|Commander / EDH||Legal|
Printings View all
|Amonkhet (AKH)||Mythic Rare|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
Combos Browse all
Kefnet the Mindful
Legendary Creature — God
Kefnet the Careful can't attack or block unless you have seven or more cards in hand.
: Draw a card. Then, you may return a land you control to its owner's hand.
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Kefnet the Mindful Discussion
1 week ago
I like the list, how does it fare? I feel like it could have clunky draws...
2 weeks ago
Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).
First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.
Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.
This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.
As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.
The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which
I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.
If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.
Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.
Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.
Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.
Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.
Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.
1 month ago
Okay so first Arixmethes, Slumbering Isle is pretty slow. Yeah he's a land at first, but you have to cast 5 spells while he's a land (which means you can't enchant him w/ auras).
Kefnet the Mindful isn't great, but I guess he's not outstandingly bad.
Masumaro, First to Live, comparable to Kefnet, is going to be restricted by the number of cards in your hand, and that's a max of 7. While a 14/14 is undeniably huge, it will probably draw hate and be removed very before you can enchant it.
Nezahal, Primal Tide is really just not good. I mean he give you no max hand size and he is recursive, kinda, but I don't think that's powerful enough to justify 7 mana.
Overbeing of Myth is a weaker Masumaro.
Prime Speaker Zegana requires you to have another large creature.
Psychosis Crawler will get you hated out of the game immediately.
Tishana, Voice of Thunder will draw you MAYBE 3 cards when it enters. It's only slightly better than Kefnet.
You have a lot of instants and sorceries. Too many counterspells, when your enchantments could deal with any permanents that get played.
There are a lot of cards at the higher end of your mana curve that are either not worth the mana cost or laughably not worth the mana cost. Also your draw synergies would be better devoted to their own deck (see my take on that idea Oreo Fluff). While this is a unique and interesting take on Estrid, it's slow and requires a steady draw engine to work, which requires a shitload of mana to work, which requires Estrid always being out to work, which requires, in the end, some degree of incompetence on your opponents' part. It's a great deck when left to its own devices all game, but that's just not how commander works.
1 month ago
Lazav, the Multifarious is a great commander, especially after Bontu the Glorified/Kefnet the Mindful hit the 'yard. I think it could be budget and fun. (I say this even though I don't play commander.)
1 month ago
I LOVE IT <3 Im taking some ideas to my Locust God :)
I'm running something similar with Kefnet the Mindful on the mainboard
have you ever tried Him? NICE DECK <3
1 month ago
I agree with Arc_me_Baby, you really need WinCon. I see Bident of Thassa. Why don't you try Thassa, God of the Sea herself? Just like her grim brother Erebos, God of the Dead. Your commander provides you card draw or you can use something like Necropotence. Your hand is always full and this means that it's time to attack with Kefnet the Mindful. Errata, the Silencer from the upcoming Guilds of Ravnica is very intriguing. And finally: Sheoldred, Whispering One. She is really cruel.
2 months ago
Instead, for bodies I've decided to use alot of draw in the form of Arcanis the Omnipotent, Azami, Lady of Scrolls, Kefnet the Mindful and to make up for the major loss in disruption (somewhat) Tidespout Tyrant. Commander's Sphere is slightly slower but makes a fine rock that comes in untapped and Gridlock and Aqueous Form to keep a consistent Instant and Enchantment count while still getting the job done. After a few test hands it seems to work out, so I'm looking forward to subbing them in when necessary even after i get the correct cards.
Sorry for the long comment, as it was mostly for me. I'm pretty new around here, but I think the draw creatures at least could be useful and potentially make room for other switches.
2 months ago
sideboards can have 15 cards btw.
Most control decks use very few win-cons, no more than 8, probably close to 6.