Duskmantle Guildmage + Mindcrank
Produces: Each opponent loses the game, Infinite mill, Near-infinite lifeloss


- Color identity
- UB
- Mana
- {1}{U}{B} plus an additional {2}{U}{B} for each opponent you have
Prerequisites
Each opponent has a life total that is less than or equal to their library size.
Steps
- Activate Duskmantle Guildmage's first ability by paying {1}{U}{B}, causing your opponent to lose life whenever a card is put into their graveyard this turn.
- Activate Duskmantle Guildmage's second ability by paying {2}{U}{B}, causing an opponent to mill two cards.
- Duskmantle Guildmage triggers twice.
- Resolve the first trigger, causing the opponent to lose 1 life.
- Mindcrank triggers, causing the opponent to mill a card.
- Duskmantle Guildmage triggers, causing the opponent to lose 1 life.
- Repeat from step 5 until the opponent has a life total of zero, causing them to lose the game.
- Repeat from step 2 for each other opponent.
How to execute this combo
The "Duskmantle Guildmage + Mindcrank" combo takes 8 steps in order. Make sure you have the mana open and permanents listed in the prerequisites before you start — opponents can respond between steps.
The end result: Each opponent loses the game, Infinite mill, Near-infinite lifeloss.
Practice the line offline: lay out the cards, walk through each step, and note where you can lose the combo (summoning sickness, lack of priority, removal on a key permanent). In game, announce each step clearly; in casual play you can offer to shortcut after demonstrating the loop.
The best window is a turn when opponents are tapped out or after they commit a spell — hold protection (a counter, Vexing Shusher) if the combo wins on the spot.