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.
|Want (4)||IAmVytheros , Karazaumi , metergram , TheAsianMongoose|
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|Commander / EDH||Legal|
Duskmantle Guildmage occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
UB (Dimir): 0.99%
Duskmantle Guildmage Discussion
3 days ago
- Naru + Flicker + Overwhelmed Apprentice with infinite blink.
- Naru + Flicker + Duskmantle Guildmage with infinite mana.
Naru + Flicker makes infinite mana and infinite ETB triggers of Naru + permanents. To assemble this combo requires seven mana . At least one land or mana rock you target with Flicker needs to be able to ETB untapped that way you can tap it for mana and then blink it to repeat. Arcane Signet and Commander's Sphere are good with Flicker.
This combo can be done at instant speed which makes it powerful. It doesn't have to be instant though because after making infinite mana you can stop the combo by not targeting Naru with Flicker and then cast spells. To execute the combo at instant speed you'll want to have the mill win condition already on the battlefield or some way to flash in the win condition such as with Emergence Zone. Zone is very powerful for combos especially when you have infinite mana because then you can cast any cards at instant speed for the rest of the turn and have the mana to cast them.
If you don't have a win condition before you combo with Naru + Flicker then you can draw into one with infinite mana with Blue Sun's Zenith. With infinite mana and all cards from your library in your hand in one turn you can assemble with protection any of the other win condition combos such as cast Phenax + Eater + Greaves, etc.
If interested in adding these combos then I offer more advice. Good luck with your deck.
6 days ago
jordanalessi, you clearly didn't read my post. That's okay. I'll explain it again.
Tutors are almost never the problem. Most of the time they are used to find spot removal and wraths. When they are used to find your combo pieces, you need to reveal them and now your table knows what's up.
If a meta has a "problem player" that always uses some kind of combo to win the game, and they are always tutoring up those pieces, the tutors are not the problem. The combo is. Therefore, the combo must be addressed.
It's like having an infection from a cut. You put a band-aid on the cut, but you still have the infection. You didn't solve anything.
You need to look at the core problem, not the Band-Aids. So if a player constantly uses combo decks that win the game immediately, ONE potential solution is to ask them to not play it so often. Another is to shift your meta to resist that combo better. Another is to leave that group and find something more fun for you.
In the discussion, we are talking about the idea of out-right banning tutors, which frankly is ignorant. I'm not calling any user ignorant, I'm saying the idea of banning an entire "archetype" of card ignorant.
It's like banning "burn spells" because someone feels damage should only be dealt via combat damage. Or banning "draw spells" because it's unfair someone has 30 cards in their hand at all times.
You don't ban the whole card group, you look at specifically which cards actually cause the problem and ask what the pros and cons of banning it would be.
Now, we move toward the part about if you DID ban all tutors. If there were zero tutors in all of Magic, yes draw and Scry would be the next best option. You'd filter into your cards at accelerated rates to get them out as soon as possible.
I repeat, since you didn't read it the first time:
- In a format where tutors do not exist, drawing and / or scrying into the combo pieces would be the next logical step, making them the second best option.
If you are still confused, ask and I'll try to explain it better, again.
2 weeks ago
However, I wanted it to be a replacement effect, a la Palisade Giant or Phyrexian Unlife, not similar to Duskmantle Guildmage, as I wanted it to create a real sense of safety against burn. Also, it would disable Death's Shadow and Commander Damage, but still allow Infect kills.
3 weeks ago
Geth, Lord of the Vault is pretty cool but I like the Thief and the Specter over him just due to their low CMC, 3 is a lot more attainable than 6.
Tormod's Crypt probably wouldn't be a bad idea but I've got a bit of a rep for always running it as a "pet" card so I was trying to avoid it so as not to be predictable. Elixir of Immortality is a classic and I'll probably play test it.
I think you're correct about Fraying Sanity it's not bad a closer but honestly I've got the Commander kill win con built in as a late game closer as it stands. Fact or Fiction is a tough one, if nothing else it always creates tension at the table and can lead to good politicking but I think there are better options for sure.
Archaeomancer was left on the cutting room floor due to barely having a dozen viable targets for it. I'd rather spend the 4 mana elsewhere, especially in a deck with no bounce/ETB abuse
Sphinx's Tutelage now that has some solid potential, especially as another infinite mana dump that leads to crushing the whole table.
Thanks for the suggestions!
3 weeks ago
Here are my thoughts:
Out: Thief of Sanity, Nightveil Specter, Duskmantle Guildmage, Fact or Fiction, Fraying Sanity
The Thief of Sanity and Nightveil Specter both require combat damage to get the effect and you have a lot of other creatures doing the same things. I know it is a theme of the deck, and I'm not saying to take both of them out, but consider one or both depending on the other cards recommended. Duskmantle Guildmage requires a lot of mana and just feels kinda weak. Fact or Fiction is a good card but I think you would be better served with other options. Fraying Sanity only targets a specific player and you have no way to reset. I know it allows you to target "that player" but something just feels off about it.
Consider: Geth, Lord of the Vault, Archaeomancer, Psychic Corrosion, Memory Erosion, Sphinx's Tutelage, Tormod's Crypt, Trepanation Blade and Elixir of Immortality.
Let me know what you think.
1 month ago
Hello, 2020 is alive and milling !
I may try to go the competitiviest possible with tutors and combos one day, if you have any suggestion regarding this it is very welcome (as long as it does not require to hardcast something CMC > 5, thank you in advance).
1 month ago
Dragon Nest enters the battlefield tapped.
Whenever a Mountain enters the battlefield under your control, if you control at least five other Mountains, create a 0/2 red Dragon Egg creature token with defender and "When this creature dies, create a 2/2 red Dragon creature token with flying and ‘￼: This creature gets +1/+0 until end of turn.'"
Mash two cards together to create a new one. Let us know below the card what you mashed! :D
No broken / infinite combos, please.