Crashing Dusk

by JaceTheMindsculptor on 02 May 2013

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Fast and aggressive mill control deck. If you're waiting to win through milling down to 0, then you're playing this deck wrong. Duskmantle guildmage is all you need, and Jace's Phantasm applies extra early pressure. Psychic strike is in there for some control elements, and nightveil specter gives great board control and provides a nice cipher target.

I don't think people fully understand how awesome Duskmantle guildmage is. First ability--for three mana. Drop a dream twist and you have a mill 3 + lightning bolt. Jace's 0 ability and you have a mill 10 and 2 lava axes. Now, combine duskmantle and mind grind... wicked good.

Deck Tags

  • Mill
  • Dimir
  • Standard
  • Gatecrash
  • Type 2
  • Blue
  • U/B
  • Black
  • Fast
  • Aggro
  • Aggro
  • Jace

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,026 times.

Mana Curve

Mana Symbol Occurrence

0402400

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Crashing Dusk

Yes, Duskmantle Guildmage has good abilities, but to have that much mana available to activate his ability and then use another spell is just too much. Say you get him out on turn two, then you have to wait at least THREE turns before you can do anything absurd, and against some really aggressive decks that's just not realistic. Even if you do drop Jace on turn four with him out, you have to hope Jace stays alive for a full turn before you can do any of that. It's just too unrealistic to get him out and have enough mana to do something good

1
Posted 02 May 2013 at 22:51

Permalink

I have to disagree with you there. Turn 4 is when you can start casting spells with his ability--little stuff like dream twist. Turn 5 you can flash it back or use paranoid delusions. Turn 6 you can Mind grind for one, cast Mirko Vosk or the Aberration, which would be pretty pumped up, assuming you're using codex shredder as well. I'm fairly new to standard play, but Turn 6 seems a bit early to lose, especially when you're knocking out 3 life a turn and the numbers only increase from their.

I would also prefer suggestions with your comment, or at least constructive criticism. Just saying it doesn't work isn't really constructive. What part doesn't work? How can I fix it?

0
Posted 03 May 2013 at 03:42

Permalink

It's too slow. Standard is a really fast format with decks like Naya Blitz controlling the meta game. With how much early pressure that deck can put on you, its hard to get a strategy like this one to work. It can work against a slow grindy control deck, but against aggro its just too slow. Naya can attack for 7 on turn 2, and have you dead on turn 3. If you had someway to counteract the life loss from the early turns, then it might work, but its hard to see it working like you want it to.

Don't get me wrong though, its an awesome idea for a deck and it can kill your opponent very quickly once you have all the pieces out, but in a standard environment controlled by aggro, its very unlikely that it would have very much sucess

0
Posted 03 May 2013 at 09:12

Permalink

That was the reason I included fog bank in there--to remove some of the early attacking stress until I can get Mirko Vosk or the aberration out. Do you think I need more? Something different? Suggestions are appreciated.

0
Posted 03 May 2013 at 10:42

Permalink

Fog bank is okay, but if anything I would splash green for fogs and the like

0
Posted 04 May 2013 at 03:06

Permalink

That's not a bad idea. I'll try messing around with that a little.

0
Posted 04 May 2013 at 10:55

Permalink