Mind Control

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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

Mind Control

Enchantment — Aura

Enchant creature

You control enchanted creature.

Caerwyn on Who gets to use the …

1 year ago

A lot of your questions are going to be solved by the fact that your opponent was wrong--because you controlled the creature at the time of death, you are the one to receive the death trigger even though it goes to the opponent's graveyard. The triggering event is the creature under your control dying, which occurred when the creature was under your control--and you control the triggers of permanents you control.

This applies to both Cavalier of Night and Mind Control effects. Your opponent would also receive the triggers if they took control of your Junji.

Sinq_ on Who gets to use the …

1 year ago

I have several similar questions

I know that permanents check their existence before they are sent to the graveyard. I controlled a Junji, the Midnight Sky, when it died I chose to return his Cavalier of Night from his graveyard to my battlefield. I thought I would be able to reanimate my creature when Cavalier died, but I was told that because the Cavalier goes to his graveyard, he is actually the one who gets the ability.

Does this work the same if I use something like Mind Control to take a Cavalier already on his battlefield? Is there any way to take control of it so that the controller gets the ability rather than the owner, or is that not possible?

Also in the same vein, if someone had taken control of my Junji, would it be them or me who gets the death trigger? Is there any reason that this might be different from the Cavalier death trigger?

LB0818 on Mind Snare! (Nihiloor - Theft)

2 years ago

Sometimes in deck brews you leave out a card and are like WTH was i thinking!?! Added Memnarch removed Mind Control.

shadow63 on New hubs to be added

2 years ago

legendofa maybe use theft for Mind Control and Act of Treason effects. I'm surprised Clone doesn't have a tag already. Especially with the Gyruda, Doom of Depths deck

legendofa on

2 years ago

Here's my thoughts, based on (casual) experience with a similar deck:

As wallisface and zapyourtumor mention, you need more low-cost spells. Your 1-2 mana slots should be the typical control options, which they listed some good options for.

If you want to keep the mill cards, it's possible to mill for profit. This lets you pull the best cards from your opponent's graveyard with cards like Geth, Lord of the Vault and Beacon of Unrest. This won't be as fast or reliable as a dedicated competitive mill deck, but there's a different focus here. Thief of Sanity fits in this deck as well.

The best direct theft cards tend to be 4+ mana: Domestication takes a smaller creature, Mind Control is 5 mana, Praetor's Grasp isn't exactly budget.

As a final thought, consider diversifying your mana base. You don't want to be stuck unable to activate a cool effect because you can't pay .

In my experience, theft decks are far too slow and unreliable for anything remotely competitive, but they do create some good stories at the casual tables. Above all, good luck, and have fun!

EnbyGolem on Playing MTG With Disabilities, Disorders, …

2 years ago

The other day, I was watching a 'Cards We Like to Play Against' podcast for EDH. I was very surprised to see that one of the mechanics they mentioned was when opponents played effects that stole/borrowed/or used their own cards. While they admitted that Mind Control-type effects were not always feel-good, they loved Rise of the Dark Realms because they took pride in seeing their cards wreck the table.

While I only play casually, I've been playing Magic for a decade now. Since the beginning, hands-down the most tilting effect for me is when my opponent's use my cards. Needless to say, this podcast made no sense to me. MLD, stax, 100 Counterspells - annoying but it holds nothing to the frustration I feel towards someone stealing my creature with Simic Manipulator. As I was processing this, I thought about how I have similar reactions to cards like Oblivion Ring or even Molten Primordial. Logically, it doesn't make sense: MLD should be way more frustrating than having a single random permanent briefly moved across the table.

After awhile, I realized it's because I have OCD. I have a very hard time with people touching certain (seemingly random) objects in my house. For many things, I have to do very certain procedures before I can touch them (like wash my hands a certain number of times, etc). It seems so obvious now but my cards were just another addition to this list.

My small playgroup is awesome and, when I told them about this, they offered to modify the way these effects work. Their cards all work as intended but instead of my friends grabbing/touching/and bringing my card over to their side, my physical cards still stays on my mat. And it worked! Suddenly, I no longer cared that a card got stolen because I could still control the actual piece of cardboard in real life. It's such a simple change and one that has brought me a lot of relief!

I still have pretty significant limitations; I cannot realistically play at my LGS, though I've tried and really want to! Despite that, this still feels like a big victory for me :)

How about you? Have your disabilities, disorders, and/or neurodivergence impacted your ability to play MTG? Have you found a way to integrate your specific needs into the game in an awesome way?

zapyourtumor on big boi

2 years ago

Definitely needs to be more focused. Right now it's all over the place, and has a ton of singletons which is usually a dead giveaway that the deck is trying to do too much at the same time (I assume this might be because the deck was made up of your paper collection?).

I'd first take out all the cards that definitely don't synergize, and cards that don't do enough. All the artifacts, Traverse the Ulvenwald , Karametra's Acolyte , New Prahv Guildmage , Realmwright , Vorel of the Hull Clade fall under this.

Next you should get rid of the really slow cards: Lavinia of the Tenth , Medomai the Ageless , Mind Control , etc.

Now, what do you want the deck to be? Do you want a bant midrange deck? A bant taxes deck more focused on creatures? A dedicated +1/+1 counter deck? A creature toolbox deck? Knowing what direction you want your deck to go is always the first step to get out of the way before you actually start building it. I doubt you actually want a control deck because a dedicated control deck would have none of these creatures, and a bunch of counterspells and removal (while this deck only has one of each). Once you have that sorted out, it's a lot easier for people to give suggestions on your deck, because right now most people would just be really confused and give up after a few minutes.

multimedia on Izzet Prismari Copy Storm

2 years ago

Hey, you're welcome. Cutting cards to make the required amount is one of the difficult parts of deck building, but it can also be a really good learning experience doing it. Your English is better than most Republicans in America.

The cards I suggested to cut are just not as good as other cards that you already have. Sometimes redundancy, which means playing the same effects with many cards, is what you need to cut to get to 100 cards. Another thing you can do for cuts is reduce the number of high CMC cards to ones that are more impactful. I made a mistake in the cards I suggested to cut. Keep Traitorous Blood , cut Mind Control , for the reason that you already said since it's a sorcery you can copy, but can't copy Mind Control.

You've done well with limiting the amount of five CMC cards or higher to the better ones with your Commander. This limit keeps the mana curve low, which in turn will help gameplay since you will not have many cards stuck in your hand which you can't cast. You want the higher CMC cards you cast to give you something good for the mana they cost. Getting value right away when you cast these cards is preferred, but is not always needed. What is needed is that they produce value that's worth their mana cost on your next turn or during your opponents turns until your next turn. With Veyran the more spells you can cast on your turn the better because of magecraft.

Niv-Mizzet, Parun , Docent of Perfection  Flip, Thousand-Year Storm and Mana Geyser (only if you include Reiterate ) are the best five and six CMC cards here and you would rather draw them then any of the others. Brass's Bounty , Siren of the Fanged Coast and Sphinx-Bone Wand don't come close to being as good as the others.

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