Bloodchief Ascension/Mindcrank..

by GMBP on 07 November 2011

Main Deck (60 cards)


Artifacts (4)


Enchantments (4)


Land (20)

Sideboard (0 cards)

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Deck Description

BCA/Mindcrank Combo: I could be wrong, (I randomly discovered this combo playing) but as I understand it, BCA and mindcrank set each other off indefinitely. Once you have them both out and BCA has 3 counters, you need 1 dmg to opponent or 1 card of theirs to enter graveyard and you win. This is really cool because it gives you several options to finish the game(creature kill, discard, mill, artifact/enchant kill, counter, etc.).

The Combo: Imagine you have Bloodchief Ascension with 3 quest counters, Mind Crank, and a Vampire Nighthawk on the battlefield. You hit opponent with your nighthawk for 2 damage. For each damage point, opponent mills a card with mindcrank, so thats 2 cards. For each card milled you can have opponent take 2 damage while you gain 2 life with BCA, so thats 4 damage. Now, since BCA did 4 damage, you have the opponent mill 4 cards. The effect not only indefinitely perpetuates itself, but continually doubles each time both are set off.

I think that under the best circumstances you can win a game with this deck on the opponents turn after your second turn, so the opponents 2nd or third turn.

Combo Goals:
1. Get BCA and Mindcrank on field
2. Deal 2+ damage to opponent on 3 seperate turns WITH BCA out (preferably yours and opponents turn) until
you gain 3 BCA quest counters.
3. Cause an opponent's card to go in graveyard, or deal player damage = win the game.

I like this combo because even if the player has defense against 1 type of the finishers(IE: Emrakul in library for milling), there are 2 finishers occuring simultaneously which is obviously much harder to prevent.

The strength behind My deck is speed. The highest cost card I have is 3 (vamp nighthawk/hideous end/beseech the queen). Dark Ritual and a variety of 1 cost cards speed up the damage dealing process, as well as set the combo up faster. I only have 2 beseech the queens because I'm not focusing the deck on fetching, those are more like last resorts or fetches if i am missing a piece to the combo.

Giving BCA quest counters is probably the biggest gap to breach in this build(2 damage per turn gives a quest counter). I tried to focus on cards that are versatile towards the goals of the combo, and cheap to cast.

The lack of creatures in this deck make it important to finish the game as soon as possible as you can get overrun if you let the game go too long or can't draw what you need.

Let me know what you think, good or bad.

Deck Tags

  • Combo

Deck at a Glance

Social Stats

5
Likes

This deck has been viewed 1,783 times.

Mana Curve

Mana Symbol Occurrence

004800

Card Legality

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

Deck discussion for Bloodchief Ascension/Mindcrank - Comments and Ideas Welcome

BLOODCRANK!!

Josh Mano was going to build this deck as a Red/Black deck, which I like because you have more spells that you can cast during your opponents turn to get the counters up faster.

This is the first Bloodcrank deck I have seen that uses Sleeper Agent, that is f'in genius!!!

I like this deck as mono black too. Here are some additions I would make:

Take out Demonic Tutors, they are banned legacy and people will QQ (especially me cause I a douchey like that), if you want a good cheap tutor, you could use Beseech The Queen, it costs one more, but since you are always going to be grabbing a 1 or 2 cost spell, you will have enough land to grab it.

I like Sorin's Thirst, and I would add Misery Charm, yeah the cleric res and cleric kill options blow(unless you are playing against Mother of Runes), but a one cost instant that can do 2 damage to an opponent is great, Both these cards can be cast during your opponents turn, which speeds up counters.

I also really like Bump In The Night from Innistrad, it is a sorcery which limits it, but a black lightning bolt fits in this deck. Imagine a turn 1 Dark Ritual, with BCA, Bump in the Night, and Sleeper Agent in hand, pretty sick

I would cut the small pox, it gives your opponent a way to ditch the Sleeper, and could make you lose your Nighthawk.

Let me do some research and see what else I can find. Love it so far

.....

.....

John Denver has small pox



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Posted 08 November 2011 at 00:42

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Thanks mang. I agree with the smallpox, i was thinking it could be a backup plan card, but, it can work against me as much as for me and doesn't even do 2 dmg, so ill drop it.

I looked over my original strat and there are a lot of flaws in it.... Originally I would have gone 1st turn swamp, 2x Dark Ritual, BCA, Bloodghast, attack, then Sleeper Agent(giving counters on opponents turn).... In my brain that equated to 2 quest counters before my 2nd turn... BUUUUUUT the mana pools empty on combat and bloodghast has haste only when an opponent has 10 life, so I will drop that.. Misery charm and bump in the night are 10X better options; they can do the exact same thing without using up 2 Dark Rituals.

I like Sorin's thirst but I might replace it with sign in blood. It would be a way to do 2 dmg to player and if they already have a bad hand you may get a discard. So if "Bloodcrank" were up, Sign in Blood would always work, while Sorin's would require a creature being out.

I suppose Sorin's would help with survivability, but as a part of the combo, its only purpose is to POSSIBLY set off the combo, which taste in blood, bump in the night, and misery charm WILL all do for 1 mana.

I suppose I should trade those demonic tutors for the beseech the queen, BUT THEY'RE AWESOME.

Thanks for your help.




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Posted 08 November 2011 at 16:37

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OK, my deck is updated, and I think it has a lot more potential for fast wins.

Ideal first hand:
1X Swamp
1X BCA
1X Mind Crank
1X Sleeper Agent
2X Dark Ritual
1X Misery Charm or Bump in the Night (MC or BitN)

Turn 1: Swamp, Dark Ritual, BCA, MC or BitN, Sleeper Agent. Opponent takes dmg, you gain quest counter.

Opponents Turn: Opponent takes dmg from sleeper agent and you gain 2nd quest counter.

Turn 2: Lucky Draw MC or BitN, Tap Swamp/Dark Ritual, Drop Mindcrank and then the one cost dmg. Mindcrank is set off, and at end of turn 3rd quest counter applies to BCA.

2nd Opponents Turn: Sleeper Agent deals dmg, combo goes off, game over.

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Posted 08 November 2011 at 17:02

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I like the changes, I would pull the Taste for Bloods, they only do 1 damage, and you want to make sure you are doing 2 every turn.

The Sign in Bloods are good, but keep in mind they are going to let your opponent draw to cards, I like them better if you are targetting yourself with it, to reload your hand, but then that doesnt put a counter on BCA.

I like where this is going

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Posted 08 November 2011 at 22:31

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mobius185 has deleted this comment.

Posted 09 November 2011 at 04:32

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-10 Swamps
-2 Diabolic Edict
-2 Beseech the Queen
-2 Vampire Nighthawk
-2 Hymn of Tourach
-4 Dark Ritual (great when you get them in early game, bad when you draw them late game)
-4 Taste of Blood (too little damage)
+4 Isolated Chapel
+6 Caves of Koilos/Fetid Heath/Godless Shrine/Tainted Field/
+2 Kalastria Highborn (better than nighthawks for 2 damage if they don't block, 2 if they kill it)
+3 Enlightened Tutor (better searching than beseech)
+3 Duress (make opponent discard enchant/artifact destruction)
+3 Extirpate/Surgical Extraction (exile threats)
+3 Grim Affliction (creature kill and proliferate to increase bloodchief counters)
+2 Inquisitor Exarch (2 damage and blocker and works with charm)

I think this will give you a safer and more consistent deck.

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Posted 09 November 2011 at 04:43

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I Love the bloodcrank combo, its effective, quick, easy to set up and execute.
I really like how you've constructed this deck man and what you're doing with it, looks awesome, if i could suggest something that you might like to look into just for a bit of variety, it may or may not help out, but who knows was just a thought, adding a few megrim, underworld dreams and say a soot imp, megrim dishes out 3 damage for every discard, underworld dreams hitting them up for 1 on the draw phase and soot imp will throw out one damage for anything thats not black, anyway just a thought, keep up the good work mang.

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Posted 09 December 2011 at 10:48

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i luv this deck, i just made one similar to yours but mine is red/black. i love that sleeper agent, may consider it for mine. ;) check mine and leave comments thx :)

http://www.mtgvault.com/ViewDeck.aspx?DeckID=295772

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Posted 14 February 2012 at 00:09

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