Duskmantle Guildmage

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

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Set Rarity
Gatecrash Uncommon

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Duskmantle Guildmage

Creature — Human Wizard

: Whenever a card is put into an opponent's graveyard from anywhere this turn, that player loses 1 life.: Target player puts the top two cards of his or her library into his or her graveyard.

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Duskmantle Guildmage Discussion

SpaghettiToastBook on Graveyard Moonshine

15 hours ago

You can try putting in Sphinx's Tutelage and lots of wheel effects: Dark Deal, Jace's Archivist, Windfall, Teferi's Puzzle Box. Notion Thief is a great card, and it'll be magnificent with Sphinx's Tutelage and a wheel.

Since you're filling up your opponents' graveyards, you might want to play Leyline of the Void or Planar Void to hose graveyard strategies. You can also use the Helm of Obedience + Leyline of the Void combo.

If you're using Phenax, Freed from the Real and Pemmin's Aura are excellent. Second Wind and Crab Umbra might be good too.

I recommend running any of the with useful CMCs -- especially 2 (for Mindcrank and Duskmantle Guildmage) and 3 (for Sphinx's Tutelage, if you put it in).

MrFrees on Ashiok's Nightmare

4 days ago

Thinking of a way to put in Duskmantle Guildmage

Recover819 on Dimir Mill

1 week ago

You can go infinite with Duskmantle Guildmage or Bloodchief Ascension and Mindcrank.

Surgical Extraction or Extirpate like cards to remove cards they have to keep you from milling them (Eldrazi, ETC).

I also like to do a windmill type mill. Which is Jace's Erasure or Sphinx's Tutelage with windmill effects Jace's Archivist, Whirlpool Rider.

MagicalHacker on The Sailors' Devil

1 week ago

Okay so, correct me if I'm wrong, but it seems that the point of this deck is to use your opponent's best cards against them by first milling them then stealing them from the graveyard.

So in terms of cards that mill, I wouldn't actually use too many, because we want room for abusing those cards in the graveyard. I would say like 21ish? Here are the ones that you have that I think you should keep:

These along with Life's Finale, Jace, Memory Adept, Phenax, God of Deception, Undead Alchemist, Nemesis of Reason, Mirko Vosk, Mind Drinker, Trepanation Blade, Keening Stone, Sword of Body and Mind, Mind Grind, Mindcrank, Duskmantle Guildmage (these two are good because of the combo with Bloodchief Ascension, not on their own, obviously), Startled Awake  Flip, and Talent of the Telepath puts you right on target of 21. It's a solid mill package, so I'd drop Dismal Failure, Psychic Strike, Ashiok, Nightmare Weaver, Liliana of the Veil (I know it seems great, but I really think that a deck like this needs more focus on the goal), and Necromaster Dragon.

Next, the abuse! This is one of the most untapped aspects of many mill decks, and it saddens me. What we need is an array of ways to get effects from opponents' graveyards, but the cards that we have unfortunately usually limit themselves to what card type they can get out of graveyards, such as artifacts, creatures, or instants/sorceries. According to EDHREC.com, the average deck runs 24 creatures, 12 artifacts, and 18 instants + sorceries. Based on those numbers, we should see at least 9 creature-stealing cards, at least 5 artifact stealing cards, and at least 7 instant/sorcery stealing cards, since we probably want 21 of these as well. For the artifact stealing cards, there are only two, and they are Geth, Lord of the Vault and Beacon of Unrest, so lets include 3 tutors to get these two cards as well. Those can be Demonic Tutor, Brainspoil, and Beseech the Queen. Next, the creature ones! I would say the best 9 are Reanimate, Animate Dead, Coffin Queen, Necromancy, Chainer, Dementia Master, Extract from Darkness, Ashen Powder, Sepulchral Primordial, and Nezumi Graverobber. Lastly, the instant/sorceries can be gotten via Memory Plunder, Spelltwine, Wrexial, the Risen Deep, Chancellor of the Spires, and Diluvian Primordial, so let's include Ethereal Usher and Netherborn Phalanx to be able to tutor for Memory Plunder if the commander isn't able to do what we need to do and Geth, Lord of the Vault otherwise. These tutors are really going to make sure you get what is best, as opposed to lots of cards like Jace's Mindseeker that get you a random card. What we want is assurance that the card we are getting is going to be impactful.

In short, for the aikido aspect, I suggest dropping Jace's Mindseeker, Phyrexian Metamorph, Puppeteer Clique, Gruesome Encore, Rise from the Grave, and Soul Ransom in order to add Beacon of Unrest, Demonic Tutor, Brainspoil, Beseech the Queen, Reanimate, Animate Dead, Necromancy, Nezumi Graverobber, Coffin Queen, Chainer, Dementia Master, Ashen Powder, Memory Plunder, Ethereal Usher, and Netherborn Phalanx.

That concludes the 43 cards I think you should absolutely run (21 mill, 21 reanimate, Bloodchief Ascension). That gives you 20 slots to put in whatever you would like after you put in the 37 manabase cards, but I think you will probably want about 7 ramp, 7 draw, and 7 spot removal (maybe fit a Laboratory Maniac as mentioned earlier), but I think you got those handled!

And yes, those two cards you mentioned aren't going to work, not necessarily because they're weak, but because they're too expensive when there are better options for cheaper.

azulnut on azulnut

1 week ago

I have been looking through other people's decks. Think I need Mindcrank to go along with Duskmantle Guildmage. I hear it is a cool combo.

Epochalyptik on infinite combo??

3 weeks ago

That said, there are a number of Mindcrank combos, including with Duskmantle Guildmage.

Epochalyptik on Can Kozilek stop an Infa-Mill ...

4 weeks ago

Mindcrank (you were close)

The Duskmantle Guildmage + Mindcrank combo is based on two abilities that trigger each other. Let's say your opponent starts the combo (either by making you lose life, thus triggering Mindcrank's ability, or by making you mill, thus triggering the ability created when Duskmantle Guildmage's first ability resolves).

The combo continues to proceed, with each ability triggering, resolving, and triggering the other ability.

When Kozilek, Butcher of Truth is milled, its ability triggers. Because you're milling, the special triggered ability set up by Duskmantle Guildmage also triggers.

When multiple abilities have triggered since the last time a player received priority, they're put onto the stack in turn order.

If it's your turn, Kozilek's ability will be put onto the stack first, then the Guildmage's separate ability will be put onto the stack above it. This means the combo will continue executing until you die, have no more cards to mill, or stop it from continuing. After the combo ends, Kozilek's ability will resolve.

If it's your opponent's turn, the opposite will happen and Kozilek's ability will resolve first, then the combo will continue. If nothing prevents the combo from continuing indefinitely, then you'll end the game in a draw.

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