Magus of the Mind
Creature — Human Wizard
U, t, Sacrifice Magus of the Mind: Shuffle your library, then exile the top X cards, where X is one plus the number of spells cast this turn. Until end of turn, you may play cards exiled this way without paying their mana costs.
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Magus of the Mind Discussion
6 days ago
This is my first commander deck I got a few months back and have built it up slowly but am in dire need of help finishing it. I know it is slow and probably bad but I like it and it suits me just fine. I like how it can focus on the graveyard but the only strategies I have for it is the Duskmantle Guildmage and Mindcrank set and the Sphinx's Tutelage. Any help is appreciated.
Commander: Inalla, Archmage Ritualist
2 months ago
derpytrollerZ Thanks for the suggestions!
Day's Undoing is a clever option that'll i'll keep in mind if i need more of this effect. My only concern with playing it is that if i'm playing a control deck, running my opponents out of resources, then i gift them 7 new cards it'll make the deck have to work harder to actually win. Any thoughts?
Magus of the Mind is another cool card i hadn't even thought of! Most of the time i'm trying to pace my spells across multiple turns to get the most value from Jori En. The only time I'm "storming" off is when i have multiple 1 mana artifacts in play, Paradoxical Outcome and Aetherflux Reservoir in hand and enough mana to go for it. I'm imagining scenarios where drawing a 6 drop creature that needs to live a turn to do anything won't be good, so for now i think i'll keep the card on the back burner.
The reason i'm running so many lands (37!) is that i want to hit a land drop every turn of the game till the end of the game, which if i'm doing my job of slowing the game down could very be turn 20 or more. I'm not running an excessive amount of ramp so hitting my land drops is like the izzet version of mana ramp lol.
I really like debated card choices and fine tuning decks so if you think I'm not thinking of a card in the right context or just being resistant to change for no reason please let me know! I really enjoy playing this deck and want to keep it relevant and updated.
3 months ago
Sorry if these have been stated before because i didn't really bother to read through every thing. If you need more ways to reset your graveyard, you can always add Day's Undoing. If you're casting many spells in one turn, Magus of the Mind could work well probably. I feel like Mana Short should be on your mainboard instead of your maybe board. It offers a great shutdown on any opponent for a turn if needed. Also, lower the amount of lands you have. For such a low mana curve commander deck, the amount you have is a bit excessive (go for maybe 32-34 lands instead of 36?). You should also consider main boarding Nezehal. I can say from experience that he is really effective at keeping your hand full and having a good blocker on field.
3 months ago
I took out two cards for two others. I pulled Metallurgic Summonings because it seemed very slow and honestly kind of cumbersome to keep track of. I also pulled out Charmbreaker Devils, which is a solid card, but just wasn't doing work for me.
I put in Magus of the Mind after seeing a Wizard precon go off with it. I'm just trying it out for now.
I also put in Interpret the Signs, as it has a huge ceiling.
3 months ago
I have an Inalla deck and have some problems choosing between some cards. What cards do you think is the best in my/a Inalla deck?
And is there any of these wizards that you think I should absolutely run, and remove something else? I'm not sure if they are more value than the wizards I already run.
4 months ago
Cards to remove-Cauldron Dance- Your not looking to attack with a control deck
Opportunity- Your paying 6 mana to draw 4 cards. Not a good trade off for your deck.
Memory Plunder- Not a bad card, but why be dependent on your opponent's cards?
Mirror of the Forebears- Not a bad card but ETB effects will not trigger off of it
Clone Legion- Once again your not a attack based deck
Etherium-Horn Sorcerer- His cascade effect won't do you much good.
Galecaster Colossus- CMC is too high for what it does in this deck
Magus of the Mind-If you can lower your CMC this is not a bad card. Otherwise I would cut it
Mairsil, the Pretender-This is a good card. Just not what your looking for in this deck. Also the fewer legendary creatures you have the better (You can not copy legendary with Inalla's trigger)
Shadowmage Infiltrator- Once again your not an aggro deck
Both Planeswalkers- I understand they are probably all you have as you ar growing your collection. But Neither of them are providing much synergy with your deck.
A few things before I give you some ideas of cards to add. Look at lowering your CMC. This will help Inalla alot, as you have to remember when casting a wizard your basically adding 1 colorless mana to it's cost for the copy. Here is a quick breakdown of things to look at for your deck stat wise (This is a general rule of thumb). These numbers are all rough so feel free to tweak em as you see fit.
Card draw- 5-7
Single Target removal- 3-4
Ramp (mana rocks/cads that give you more mana than 1 land per turn)- 6-10
Creatures and lands are dependent on the deck. You could get away with 35-36 lands in this deck with some more ramp. Creature wise is up to you and the balance you want to find with Sorceries/instants. (Control decks run heavier on instants, but wizards will allow you to go either way. Just depends on how you want your deck to run.)
I don't know your budget so I will throw out cards across several price ranges.
Cards to add-
Any lands that come in untapped (Pain,Check, Duals, fetches) Checks and pains will be the cheapest option.
Any tutors in your colors. Good news is that you have access to the best tutors in Grixis colors. Bad news is the best ones are not cheap. Vampiric Tutor Demonic Tutor Mystical Tutor. There are cheaper ones Diabolic Tutor and a few others I can not think of off the top of my head. You can do a Gatherer search for those.
Vedalken Orrery- This will allow you to play your non land spells at instant speed. An EDH staple but especially effective in Inalla.
Leyline of Anticipation- Same as Vedalken but an enchantment and you can play it out of your opening hand for free.
Sundial of the Infinite- A MUST HAVE for Inalla. Basically you move to your end step and in response pay and tap Sundial ending the turn. This "Skips" your end step allowing you to keep any tokens you made with Inalla.
Panharmonicon- This will double your ETB effects. Another MUST HAVEin Inalla if your doing ETB effects. The other two signets Dimir Signet Izzet Signet Signets are also EDH staples so they will help grow your collection and can be thrown into any deck with those colors. These will help you ramp.
Dualcaster Mage-Allows you to copy instant and sorcery spells when it ETB's. An auto include with Inalla
Rite of Replication- Allows you to copy any creature on your board (If you overload you get 5 copies) Also gives you a win con with Dualcaster.
Cyclonic Rift This is a blue auto include. It is not exactly cheap but it is powerful and well worth the investment. Bounce all permanents back to their owners hand.
Reliquary Tower- Gives you unlimited hand size.
Wanderwine Prophets- Allows you to go "infinite" with Inalla's token trigger.
Manic Scribe- This will let you mill your opponents for 6 with Inalla, and then mill them some more if you have 4 or more card types in your graveyard.
Brainstorm- Card draw and scry
Ponder- Card Draw and scry
Hopefully this helps get you on your way. If you have any questions feel free to ask. I have no problems helping new players. Especially with one of my current favorite decks. Feel free to check out my deck for ideas (I am running a different theme, combo out, but there are still some good cards in my list you might want to pick up that are not to expensive.) If Dig Dug Were a Wizard Upvotes and comments always welcomed :)
Also check out this site- It will give you some ideas and is a great tool for research on decks you might want to play and or decks you want to tweak.
5 months ago
Also Ancestral Statue is just nonsense since it goes to infinite casts with Animar as long as Animar has 4 or more counters on it. Then if you wanted to get spicy you could run Magus of the Mind to get some creature storm.
Temur Sabertooth is another uncommon that does similarly stupid things in Animar. It allows you to do so much nonsense by easily bouncing creatures back to hand to cast again.
7 months ago
Hey there! Awesome deck you have here (and Maelstrom Wanderer is probably my favorite commander, so that doesn't hurt)!
I agree you need a little more mana fixing; fortunately, Green is very good at this. Kodama's Reach and Cultivate are both amazing at ramp and fixing, and Farseek, Explosive Vegetation, Skyshroud Claim, and Urban Evolution are as well (keep in mind that you can get any forest with the Claim, not just basics). Gilded Lotus is also an option.
Some other general suggestions I have for you:
- Scroll Rack is great at setting the top cards of your library for your commander to cascade into, while putting extra lands to the bottom.
- I enjoy Bane of Bala Ged as a devastating Cascade target, although it does draw some hate.
- Great Whale is hilarious to cascade into, and gets you infinite mana with Deadeye Navigator.
- Magus of the Mind is also a great cascade target.
- Regrowth is better than Recollect, although I can understand if you prefer the promo.
- Pathbreaker Ibex is generally game-ending, especially with the haste from Wanderer.
- Blasphemous Act is a board wipe that you don't cascade into.
- Primal Command is great for its extreme versatility.
- Future Sight lets you see the top card of your library to determine when to pull the trigger on casting Wanderer. It's also great with Top.
- Mind's Dilation is just generally amazing.
- Spearbreaker Behemoth can protect your big things.
- Recurring Insight is amazing card draw, often drawing you 10+ cards.
Finally, I do think your mana base needs a little work. I find 37-38 lands is appropriate for a ramp-heavy deck like Wanderer, so you can certainly cut a few lands. I'd recommend the checklands (Rootbound Crag, Hinterland Harbor, and Sulfur Falls), the painlands (Karplusan Forest, Yavimaya Coast, and Shivan Reef), the shocklands (Stomping Ground, Breeding Pool, and Steam Vents), the temples (Temple of Mystery, Temple of Abandon, and Temple of Epiphany), and the fetchlands if you can afford them (Wooded Foothills, Misty Rainforest, and Scalding Tarn). Ash Barrens is also amazing due to the shuffle effect if you need it, and Frontier Bivouac is fine if you need the fixing.
Hope this helps!