Hive Mind

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Hive Mind

Enchantment

Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for his or her copy.

Neotrup on Hive Mind / Donate interaction

2 months ago

Because Donate targets, it can only target something they controlled when they make the copy. That said, because Hive Mind says they may choose new targets, they are allowed to leave the target unchanged. Since it's targeting one of your permanents, the target will be illegal on resolution.

Gidgetimer on Hive Mind / Donate interaction

2 months ago

Opponent's copies from Hive Mind resolve before the original spell does. Your opponents can't regift your donations.

Made_Compleat on The Wheels Keep Spinning

5 months ago

Damn this is a cool deck. I love the synergy! You get extra internet points for including Molten Psyche.

Coastal Piracy is basically another Reconnaissance Mission, so it might behoove you to put that in.

For the memes, might I suggest Hive Mind? I know it kinda sucks, but it lets you copy all your wheels three times. That's quadruple the locusts.

Finally, Path of the Pyromancer is a great wheel that gives you a huge mana advantage and an extra card.

carpecanum on

10 months ago

Not using Curiosity to go infinite?

Hive Mind might be funny a couple times, Mirror Sheen if you had more spells that could target yourself. Curse of Echoes also (i usually use it to counter counter spells by copying them).

Ghyrson Starn, Kelermorph

nbarry223 on Viga-BOOM! (better mana)

11 months ago

I don't know, 3 Azusa's is a bit much, you'd be surprised how often that legendary rule comes up. Even with 2, I saw the second copy more often than I wanted to. Dead / Gone also seems a bit strange instead of Dismember. Relying on an early red so much seems odd, especially since the 3 CMC of the split isn't even permanent removal. You're weakening your position against a multitude of decks to have a slightly better edge against things like Elesh Norn, Mother of Machines that are unable to be removed otherwise. If you are going for an off-color answer anyway, there's definitely better options. Sure you can still answer Magus of the Moon with it's front, but almost any form of creature removal kills that.

Anyway, Altered Ego sees play in quite a few top 8 decks already, just in their sideboards. It is a fetchable answer to Archon of Cruelty and an uncounterable threat you can dump excess mana into (you can also copy an opponent's hexproof/shroud creature if that ever comes up). However, I like it mainly because you can copy your own Primeval Titan to chain into 2 titans with a singular amulet (can still usually only haste 1) or pretty often 3+ titans with double amulet. Being able to make a second titan so easily is really nice, and it happens to help with 2 of the deck's weaknesses. In fact, it is so powerful, that it devalues Sunhome, Fortress of the Legion quite a bit, essentially making it unnecessary in a lot of situations you would lean on it otherwise - to the point where I cut the win-more card.

It is possible to play into removal with the clone, but you shouldn't be playing that aggressive against an unknown deck, decks where you suspect Solitude or an opponent with open mana for removal. Always play for an actual second Primeval Titan first before trying to copy against those types of decks. Playing into something you shouldn't is what I would call a misplay, not a bad card.

Atraxa, Grand Unifier is a bit situational, but it is similar to Cultivator Colossus in what it does for the deck. It's recently seen top 8 play (which is what inspired the recent changes), albeit alongside Dramatic Entrance to cheat it into play. Instead of that, I am playing Timeless Lotus which I feel has arguably more synergy with the deck and the way I want to play it (as more of a midrange deck). It is capable of fixing our mana to cast Atraxa, Grand Unifier, and we also have Eldritch Evolution or Scapeshift to bring it or the land dependant Cultivator Colossus into play, depending on which is best.

Elvish Reclaimer is admittedly a bit slow, but it does almost everything you could possibly want (albeit slightly worse than other options). If you are capable of paying an extra mana at some point in the game, it is worth it as turns go on, being a psuedo-extra land card, mana fixing, better Expedition Map which puts the target into play, or a decent sized body (can even threaten pumping it and never actually investing mana into it to deter attacks). Hell, you can even pact for it when missing a bounce and unable to pay for pact, using its ability in response, returning that bounce to hand) provided you can actually pay for the pact AFTER the ability resolves).

The inclusions make the deck far less linear and complicate the lines a lot more (because amulet titan isn't complicated enough already...) I'm not saying they are a strictly better upgrade, as I am trading a little bit of consistency for resilience/explosiveness.

That being said, I think just dismissing all of the changes as "bad" because it "isn't what the pros are doing" is a little laughable. Am I stretching the limits of the deck a little right now? Absolutely. Is every new card you've never seen in an amulet shell automatically bad? Absolutely not. We'd still be playing with Hive Mind if that was the case (never liked the concept of combo pieces which do nothing on their own - so glad people moved away from that archetype).

ImNora on Draw to Death

1 year ago

NOTES:

Hive Mind is essentially a win condition in this deck if you add it from the maybe board (it's a little pricey so that's why it's in the maybe board). Combine it with a card like Prosperity and all players are forced to play copies of it with the same x value. You can also combine it with Windfall or Whispering Madness. Having Torbran, Thane of Red Fell + commander = 3 damage per card drawn. Spiteful Visions also turns into 3 damage with Torbran, Thane of Red Fell. So the sudden mass card draw that Hive Mind can initiate can cause hundreds of damage to everyone.

carpecanum on Killing by giving opponents "positive" …

1 year ago

Hive Mind forces people to cast spells that have been cast by others (preferably you). It can kill people with limited mana choices if you cast the various "pact" spells like Summoner's Pact

LandoLRodriguez on [PRIMER] No One Ever Suspects the Hippo...

1 year ago

McToters Love it. Will definitely take a hard look at each of the pacts when I decide a commander/colors. It's fun just looking for cards that are gonna cause chaos. Think of how much fun Hive Mind will be with Grip of Chaos...

Just thinking now though: in a situation where all 4 players are casting a Pact of Negation thanks to Hive Mind, presumably at least one of them is going to be countered. Is a player off the hook for the upkeep mana then if their PoN is countered? I would guess that they are, since it reads like an ability that needs to resolve, but I guess I'm not sure exactly how that pact mechanic works.

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