Mind Carver

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mind Carver

Artifact — Equipment

When Mind Carver enters the battlefield, attach it to target creature you control.

Equipped creature gets +1/+0. It gets +3/+1 instead as long as an opponent has eight or more cards in their graveyard.

Murphy77 on Dimir Mill

3 years ago

If you are playing Lurrus of the Dream-Den purely as a Companion, he starts the game outside of your core deck and you can cast him at any time. This would actually work well with this deck, but I would want something like Keep Safe available to protect Lurrus.

Then comes the mill cards that you can keep recasting from the grave with Lurrus: Merfolk Secretkeeper (for Venture Deeper), Maddening Cacophony (instant mega-mill), Sweet Oblivion (more instant mill) and Ruin Crab (Landfall mill).

Thieves' Guild Enforcer works well with the theme. Then comes your supporting cards. Essence Scatter is, to me a good side-board card for 2 reasons: firstly trying to keep a balance between colors in the deck, and secondly if your mill is fast enough you may not need it against anything but control decks. Archfiend's Vessel will be suggested by all in sundry, but also detracts from your mill theme (you won't win games with creature damage). I like Heartless Act but you might also want Blood Beckoning or Omen of the Dead to support Lurrus and bring your Thieves' Guild Enforcer and/or Ruin Crab back from the dead (could also work on Merfolk Secretkeeper). The final non-land card in the deck (assuming 4 of each card) is less easy. I personally like to use Mind Carver in any deck with , but Village Rites or another creature kill card will be just as good. There - I think that I have made enough suggestions to also get a side-board going.

As far as lands go, I would keep things as simple as possible. Fabled Passage and Evolving Wilds let you search for the color land you need and also give a double landfall for Ruin Crab a dual colored land that enters tapped may just slow you down a bit. I would stick with 7 Swamp and 9 Island.

Murphy77 on Rogues Rising the Ranks

3 years ago

Looking at your major strength - Nighthawk Scavenger, Soaring Thought-Thief and Thieves' Guild Enforcer all become very much stronger when your opponent has 8 or more cards in their grave. This says to me that you need a few Maddening Cacophony in your deck to get to this position. While Cunning Nightbonder was useful in rogue decks of the last game format, it actually does nothing for your main creatures. Slitherwisp, on the other hand can flash in, give you some card draw and allow you to gain life.

My 3 first-choice instants for a Dimir deck would be Drown in the Loch, Grasp of Darkness and Keep Safe. My personal favourites to back up this core would be Mind Carver and Unexpected Fangs - which brings you to a total of 9 different cards that make a solid deck with 4 of each (36 non-lands) and 24 lands.

jvitag on Dimir Flash Rogues

3 years ago

eEsnowalkerEe with a monsoon of respect, because I am working on my own Flash/Rogue deck at the moment (was looking around to get ideas on tuning my deck when I found yours), if you have to mull to get a certain combination of cards to win (or have a good time) then the deck needs to be tuned. Unless you have a deck like Jeskai Fires where you NEEDED to have 1 specific card in your hand and you can mull to 1 to get it, or unless you have a mad draw engine, then mulling to get a good hand doesn't, in my experience work. When you mull, in most cases you are starting the game at a disadvantage, one that even an ideal draw has difficulty bailing you out of. This deck does draw pretty well as long as you can keep Slitherwisp on the table, but I still think mulling to an ideal draw isn't great. The trouble I have been having with my own Flash/Rogue deck post-Zendikar drop is the speed aspect. I am finding that I have too many bombs and my list is too diversified and I am trying to fit in too many cards that I like because I like them rather than for their impact on the game. I wonder if some of that is going on here. I think Slitherwisp is one of those McGuffin cards that looks like it should be tearing shit up like a madman, and you have some counter to try and keep hold of it, but in my experience when you drop a wisp on the board your opponent goes balls to the wall to remove it and unfortunately, there is much more creature removal (and more creative ways to remove creatures) then there is removal of any other type. I want Slitherwisp to be badass too, I love the card art and the ability, but I don't try to build decks around it anymore. Cunning Nightbonder might also be a problem for you here. It makes your Flash cards uncounterable, but I think a smart strategy of playing around counters or making your opponent counter stuff you want them to counter is better and it frees up space for say, Soaring Thought-Thief which will help you get cards into your opponent's graveyard to make Drown in the Loch better. Drown is great because it works like a counter or as spot removal if you need it, but in order to be useful your opponent's graveyard needs to be full. Massacre Wurm is another bomb in your deck that is an AWESOME card. I drew a double-rare pack with a full art Wurm and a regular Wurm in it and I have been fooling around with some Gyruda, Doom of Depths/Massacre Wurm nonsense in another deck. The problem with Wurm in your deck, is without any kind of ramp at best, you can't cast it until turn 6, and in most cases not until much later and by that time your opponent might be overrunning you. Your average converted mana cost is 2.73, which means you could probably trim a land for something else. I'd also look into dropping Shark Typhoon. I have found cards like Jwari Disruption and Glasspool Mimic can help with a crucial ability in a crucial moment, or throw you an extra land when you are getting screwed. Blackbloom Rogue synergizes well with the mill/rogue strategy also while also giving you a possible land in a moment of need. I have been including a limited number of these double-faced half land, half something else cards in place of regular lands in my lists to squeeze in some extra flexibility. Mind Carver is another card that works well with the mill strategy. I'll be throwing up my own Flash/Rogue list here shortly when I am finally happy with it. I went Grixis and splashed Red for Embercleave, Valakut Awakening, Goblin Tunneler, Spikefield Hazard, and Zareth San, the Trickster.

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