The budget version:
deck-large:infa-mill-turn-4-win-for-25
The 'optimal' version, the one I'm working towards:
Modern* izzet4lyf
SCORE: 10 |
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Overview
Take their libraries, take their life.
Duskmantle Guildmage + Mindcrank
, in my opinion one of the most underrated combos in modern. It can go off by turn 3 in the right build (not this one), and once both pieces are on the board, any removal can be answered with an activation of Duskmantle Guildmage's ability. This is great because once you have the combo, your opponent effectively can't play spells, or they lose. They also can't lose life (fetches, phyrexian mana, etc). As of now, I haven't had a losing record at FNM.
Card Choices
Duskmantle Guildmage/Mindcrank: The combo. 4 of each, obviously.
Muddle the Mixture/Dimir Infiltrator: Still useful even if I don't transmute them.
Polluted Delta/Flooded Strand/Gitaxian Probe: These essentially allow us to run only 51 cards. The fetches thin out your deck and Gitaxian Probe costs no mana and replaces itself.
Duress/Inquisition of Kozilek/Thoughtseize: Hand removal is best removal. Hopefully I get more Thoughtseizes soon.
Vapor Snag: Speaking of removal, this is pretty much all we need for creatures we leave in their hand. Also sets off the combo if we need it to.
Thought Scour: Cantrips are nice. Can also set off the combo when the opponent isn't interacting.
Dispel: Since the only spells we care about countering are counterspells, because we just win if the opponent tries to kill a combo piece (I mentioned it above with Duskmantle Guildmage's ability going on the stack above the kill spell).
Remand/Spell Pierce: More cheap countermagic. I need to consolidate these, probably into Spell Pierces.
Aether Vial: Lets us transmute for Duskmantle Guildmage and play him on the same turn/on their end step, and even activate him on the same turn sometimes. Invaluable in this deck. Desperately need more.
In Conclusion
I'm looking to make this deck faster and more consistent. If you look at the "better version" above, it can go off on turn 3, which is what I'm working towards. Some help in the sideboard would be excellent, feel free to add anything you think could help! Don't forget to +1!
This is the EXACT list I run, kept like this for playtesting purposes, so check the maybeboard before you suggest anything! Most things in there are currently undergoing playtesting or am on my want list. The deck is far from perfect, and I'm working on it.