Duskmantle Guildmage + Mindcrank Combo: If your opponent loses life or puts a card into their graveyard when both of these cards are in play and Duskmantle Guildmage's first ability has been activated that turn, you win the game through either reducing your opponent's life to zero or emptying your opponent's library (whichever occurs first).
Mindcrank: First half of your infinite mill outlet. Your opponent mills 1 card for each point of life lost.
Duskmantle Guildmage: Second half of your infinite mill outlet. Upon activation of the first ability, your opponent loses 1 life for each card milled for the remainder of the turn.
Dimir Infiltrator, Invisible Stalker,
Dimir Keyrune
,
Mardu Shadowspear
: Your infinite mill activators. Activate Duskmantle Guildmage's effect, then deal damage, triggering the combo for the win.
Dimir Infiltrator & Muddle the Mixture: Your outlet fetchers. Obtaining the pieces of the combo is more important than the utility they provide. However, these are not dead cards if you have the combo in your hand or on the field. Their primary effects help in activating and protecting your combo, respectively.
Ghost Quarter &
Leechridden Swamp
: Alternate win-cons. If your creatures are destroyed or otherwise unavailable, activating Duskmantle Guildmage's effect followed one of these land's effects with a Mindcrank on the field will win the game.
Serum Visions: Cheap cantrip, speeds up the process of obtaining your combo.
Dispel, Negate & Spell Snare: Counters to slow down your opponent enough to get your combo out.