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i havent play tested this deck yet. im putting my deck build out there to figure out a good build before i go find these cards.
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You'll need four more lands if you hope to make the guild Mage useful on turn five. Otherwise I love the sorcery choices and planes walkers. It's my opinion the creature and enchantment selection should reflect more control. Basically if the deck doesn't have enough answers to Agro , midrange, and bant it won't make top eight without a match shifting sideboard. Goodluck!
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Creatures:I would change from "Crosstown Courier" to "Shriekgeist". The spirit hast evasion and it is far more likely that he can really deal damage to your enemy and thus mill him. If the attacking creatures have some sort of evasion, you could also remove "Tricks of the Trade"Think of removing all "Consuming Aberration" for one more "Mirko Vosk, Mind Drinker". With the free spaces you could up "Jace's Phantasm" to 4 and "Duskmantle Guildmage" to 3, or add 3 "Wight of Precinct Six". Planeswalkers:Decide either for Jace or Lilian and remove the other one, in a mill deck I would prefer JaceSorcerys/ Instants: I would remove "Grisly Spectacle", you normally don't want to keep 4 Mana unused in your pool. Use the free place to up the number of "Dimir Charm" to 4 . "Mind Grind" will be of to little use with only 20 Lands, and you got yourself better alternatives. Use the free slots to up "Mind Sculpt" and "Pilfered Plans" to 4, or think of adding "Dream Twist" instead. I have no experience with "Reap Intellect" but it seems awfully expensive. Effective for sure, but expensive. 5 mana for 4 cards, 6 mana for 8 is expensive. You could remove annoying cards from your enemy's hand, but this spell comes T5+ without ramp and normally your enemy wont have that many cards on his hand left, the dangerous pieces will be allready on the board.Lands:I would remove 3 standard lands for "Nephalia Drownyard". It is a You can mill your enemy, even you are in topdeck modus and the chance of drawing the right card is small.
the consuming aberration are there for messing with people, big mid game blockers, and to constantly be used from my 5 cipher spells. i made some minor changes to the deck to take into account the more expensive spells. grisly spectacle is needed for the removal of key creatures. it also messes with opponents as their big creatures are gone.
Consuming Aberrations are essential in Dimir mill. Psychic strike is also a great spot mill. Counter a card that could effectively change the game and they lose 2 cards for it!
i would, but virtually all of my mana is used to cast every turn. i have none left to save for counters. the grisly spectacle would most likely be used on my turn, or saved for when i know they will attack with big stuff
Just out of curiosity, are you going after life or cards?
im going for milling their deck
Lose the Tricks in favour of Deathcult Rogue or Invisible stalkers in my eyes They are essentully unblockable and deal less damage
the tricks are to make sure my stuff gets thru. mid game with alot in their graveyard an unblockable consuming abberation is nothing to be ignored. also works with mirko, the couriers, and anything with the cipher attached to it
I would lose the Stolen identity for one more Breaking//Entrering :)
some slight modification. dropped the guildmages for a 4th courier and a 3rd grisly spectacle, then dropped the stolen identity for a 4th breaking/entering.
Consider using Far // Away for removal and potentially slowing your opponent's tempo, diversify your deck a bit more by thinning out cards to get some more synergies going. Hidden Strings is one of the cheapest and most effective cipher spells, and Rouge's Passage is nice to be used with your larger creatures =)
far\\away is too expensive for removal, the grisly spectacle is great for removal in this deck with the added mill effect. i added 2 hidden strings and 2 rogues passage. now i have 22 lands instead of 20. does this have more synergy now?