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I am using bloodchief ascension for another deck that i have and someone mentioned using mindcrank with it. So i looked into it and thought about trying a mill deck with it. Then i talked to my brother and he gave me some cards to look into.
If you cant figure out how to use a mill deck...you dont belong in Magic lol but heres a hint take a look at bloodchief and mindcrank
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think possibly you want maindeck counterspells if your going for a combo deck to work. or some way to protect the combo. because soon as the combo is broken, then the deck falls apart. that being said i would aslo possbily include another 2 power unblockable creature to help getting counters on bloodchief. the wight can serve as a good back up plan i think if the combo does end up being disrupted. 4x tramuatize is very bad. you want 1 maybe 2 at most. this deck has so much focus on mil based cards that i think it will die soon as your opponent plays a threat and it sticks. there isnt much reason to have all these extra mill cards when you have an infinite mill combo already present in the deck. all those other cards should be slots used for protecting your combo and holding off your opponent while you assemble your combo to win.mind giving a like and look at my deck? thanks and take care! http://www.mtgvault.com/thebrotrain/decks/jund-walkers/
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This one is a little pricey. Another interesting deck.
it is pricey but i am thinking about owning it eventually
you take snaps out and this deck becomes 100 or less lol
its all the snaps and mutas really
This deck seems to try to balance three different win-conditions:- Combo with Mind Crank/Bloodchief- Regular Milling- Death by Damage (Wight of Precinct Six/Mutavault)As it is no, the deck is only for social/casual play, in which case it is a bit pricy.As a competitive deck, you're playing a bit "fish bowl", and not interacting anything with your opponent. The challenge with playing on too many horses at once is that you might end up being too slow on each alternative. - The Combo will probably not happen, as you have no way to search and shuffle for it. Even if you get the combo out, you only have Inkfathom as a sure way to get counters on Bloodchief.- The Milling is a bit too slow to win on its own- You will stuggle to maintain enough creatures on the battlefield to establish sufficent board pressence to win with these. The few creatures that you have are very vulnerable to a Path/Bolt. Precinct Wight is easy to block with a token.Points for improvement:I would mainly narrow down my win-conditions. Either you try to win with the combo, or you try to win through regular milling.- Not sure why you play Balustrade Spy. As a four drop it doesn't provide much Mill-effect, neither is it very impressive on the board.- Jace, Memory Adept is too slow for this deck.- 4x Traumatize is way too many. One or two maximum.- If you're playing competivite, I would add Archive Trap. You can play the trap as a response to any fetch lands.- Mutavault doesn't add anything to the deck, except additional cost. Creeping Tar Pit is better and cheaper for the deck, as it's unblockable which is a sure way to get counters on Bloodchief. But this is a late game tactic, so two is probably enough.- For sideboard or mainboard you should consider Surgical Extraction or similar. If your opponent is playing Emrakul or similar, it will ruin both your plans to mill him to death or to kill him by Precinct Wight.- This deck will quickly rund out of steam. If you start to "top deck", you've probably already lost. I would therefor add Visions of Beyond to pick up the pace again.For a competitive regular Mill deck, please see:http://www.mtgvault.com/roar/decks/mill/
bloodchiefs second part of his ability where if an opponents card goes into the graveyard from anywhere that opponent loses 2 life and i gain two life. id never heard of trap i put it in the sideboard for now cuz im not sure how many and what i want to take out.
Your challenge will be to get counters on Bloodchief. You don't have any type of disrupts (hand disruption/counters/removal), so your opponent will have a relatively easy task to build a defense against your other creatures and to Bolt/Path your Inkfathom.
the thing for me is that i have 3 possible ways to win. ive always got at least one back up i can watch how the cards go and adjust for it. it doesnt always work. wight was my brothers idea it looks like a good defensive possibility. as for the mutavaults i threw those in on my own. most likely not necessary but it opens other options. for the jace i havnt really figured that one out yet but it feeds the milling process. i think the traumatizes are good but i question the utility of the snapcasters for this deck since ive only got 12 spells that can be used.
Snapcaster is in your deck only to take advantage of additional Mill-effect. But in all honesty, you're so low on regular Mill-cards that you will never be able to Mill down your opponent the regular way.Which means you only have two realistic win-conditions- Damage with creature- Combo out with Bloodchief.Since you're not playing any disrupts, you will most likely be dead if the game goes five rounds. That means that Traumatiz/Jace is rather useless.Kepp in mind that Burn decks kills in 3-4 rounds, Splinter Twin comboes on round 4 and the same does Pod decks.But if this is a social/casual deck, then offcourse....go for it :)
its a social deck but my brother vaan104 is very difficult to play against. http://www.mtgvault.com/vaan104/decks/playing-with-matches/ his most recent burn deck.