's involved in that loop." (your duskmantle, and mindcrank, and their library). So if you do use the duskmantle-mindcrank combo, both players end in a draw.

There are in fact multiple combos that could be played in a deck like this (that is, with those two cards), but that combo can't win you the game.

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Posted 02 September 2016 at 22:33

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Except that this is not technically an infinite loop as it will end when the opponent either doesn't have cards left in his/her library or doesn't have life left to lose. When there's no more of either life or cards, the triggers will stop.

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Posted 02 September 2016 at 23:46

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Ah. so the "With no way to stop" is the key to that rule? I understand. My bad. :)

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Posted 03 September 2016 at 00:13

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I really like the deck, I love Mill decks especially, but the price to build is what puts me off. Overall very nice build though.

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Posted 03 September 2016 at 18:17

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I made a budget version, but it doesn't have the extra combo
www.mtgvault.com/stormtide/decks/mill-deck-supreme/

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Posted 03 September 2016 at 19:25

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The price mainly coems from the land and utility that makes it more flexable and able to live though aggro and removel that the competive modern scene entails. Your deck is consistant though. I worry about its lack of draw, even if you are running the transmute cards, its a 1 for one for three mana. Though in a casual playgroup the pollow fort strat often works.

I like it, as a casual multi player 60 id give it a sold 6/10. :D

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Posted 03 September 2016 at 23:35

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It bothers me that the only reason red and white are main board at all is for path to exile and lightning bolt. Why not keep it to Dimir control or throw out one or the other for three colors and go easier on your mana base? You could add so many other things that make the deck so much stronger and synergize better instead.

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Posted 08 September 2016 at 19:59

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The problem is that path and bolt are just amazing combo/control cards that are hard to leave out even if that's the only reason you are in colors I could see dropping the bolts and red for say a few remands and spell pierces though.

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Posted 08 September 2016 at 20:07

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Looking at your sideboard I would say just go esper. Bolt is great, and so is path, but they aren't so powerful every deck needs them. No matter how much others may argue it, not every deck should run the cards because every deck runs different. I recommend just replacing bolt with thought scour, as it either draws a card and potentially mills off the opponents big threat like. On the other hand it can begin the combo for less mana (duskmantle ability 1UB + Scour U = 4cmc to the 7 CNBC for both abilities) Then you can replace the red lands for better lands, like some more fountains or such.

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Posted 08 September 2016 at 23:20

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True I haven't tested this deck much I've been playing with my puresteel brew but I'll take a look at pure esper here

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Posted 08 September 2016 at 23:55

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Thought scour is good here, and moon decks are becomeing a bigger and bigger thing from what i hear, so making the mana less janky is probabaly a good idea.

Though you run snaps, and allot of decks LIKE being milled so id say, target yourslef if your oppenet likes being milled OR if you have a snap in hand. HOLY SHIT it also allows you to put what ever you scryd to the top with visions INTO YOUR BIN TO SNAP BACK! HOLY SHIT THE SYNERGY!

Also, if your more esper, how about testing an ojuti's command in place of my cryptic. It counters threats vs creature decks, and it gets you value in gettingback duskmantle if it died before you could combo, or just plian drawing you a a card. The four life isn't irevlent agasnt decks like burn aswell that will often have a creature finisher. Though this is a %100 meta dependant card, the anto aggro and tempo capabality of cryptic is fucking emense.

ALSO!!!

Would you alter the mana base to +1 godless +1 fountain +2 collonade?

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Posted 09 September 2016 at 15:22

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So after significant testing and updating we fell into a pure esper shell dropping red for sanitys sake. this also allowed us to drop harder into snapcaster synergies as we play a combo variant of esper control. What do you guys think of the changes let me know and check my other brews if you are interested in a more diverse modern experience.

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Posted 13 September 2016 at 05:40

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Looks a lot more streamlined. Good job.

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Posted 13 September 2016 at 06:22

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