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Dimir. Lurking in the shadows, they are the guild that does not exist. And they aim to keep it that way. With their dark and powerful mental magic, they rip the very memories from the minds of their victims, showing no mercy in their brutal efforts to keep the secrets of the guild locked away. The magic of Dimir is slow to start, but as it eats away at the victim's mind, their resistance grows weaker and weaker until they are left a drooling, babbling fool, mindless and helpless before the might of Dimir. These pitiful, empty minds are tossed to the pits below, to be consumed by unholy, aberrant monstrosities, anathema to both light and to reason. The Dimir do not exist. And with the ability to shred the minds of those who discover them... they will keep it that way.
This deck likes to draw fast and early, dropping Thought Scour and Think Twice whenever possible, especially in the early game. The deck's first priority should be getting defenders on the field; if you aren't against a beatdown deck, one or two should suffice. The Consuming Aberrations are the deck's heavy hitters, one of them on the field is a huge threat, two or more is a game-winner. If possible, Mirko Vosk should come out before an aberration, as the two can work in tandem to make the aberration a massive monster, capable of killing an opponent long before you actually mill them down. Of course, with 27 lands and a lot of fast, early card draw, you should have enough lands for truly grotesque uses of Mind Grind, ripping out huge chunks of your opponent's library with a single turn. If all else fails; if you've got mana and nothing to spend it on, Doorkeeper's ability isn't much in this deck, but if you can mill them for two or three cards a turn, sometimes that's all it takes to finish an enemy that's still got some resistance left.
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