Bloody Crank

by ManiacalManiac on 14 January 2018

Main Deck (60 cards)

Sideboard (15 cards)

Artifacts (2)

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Deck Description

A combo deck designed to be able to also win with a few value creatures if the main combo gets disrupted.
Bloodchief Ascension + Mindcrank = good times to be had.

How to Play

Ideally you get Bloodchief Ascension in play before you begin dealing damage to opponent on turn 3. It's good to note that Ascension triggers at each end step so it's best try and trigger it the turn it enters then following on opponents turn and have it active the following turn it's in play. After that just hope your Mindcrank resolves and the win should follow shortly.
The main thing to look out for with hand disruption are Graveyard replacement effects like Leyline of the Void or Rest in Peace. If your opponent manages to resolve one of these effects it's definitely a speed bump so to speak of but there's still a chance of closing out the game with direct damage from creatures and spells.

Deck Tags

  • Combo
  • Rakdos
  • Direct Damage
  • Life Drain
  • Fun
  • Modern

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,093 times.

Mana Curve

Mana Symbol Occurrence

004580

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Bloody Crank

Any comments or suggestion will be appreciated.
I'm debating adding 4x Simian Spirit Guides to speed up the potential combo.

0
Posted 14 January 2018 at 21:41

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I don't think you will need 4 spirit guides. The deck looks good as is. However, I think it would play better as a pox deck that focusses on forcing them out of resources instead of out valuing. I think that a better version could be made if you instead put stuff like shrieking affliction and that jazz in the deck, because Ascension triggers EVERY end step, so you can 'rack' up a lot of quest counters quickly.

1
Posted 14 January 2018 at 22:51

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For starters thanks for the like and taking the time to comment.

I like where your heads at as far as limiting opponents resources. the only thing I'm concerned with, is that Shrieking Affliction tends to turn on around turn 5 with the support of a dedicated discard deck running Liliana of the Veil and Ensnaring Bridge. (Which sadly are 2 cards I do not own at the current time).
Since Smallpox only deals 1 damage, that would also create a spell that would not be enough to trigger Ascension. Playing that way I think Ascension would not end up getting turned on until turn 6 or so. Making it almost a necessity to have Ensnaring Bridge in play to survive against aggro decks. I do agree it's worth trying out tho.

The way the build is now It's possible to have it activated by turn 3 or more often by 4 while still clogging up the battlefield with creatures. (Not to mention I own everything listed above).

My thoughts on SSG were that it offers a surprise mana source when playing against Spell Pierce, Mana Leak. Also creating a situation where I could cast one of my 2cmc creatures on T2 and still have a way to threat Lightning Bolt. In addition yet again it provides a way to T2 Blood Moon in matches where I side that in. (My experience playing RG Ponza has taught me T2 Blood Moon is hand over fist better then a T3 Blood Moon).

Anyway these are a few of my thoughts on the subject thanks again for commenting.
Happy Casting :)

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Posted 14 January 2018 at 23:59

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I'd advise against the Simians as well: unless you're trying some cheesy crazy expensive combo, I feel they've got no place in any consistent deck.
What I'd do is to somehow put in some kind of "Every player sacrifices a creature" or "Sacrifice a creature: blablabla" card. That way you could make good use of Geralf's Undying. Something like Viscera Seer or Mind Slash.

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Posted 15 January 2018 at 13:15

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