Help for my first ever Modern deck?
Hi guys, I'm a somewhat-recently-returned player from back in the days of 7th Edition. I've done some drafting of BfZ and even a little bit of Standard. But everyone keeps recommending Modern so I've been trying to put together a deck for that format.
I happened across [[Duskmantle Guildmage]] while I was browsing cards and I love it. I was thinking about making a mill deck around him and [[Consuming Aberration]]. I put together a rough idea of a deck here, but I think it's too slow and clunky, and just not entirely sure how I should wrap everything together.
Since I know I'm a Modern noob and I don't know even a fraction of the cards in existence these days, I'm turning to you guys for help. Any suggestions on changes to make this thing more cohesive (no matter how small or great) are appreciated.
Also, if this strategy just can't ever be remotely strong, let me know, and I'll rethink my Modern plan.
Posted Jan 23, 2016, 1:46 AM UTC
The Guildmage has an infinite combo with [[Mindcrank]].
The mill plan isn't the strongest in the format, but if you enjoy it, live your dreams.
Mindcrank - (G) (MC)
^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Sweet, thanks. I know pure milling isn't exactly the most effective, which is why I was looking for synergies to lessen the dependence on just straight up running the opponent out of cards. Aberration was part of that, but it's also expensive, so I need a solid early game plan.
When it comes to that synergy between Mindcrank and Duskmantle Guildmage, there's a primer on MTGSalvation for an all-in combo deck revolving around them. There's also a primer on the typical mill deck, which is worth checking out.
Honestly, mill decks aren't really competitive (many people would call them casual, although I'm sure they could win a few games at fnm), but being familiar with your deck and matchups is important enough that I'd recommend just sticking to a deck you like whilst learning the format.
Sadly, when it comes to mill, you're pretty much limited to racing the opponent, be it via assembling the combo or just emptying their library.