Plans Gone Awry

by malignantmatt on 01 February 2014

Main Deck (60 cards)

Sideboard (8 cards)

Instants (4)

Enchantments (4)

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Deck Description

This is a lot of ideas that I just wanted out there.

Comments are welcome. I am always looking to make my decks more fun.

How to Play

Really complicated forms of control are going on here. Here are some things to keep in mind.
1. If you try to attack, flyers are the way to go.
2. You don't have to attack to win, duskmantle can handle it for you.
3. Duskmantle seer can kill you.
4. You might have to attack at some point.
5. Agoraphobia can be bounced back and played on another creature.
6. Intrusion can win the game if you play against direct damage, aggro decks.
7. If you lose the Bane alley chick, you will lose those cards. exile with caution.

When putting duskmantle in play, have a really good idea of where the expensive casting cost spells are. architects can be used to alter the opponents deck so they take more damage. They still get the card so you might be helping them. If its a good card put it second so the next turn, if they haven't casted it, you can use intrusion and play it against them. I have done it with book burning, (mill 6 or take 6 damage) it is such a great feeling to ruin an opponent with their own spells.

Much of the stuff in this deck is to keep you alive till you get four or five mana on the field, the signet helps. If you do you will literally have the opponent by the balls. Most vintage decks run fast so you really have to get a good hand and pray you get the draw you need. You won't be able to get creatures back after death, so get used to that. The two drops are sacrificial. Its okay if they die.

Deck Tags

  • Control
  • Dimir

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0363200

Card Legality

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

Deck discussion for Plans Gone Awry

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