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Author Topic: [Modern] Turn 4 Infinite Mill  (Read 474 times)

Qmstr

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[Modern] Turn 4 Infinite Mill
« on: May 31, 2017, 05:48:56 pm »
Turn 4 Infinite Mill

Turn 2: Mindcrank
Turn 3: Duskmantle Guildmage
Turn 4: Activate Duskmantle Guildmage's first ability and either attack with it or cast Tome Scour or Thought Scour.
A loop will occur when an opponent takes damage or when a card is put in their graveyard that causes the other effect to happen, which will happen until your opponent's library is milled, or their life total reaches 0.
Quackmaster

Qmstr

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Re: [Modern] Turn 4 Infinite Mill
« Reply #1 on: May 31, 2017, 05:52:52 pm »



Revision 2

Added/removed cards:
-2 Ashiok, Nightmare Weaver

Changed amounts:
-2 Dimir Charm
+2 Island
+2 Swamp
Quackmaster

Sovieticão

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Re: [Modern] Turn 4 Infinite Mill
« Reply #2 on: May 31, 2017, 07:25:05 pm »
Congratulations! nice deck

Firegriff

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Re: [Modern] Turn 4 Infinite Mill
« Reply #3 on: June 01, 2017, 12:56:47 am »
Have you considered Undead Alchemist?

Mad Arab

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Re: [Modern] Turn 4 Infinite Mill
« Reply #4 on: June 01, 2017, 09:38:14 am »
i have tons of experience with that combo, i have played it for years.
if you really want mindcrank to work in modern you need to consider some Cards:

going with the duskmantle line, you need to consider getting aether vial so that you can put the mage into play Instant speed.
T1: island + vial, T2: swamp + mindcrank, T3: play a 3rd land. and pass the turn. in response to anything that will send a card to his graveyard, you use the vial to enter the duskmantle guildmage, and activate his ability with Your 3 mana.
you can also consider to add a copy of necrotic ooze wich will act as a 5th guildmage and will allow you to avoid a pithing needle on Your mage.

mindcrank alone is a bad card in modern. (spending 2 mana to play a card that has zero impact on the Board)
to get more out of mindcrank, add bloodchief Ascension to Your deck. with 3 Counters it will basicly save you the trouble of playing the guildmage and activating it. Also consider reshape to trade an aether vial to find mindcrank for you. trophy mage can also be considered.

i would get rid of most of Your other mill Cards like mind grind, mind sculpt, consuming aberration, curse of the bloody tome, psychic strike, and focus more on protecting Your combo by attacking opponents hand with discard, or destroying his permanents. counterspells also sends Cards to the yard. (countersquall)

there are several other ways to build the deck by adding another color.
adding green for abrupt decay, collected company, Savage summoning could work.
adding white for ojutai's command and some hatebears could also work.
adding red will do a lot with bloodchief Ascension, Lightning bolt, volt charge, trash for treasure, kolaghan's command comes to mind.

as for the sideboard i would use yahenni's expertise instead of languish, and surgical extraction and some ways to deal with the few Cards that actually destroy the combo like rest in Peace.
some modern decks without Access to white mana has no way to deal with norn's annex and that is pretty sweet if you have bloodchief Ascension out.

have fun with the cool combo!
« Last Edit: June 01, 2017, 10:18:36 am by Mad Arab »

Flothebassist

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Re: [Modern] Turn 4 Infinite Mill
« Reply #5 on: June 20, 2017, 11:56:55 pm »
You don't even need to attack, you can juste wait for the opponent to play a spell... that will be put in his graveyard ;)

Qmstr

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Re: [Modern] Turn 4 Infinite Mill
« Reply #6 on: June 22, 2017, 03:07:02 am »
Thanks for the tips!
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Joseluismatar2

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Re: [Modern] Turn 4 Infinite Mill
« Reply #7 on: June 25, 2017, 10:19:27 pm »
nice combo, i will use :D