Mind Funeral

Mind Funeral

Sorcery

Target opponent reveals cards from the top of his or her library until four land cards are revealed. That player puts all cards revealed this way into his or her graveyard.

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Set Rarity
Modern Masters (MMA) Uncommon
Alara Reborn (ARB) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Mind Funeral occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Mind Funeral Discussion

GeminiSpartanX on What a nice deck you have, well had

3 weeks ago

I'd try and work on getting 4-ofs of the better mill cards to improve your consistency. Use 4 Breaking / Entering , 4 Mind Funeral , 4 Thought Scour , 4 Archive Trap . Go down the 2 Pilfered Plans, the Altar of the Broods, the Tormod's Crypt (the crypts are more a SB card), and a few creatures (spectors or lobotomist). Work towards trading or saving for a set of Glimpse the Unthinkable s since they're one of the best mill spells ever printed. Then I'd cut the non-crab creatures for some black removal spells like Dismember , Fatal Push , or the more budget ones like Doom Blade , Ultimate Price , or Grasp of Darkness . In this deck, Drown in the Loch might be one of the better removal spells you could run that can also counter important things after turn 3 or so. Merfolk Secretkeeper is a great budget mill card that gives you blockers against creature decks that also mills. I'd run 4 of those before any other non- Hedron Crab creature, and maybe before Tome Scour s to be honest. Visions of Beyond should be the only card-draw spell you need in a modern mill deck, so I'd add that to your maybe list at least. I don't know if you're trying to get the entire deck under a certain budget, or if you're just slowly trying to accumulate the best mill cards that you can, so hopefully some of my suggestions help. It's been a while since I sleeved up a mill deck, but the last time I did it looked something like this. I would definitely change some things about it, but it might be a good starting point for you depending on how competitive you want to be.

abbatromebone on UB mill Budget Help

1 month ago

Reported on Phenax Mill Deck

2 months ago

uJar_Gamer Archive Trap would be wonderful... And frankly you're probably right regarding Glimpse the Unthinkable . I initially included Mind Funeral due to the lower price point and I liked the extra level of suspense playing with my friends. Practically speaking though I think you're correct and if the opportunity comes about I'd love to nab a few!

uJar_Gamer on Phenax Mill Deck

2 months ago

I also think Glimpse the Unthinkable would be more effective then Mind Funeral . I would also consider squeezing in a couple of Archive Trap . Or Archive Trap at least in your sideboard~

MegaCereal on Zombie bois, the Jack Of All Trades.

2 months ago

Trying to accommodate so many mechanics in a deck can be a hindrance. In my opinion, mill is pretty weak in multiplayer EDH because there are a ton of cards that can recover cards from the yard or just shuffle back in. On top of that, most mill cards only target one player. If I were you I would tune the deck to be mostly mill or take out most of the mill cards aside from maybe Undead Alchemist . If you want to go into mill, it is a go big or don't go at all kind of thing. If you want to go mill you should add cards like Mindcrank , Mind Funeral , Sire of Stagnation , Jace, Memory Adept , Nephalia Drownyard , Duskmantle, House of Shadow , and Jin-Gitaxias, Core Augur as well as cards that can copy spells on the stack as to target multiple players similar to Naru Meha, Master Wizard , Echo Mage , and Meletis Charlatan .

I'm also not a big fan of Doubling Cube in this deck as I don't see it being very useful most of the time. I think it could be replaced by a better mana rock or mana multiplier like Chromatic Lantern , Thran Dynamo , Caged Sun , Gauntlet of Power or just a different card all together if mana isn't usually an issue. The same goes for Fabricate . It is definitely a good card, but you do not have enough targets to justify running it to me. I would run Diabolic Tutor over it as it only costs 1 more mana and can tutor for anything. I don't see a lot of recursion to be running Entomb . If you are just trying to thin your deck then run Buried Alive , though, again, none of your creatures benefit from sitting in your graveyard and you only a couple of ways to get them back out.

The land base looks pretty solid. I would suggest you try to pick up a Watery Grave .

Not sure how you or your play group feel about infinite combos, but adding Triskelion to the deck along side the Mikaeus, the Unhallowed you have is infinite damage to everyone provided no one has a way to interrupt it.

If running all these mechanics are fun for you then keep it as is; I'm not trying to tell you how to have fun. My suggestion to you is that you try to focus your deck to do only a few things because when you run all these mechanics you spread yourself pretty thin and maybe you are trying to get a bunch of zombies and you draw something you don't need as it is for a different mechanic. Running multiple cards that do the same thing is very advantageous in EDH for consistency. An example is if you want to run Animate Dead , you should also run Dance of the Dead and Necromancy . They do the same thing and increase your chance of getting a card that has that effect.

If you want, you can check out my UB Zombie deck, Zombies for days. It creates and recycles zombies. It might give you some ideas. There are also a lot of other decks you can find on this site or can google and take inspiration from.

SP3CTR3_chelts on 02: Hedron Mill

2 months ago

i agree with keevel Darkness works well 1 mana to buy you another turn.

also you do not necessarily need to be limited by your on colour fetch lands, running a couple of Flooded Strand could up your landfall triggers and thin your deck, using them to tutor for just the basic island or the watery grave.

Shelldock Isle may be a slower land but it can really help when their deck is low and you are running out of steam.

Mind Funeral i would fill out your playset as they are extremely potent against most modern decks with all their fetch lands. For example my modern deck plays 19 lands of which 7 are fetch lands. by turn 3 it is possible that excluding any mill you have done my land count could be as low as 13!

Braska on Competitive Modern Mill

3 months ago

Things I've learnt playing mill:

This list is too linear for a competitive deck. This is essentially a recreation of a less efficient burn deck. Mill does not possess the multitude of efficient 1 drop 'burn' spells like Lightning Bolt and Lava Spike to win the game before your opponent. One one hand you're going for the instant mill with Breaking , but on the other you're going for long term with Mesmeric Orb and Shelldock Isle . These are two conflicting game strategies that don't mix. Which is why you've got filler cards like Darkness just to bide you time for more mill.

Instead, try and utilise on what mill can offer you and burn cannot. You are playing black, use this to your advantage. Run Fatal Push , Drown in the Loch and Collective Brutality . Cut the less 'to the face' mill spells like Fraying Sanity , Breaking and Mind Funeral . One incredible tool to utilise is Surgical Extraction . There are so many decks in modern that rely on one or a few cards to win. Hit them where it hurts with surgical and they physically cannot win.

Ensnaring Bridge is too good not to run. It's an auto win against some decks game 1.

Don't underestimate the power of Mission Briefing . It's a better snapcaster for mill. You can play archive trap or surgical for their alternative costs (unlike snapcaster).

Mainboard crypt incursion at least 1. Your weakness is aggro decks. Pull one of these bad boys off and you've bought way more turns than any Darkness will get you.

Darkness straight up is a bad card. Fatal Push will likely buy you more turns of the game than darkness ever will. T1 fatal push a Noble Hierarch . Push a Thought-Knot Seer . Push a combo piece. Push a Goblin Electromancer .

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