iMtG Server: Gathering

Magic (The Gathering) => Combo Corner => Topic started by: Pi on January 01, 2014, 05:31:28 PM

Title: Mil and pain
Post by: Pi on January 01, 2014, 05:31:28 PM
{duskmantle guildmage} {mind crank}
Activate the guildmage's first ability, then find a way to deal damage or mil a card. One ability resolving will trigger the other for endless pain on turn 4
Title: Re: Mil and pain
Post by: abstractApathist on January 01, 2014, 06:09:45 PM
You can also use {Bloodchief Ascension} in place of {Duskmantle Guildmage} to add consistency.
Title: Re: Mil and pain
Post by: Pi on January 01, 2014, 10:33:10 PM
That actually would work very well. I had been using unblockable creatures like {dimir infiltrator} {invisible stalker} to start the chain reaction
Title: Re: Mil and pain
Post by: Destore117 on January 01, 2014, 10:54:23 PM
How I picture this combo working

T1 swamp {blood chief ascension}
T2 swamp  {Rakdos Shred-Freak} 1 counter
T3 island {dimir guildmage} attack again 2 counters
T4 {mindcrank} attack again 3 counters
Begin combo!

Edit: guild Mage is unnecessary here
Title: Re: Mil and pain
Post by: Vodier on January 02, 2014, 05:19:58 AM
I have an entire deck built around this combo and I can tell you it works perfectly. So much so I am the first target it multiplayers

The guildmage is perfect for the combo with mind crank especially since blood chief takes a while to charge. But if you need it to charge (or you need something to do damage to initiate the infinite loop) I suggest stab wounds. They deal 2 damage to the player every turn and cripple a creature slightly.
The player is forced to try and kill off the stab wound or play their counter spells etc.

Unblockable is also strong with trepanation blades. Still can't hit them to force the combo? Use codex shredder to mill for one card and so on. Codex shredder can also be used to retrieve a blood chief from the graveyard just in case the enemy naturalises it!