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OHHHH, THE PAIN!!!! |Primer| ($15 Mindcrank Combo)

Modern* Budget Combo Control Infinite Combo Mill UB (Dimir)

Sharkbait0926


Welcome to my take on a Mindcrank - Duskmantle Guildmage deck! If you would like to know more about the deck, the primer is below! If you like the deck, please make sure to upvote it!

I have been looking for a deck that was simple, cheap, and fun (at least for myself) to pilot with my playgroup for the past couple of months at FNM and for casual play. I stumbled across the Mindcrank - Duskmantle Guildmage combo and decided to build a deck around it. It uses control cards such as Mana Leak and Vapor Snag to keep the path clear before closing out the game with the combo. Cards such as Dimir Infiltrator and Shred Memory help tutor for the pieces while Thought Scour and Vapor Snag can enable the combo without attacking. At the time of posting, this deck is under $15 U.S. without basic lands. Suggestions are welcome!
This deck utilizes the Mindcrank - Duskmantle Guildmage combo as it's wincon. The combo is simple. Have both Mindcrank and Duskmantle Guildmage on the battlefield, then activate the first ability of Duskmantle Guildmage . Then either deal 1 point of damage or mill 1 card to start the combo, and you have just won the game.
There are a few cards in the deck to get the combo going. Besides using the second ability of Duskmantle Guildmage , you can use Thought Scour and Vapor Snag to either mill cards or deal damage to your opponent. In a pinch, you can use Dimir Infiltrator to swing in for a point of unblockable damage, but he is mainly in there for another reason.
This deck uses several different transmute cards to find the pieces that we need for the combo. First is Shred Memory . This card is one of the transmute cards in the deck. In addition to being a tutor, it hoses graveyard decks and can save you the game in a graveyard matchup. The other transmute card is Dimir Infiltrator . This card are copies 5-8 of our tutors and can also get in that sweet one point of damage to set off the combo if the other wincons don't work.
The rest of the cards in the deck are for finding your combo pieces or disrupting your combo. There are four Opt in the deck to help you dig for the right pieces. There is also a playset of Duress in the deck for some early hand interaction and valuable information on your opponent's strategy. Finally, there are
This deck has an extremely low CMC with each card with either a 1 or 2 CMC, so the game should run fairly smoothly. The average turn 5 combo is very easy to pull off with the amount of card selection and tutors we have.
Here is how the average game should go- Turn 1 you want to use a Duress or hold up a Vapor Snag if they are running an aggro deck.
Turn 2 you should have a combo piece or hold up a counterspell like Mana Drain . Turn 3 you either want to transmute or dig for your combo/hold up a counter.
Turn 5 or 6 at the latest, you should have your combo executed and win the game.
Have fun piloting the deck, and as always, upvote and leave suggestions if you want!

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Thank you all so much for the support in reaching number one on the charts! It means a lot to me that my ideas are good enough to be shared with a community as great as this one!

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Top Ranked
Date added 4 years
Last updated 2 years
Exclude colors WRG
Legality

This deck is Modern legal.

Rarity (main - side)

11 - 0 Uncommons

27 - 0 Commons

Cards 60
Avg. CMC 1.58
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