Mastermind's Acquisition

Mastermind's Acquisition

Sorcery

Choose one -

*Search your library for a card, put it into your hand, then shuffle your library.

*Choose a card you own from outside the game and put it into your hand.

Browse Alters View at Gatherer

Trade

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Printings View all

Set Rarity
Rivals of Ixalan (RIX) Rare

Combos Browse all

Legality

Format Legality
Casual Legal
Unformat Legal
Pioneer Legal
Historic Legal
2019-10-04 Legal
Arena Legal
Highlander Legal
Magic Duels Legal
Duel Commander Legal
Penny Dreadful Legal
Canadian Highlander Legal
Modern Legal
Commander / EDH Legal
Vintage Legal
Block Constructed Legal
Legacy Legal
Tiny Leaders Legal
1v1 Commander Legal
Leviathan Legal
Oathbreaker Legal
Frontier Legal

Mastermind's Acquisition occurrence in decks from the last year

Standard:

All decks: 0.1%

Commander / EDH:

All decks: 0.02%

Mastermind's Acquisition Discussion

RambIe on What would you change (if ...

1 month ago

@shadow63
I would not ban cards, I would ban mechanics
Take Mastermind's Acquisition for example
Side board has no place in EDH (IMO) there for i would ban wishing
However you could still play Mastermind's Acquisition in your deck and use it as a tutor.

Scallywallwest on [EDH] Lazav, the Cheapo-farious (v1)

1 month ago

I think the concept for this deck is pretty cool, but tutors would be really helpful for cards like Phage. I know, some are REALLY expensive, but two good budget options are: Diabolic Tutor, Mastermind's Acquisition, and Final Parting. If you're willing to spend a bit more, Beseech the Queen would work, too. You might want to add an alternate wincon, like Etrata, the Silencer. (That is, of course, optional, but it helps sometimes.) As for your graveyard problem, most of the time, the solution would be counterspells. For Bojuka Bog, you could toss in a Trickbind or a Stifle.

Cairn Wanderer could be useful here, and to mess up your opponents messing with you, you could add in some hand-removal stuff. Duress, Inquisition of Kozilek, and Drill Bit would all work. Or Thought Erasure, for some top-deck control.

I hope the construction of this goes well for you!

Kogarashi on Do I have to reveal ...

2 months ago

If you have some specific examples of wishes that just "add a card" without specifying to reveal it, it would help to include that.

You can also check on the Gatherer or Scryfall for the Oracle (updated) text of the card to see if something has been altered from an older printing that may have nonstandard wording.

In general, unless you're told to reveal the card, you don't have to reveal the card you choose. For example, Death Wish just says to choose a card you own from outside the game and put it into your hand. It doesn't tell you to reveal the card, so you do not have to reveal the card. Meanwhile, Burning Wish does say to reveal the chosen card (to show that it's a sorcery, specifically) before adding it to your hand.

In general, the distinction will be whether or not you have to choose a specific card type, just as with tutors. Effects that don't stipulate a specific card type, like with Death Wish, Mastermind's Acquisition (second mode), or Diabolic Tutor don't make you reveal the card, because any card will do. Effects that do stipulate a card type, like Burning Wish, Fae of Wishes (Granted adventure), and Enlightened Tutor do require you to reveal the card to prove you've selected a card that meets the criteria.

MagicalHacker on Flash is innocent and i ...

3 months ago

Caerwyn

The Commander Replacement Effect does not change how any cards function, so your example doesn't actually provide the precedent you think it does. It's no different from any other replacement effect, such as Rest in Peace or Regeneration.

Let's take a look:

  1. I use Murder on your commander to destroy your commander, meaning it gets put into the graveyard. Does it go to the graveyard? No, a replacement effect lets the effect be different.
  2. I cast Demonic Tutor to search my remaining 90 cards of my deck. Do I get to search? Yes, but not all of it. I only search 20, this time, also do to a replacement effect.

If we follow your line of thought, my proposed rules change actually breaks the golden rules less than the commander replacement rules.

 The simple fact remains--you neuter tutors and you drastically impact the ability of people to play combo at high levels of competitive play.

If we don't neuter tutors, combo's increased power drastically impacts the ability of people to play midrange, control, AND aggro at high levels of competitive play. (Yes, there are some random decks that appear there, but calling it balanced is far from reality.)

That argument ignores the opportunity cost of tutors--after all, you have to burn resources to get that one copy of your card.

As I mentioned earlier, the math clearly shows that these cards are way undercosted for the format. Are there costs to tutoring? Yes, but basically no. If we look for the closest card to Demonic Tutor that's playable, we see Mastermind's Acquisition played in Lantern Control last year.

Let me ask you this: Do you think it's enough of a cost for a card to be half the cost (one fourth the cost if you're looking at Vampiric Tutor) for a card that provides four times as much consistency? Is there a cost to playing tutor? Yes, but laughably far away from a fair cost.

Now, I do agree there should be better ways to answer tutors, just not through unnecessary, confusing changes to the game's core identity.

This rule is no more complicated than Aven Mindcensor which you say is good in the very next sentence. On top of that, I've shown exactly why this rule change is completely in line WITH the game's core identity of inconsistent gameplay facilitated by deckbuilding restrictions.

... Huh, that just gave me an idea. What about instead restricting tutors with instead a deckbuilding restriction? "Decks cannot contain more than X number of tutors." Of course, the wording would have to be improved, but with the right wording, would this be a better proposed rule?

Gleeock Without explicit rules, you can never prove to people that they're breaking them. Imagine if driving laws were just "use common sense" rather than explicit rules against speeding, distracted driving, etc.! Having hard and fast rules are always better than having wishy-washy guidelines, BECAUSE of the people who are trying to play the strongest cards within rules. Having unclear boundaries means you have to first convince those individuals that they are doing something wrong in the first place.

GhostChieftain Sorry, I should have connected my response better. Your comment can be summarized as "I don't like this rule change, because I would be losing out on something I like" without mentioning how you felt about the game knowing that other people would be losing something that causes their decks to be the same every game you play against them. Hopefully, that puts a little more context to what I said :)

We don't want to play a 4 of format because we find commander much more interesting. 

Imagine making cranking up the interestingness of the format up to 11!

abby315 on Mardu Human Lock V2

3 months ago

ThatsedBrooks - ooh! I like that! Since you don't need multiples of Possibility Storm, it might make sense to put one in your sideboard and grab them via the other option on Mastermind's Acquisition. You could go up on Thalia, Heretic Cathar or add disruption like Thoughtseize to protect you from linear decks while you get up to 5 mana. You could also add the 4th Drannith Magistrate there. Just a thought.

abby315 on Mardu Human Lock V2

3 months ago

I'm not sure I understand the inclusion of Mastermind's Acquisition and Possibility Storm in an otherwise low-to-the-ground taxes deck, but I do like the idea. If I'm not missing a kind of game-ending combo there, I would suggest going up on Thalia, Heretic Cathars (to maybe 3?).

Some other humans you might like:

Abbot of Keral Keep - card advantage!
Alesha, Who Smiles at Death - recur your Freebooters, Thraben Inspectors, Lieutenants... could be a lot of good value, and goes well with General's Enforcer!
Dauntless Bodyguard - it's aggressive and protects key cards like Lieutenant and Kudro.
Knight of the White Orchid
Kytheon, Hero of Akros  Flip
Gideon of the Trials - particularly good against Inverter combo Mardu Skullhunter
Order of Midnight
Sin Collector
Stormfist Crusader
Tithe Taker - classic Taxes-type human!
Tomik, Distinguished Advokist - aggressive and very good against Lotus combo .

Some sideboard possibilties:
Arashin Cleric
Banisher Priest
Charming Prince
Dire Fleet Daredevil
Dragonmaster Outcast
Fiendslayer Paladin
Giant Killer
Harsh Mentor
Kambal, Consul of Allocation
Lantern Scout
Robber of the Rich
Tocatli Honor Guard - obviously you'd have to side out the Freebooters, but this is very good against Inverter

After doing all this research I'm also inspired, so I might make my own list. :)

psionictemplar on liquimetal

4 months ago

So I understand the concept of what you are going for here, but I don't understand a lot of the choices you have. Are you just trying to pull this off for kicks? Seems hard given that lot of land bases have snow and regular versions of basics, not to mention shocklands and other utility lands. Gonna need to get all your splinters to be getting the job done. Gotta say though, the Infernal Tutor is an interesting way to make that happen.

Here are my thoughts on trying to make this a little more competitive.

  1. Change Diabolic Tutor to Mastermind's Acquisition. Same cost and lets you get things from a sideboard.

2.Panoptic Mirror Why wouldn't you want to splinter combo every turn?

  1. Adding Karn, the Great Creator. Shuts off your opponents artifacts and lets you tutor for other cards like Ensnaring Bridge to help keep you in the game.

I have several other ideas if you are legitimately looking to improve this deck. Just let me know if budget will be a concern.

multimedia on Big Black Deck (K'rrik)

5 months ago

Hey, yes Insidious Dreams is an underrated, underplayed, tutor and it's an instant. If you have or can get Yawgmoth's Will then definitely add it. I didn't see that you're playing Zombie Infestation and you're right it can make a Zombie for Gravecrawler as long as you have two cards to discard which can be faster than Dreadhorde Invasion. I'm honestly not a fan of Infestation, but if it's working for you then great.

Other ways to consider to make your deck more competitive is more speed. Lower the avg. CMC with more one drops; cards that make mana and/or cards that can draw. One drops that draw can draw you cards faster because you don't have to pay mana for them as well as put more counters on Krrik faster. One drops that make mana are helpful to make mana for colorless mana costs of cards to assemble combos faster.

Rain of Filth and Bubbling Muck are powerful when playing a lot of Swamps. Culling the Weak and Sacrifice is good with Krrik or other creatures. All four of these cards can be particularly helpful when you're trying to assemble Aetherflux + Citadel which needs seven colorless mana. Sacrifice makes seven mana by sacing Krrik. Krrik is not needed after you assemble this combo and Sacrifice is an instant. You can pay Phyrexian mana for Citadel, pay Phyrexian mana for Sacrifice, sac Krrik to then make mana to pay for the rest of the combo.

Black one drops that draw to consider (I'm honestly only a fan of Wisps): Aphotic Wisps, Cremate, Scarab Feast, Fade from Memory. Cycling can be paid for with Phyrexian mana.

For your current deck there's less reasons to play so many high CMC creatures because you're winning with combo. Vilis, Razaketh, Pontiff, Sidisi and Gray are the best here. Instead of playing others, you could replace them lower CMC cards or other tutors: Mastermind's Acquisition and Dark Petition which can find important combo pieces. Tutors taking up high CMC card spots can better advance your game plan of winning with a combo rather than just having a big creature on the battlefield.

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