Mind Grind

Mind Grind


Each opponent reveals cards from the top of his or her library until he or she reveals X land cards, then puts all cards revealed in this way into his or her graveyard. X can't be 0.

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Mind Grind Discussion

SuiGeneris on Multi-mill-malarky

13 hours ago

I used to have a 1v1 Brain freeze deck that consistently won, but was not competitive enough for multiplayer. I'm thinking that the addition of Mind Grind and Manic Scribe will make it much better, while Profane Memento and Crypt Incursion keep me alive.

Open to all suggestions!

Atony1400 on Black/Blue mill help

1 week ago

Well, you'll want your key lands, Polluted Delta (i'm hesitant on running so many off color fetches as well), Watery Grave, and maybe Sunken Ruins, Sunken Hollow or Darkslick Shores. Since your running mill, i'm going to say you NEED Nephalia Drownyard, because of its late game capabilities. For spells, Glimpse the Unthinkable is a must. Mind Sculpt and Breaking are it's less favored cousins. Mind Grind/Mind Funeral/Mirko Vosk, Mind Drinker are great budget options, but all do the same thing. I suggest Jace, Memory Adept (for his 10 card ability at 0!) and a mainboard set of Tormod's Crypt. Getting to Exile graves is important for decks that might side in something like Elixir of Immortality to stop you.

If your open to viewing lists, here's my budget one. (Milling is Fum)

Hope that helps!

MTG1814 on W: Dimir Mill Stuff H: ...

2 weeks ago

Hey, I'm sorry if it seems like I keep posting this, but I'm still looking for 2x Phenax, God of Deception, 1x Consuming Aberration, 2x Liliana Vess, 2x Mind Grind, and 2x Mirko Vosk, Mind Drinker. All generally cheap stuff. Thanks for reading!

Milliam_Shakespeare on Blue Black Mill(Needs A lot of Help)

2 weeks ago

Ok here goes.

Glimpse the Unthinkable: The best mill card ever printed, and it has the price tag to show for it. Mind Sculpt is a reasonable budget alternative.

Breaking / Entering: Most mill players are only interested in the Breaking half of this card. It's almost as good as Glimpse the Unthinkable and significantly less brutal to your bank balance. The Entering half can have it's uses, especially if you dont have to pay for it (see Shelldock Isle bellow.

Mind Funeral: Not as reliable as Glimpse the Unthinkable or Breaking, but far better than Mind Grind in 99% of cases. It works best when your opponent has very few lands left in their library, and cards like Ghost Quarter and Surgical Extraction can make that happen. More on those two later.

Archive Trap: This card is a beast. 5CMC is a bit steep for competitive play, but you'll rarely ever have to pay that for it. If your opponent searches their library, the spell goes off for free. With all of the fetchlands in modern this card is almost an auto include. There are a couple of ways you can trick your opponent into searching their library (Ghost Quarter and Path to Exile) but they'll probably only fall for it once. After that, the threat of this card will make them very reluctant to tutor for anything.

Startled Awake  Flip: I haven't tried this one yet. Looks great for casual, but probably too expensive for competitive.

Tome Scour: 5 cards for one mana. Not bad.

Thought Scour: 2 cards and a draw for one mana. Again, not bad.

Visions of Beyond: An incredible card draw spell. It's basically a modern legal Ancestral Recall for mill players.

Path to Exile: It's worth splashing white just to get access to this. One of the best removal spells in modern, and it triggers Archive Trap.

Remand: Probably the best counterspell in modern. Most others cost too much mana or are too situational. Psychic Strike isn't bad for casual decks.

Surgical Extraction: Usually better than Extirpate, but not always. Either can be absolutely brutal if you target a non-basic land and then hit them with a Mind Grind. It also wrecks combo decks and anyone relying on Emrakul, the Aeons Torn or Ulamog, the Infinite Gyre to protect them from mill.

Crypt Incursion: Can buy you the time needed to finish off your opponent if you're running low on lives. Better against creature heavy decks.

Darkness: Another one that can buy you turn. Some people don't like it, but for one mana I think it's ace.

Damnation: Seriously hard on the wallet, and the board state. If you run few creatures this is a great choice. There are some budget versions of this card, but I'd stay clear of any that cost more than 5 mana.

Hedron Crab: Best mill creature ever printed. Get four of them, you won't regret it. They're made even better by fetchlands.

Jace's Phantasm: Quickly becomes a 5/5 flyer for one blue mana. Makes a great blocker and reasonable secondary win condition.

Snapcaster Mage: Always pricey, but worth the money. Recast your best mill or control spells and then use it to chump block.

Jace, Vryn's Prodigy  Flip: I guess I don't even have to explain why this card is so good.

Wight of Precinct Six: Cheap creature that gets bigger as you mill. Watch out for decks that run few creatures, and have a sideboard option ready.

Consuming Aberration: Terrifying if you can get it onto the table and keep it there. Sneaking it on with Entering can be cheeky as it gains haste. It's high mana cost makes it a liability on competitive matches however.

Ashiok, Nightmare Weaver: Mills to exile and can nab your opponent's creatures. I like it, some people don't. It's mana cost is pleasingly low.

Jace, Memory Adept: If he was one mana less I'd be all over him like a cheap suit. Very good plainswalker for mill players.

Mesmeric Orb: Some people love this card. I've not tried it out myself but it does look like it could be very powerful.

Oboro, Palace in the Clouds: Trigger Hedron Crab's landfall every turn. A bit pricey, but worth it.

Shelldock Isle: A good way to get expensive spells out when your opponent's library is running low. Especially nice with Breaking / Entering as you can cast either half, depending on what you need.

Nephalia Drownyard: A good late game mana sink. Use it at the end of your opponent's turn if you have nothing else to spend the mana on.

Ghost Quarter: Destroy non-basic lands and make your opponent tutor up a basic to replace it. Triggers Archive Trap and sets up a devastating Mind Funeral.

Polluted Delta: Mana fixing and a trigger for Hedron Crab. Evolving Wilds and Terramorphic Expanse make reasonable budget alternatives, but they can't fetch shock lands like Watery Grave or Godless Shrine.

Godless Shrine or Hallowed Fountain: Fetchable duel lands that can power Path to Exile.

That's all I can think of at the minute, if you have any questions feel free to ask. And happy milling!!

nightswhisper on Best Mill Cards

2 weeks ago

I have a deck which won the regional championships and it's a mill.


Glimpse the Unthinkable is the staple of modern mill. It's a T2 Mill spell and mills 10; Absolutely devastating.

Hedron Crab is fantastic. Used with fetchlands, you can mill 6 per crab. On the rare occasion of having 2, 3, or 4, you can win in as few as 4 turns. This needs an Oboro, Palace in the Clouds as well.

Archive Trap is the bread and butter of modern mill as well. You will want to synergize with Ghost Quarter or Path to Exile's abilities which asks your opponent to search libraries. Considering most top-tiered decks use fetchlands, Archive Trap needs a full set in most modern deck.

Breaking / Entering is also a must, as it's a slightly nerfed Glimpse. The added ability to take an enemy creature (if you splash red) or catch it with a Shelldock Isle is excellent.

Mind Funeral is an excellent card as well. Against aggro and decks without many lands, this can mill anywhere from 4 - 20.

Thought Scour is a good cantrip as well. But its use is somewhat limited.

Some which are bad and unplayable;

Traumatize (Too slow), Nemesis of Reason (Too slow), Mind Grind (Too slow, expensive version of Mind Funeral unless you're splashing green with ramp)

Some fringe selections which are somewhat playable;Tome Scour, Mind Sculpt.

You need a selection of cards to back you up as well. I don't ever play green (which is excellent for UBg mill) so I am unfamiliar with cards in that direction. But in white, Path to Exile is needed.

You'll want some discarders as well to keep aggro decks at bay or die really hard. Inquisition of Kozilek, Thoughtseize (1 - 2 max), and Duress are excellent choices.

In general, there are two schools of mill. There's TurboFog (based on Howling Mine, Sphinx's Tutelage, Temple Bell, and a variety of Fog cards like Fog, Angelsong, and Holy Day.). The other is UBx (usually UBg, or UBw) control.

In general, Turbo Fog does well but is prone to combo disruption and hate from cards like Wild Slash. Surgical Extraction, Extirpate, Burn, 8Rack and other alternative win conditions. And the draws can benefit your opponents more than you think. However, Turbo Fog is EXTREMELY fun to play and I would recommend looking into some of the top performing decks if this seems like your style.

square711 on Best Mill Cards

2 weeks ago

Consuming Aberration really isn't worth it. As Chief and the others have said, you should stick to the mill/control plan. Heck, don't play any creatures other than Hedron Crab.

If you can afford a better manabase with fetchlands and stuff, I've found that the strongest mill decks (i.e. the ones that actually have a fighting chance against tier 2 stuff) are Esper (W/U/B) decks. White adds very little to the mill part of your gameplan, but it adds some much-needed sideboard pieces (Disenchant, Stony Silence, Rest in Peace if you don't play Snapcaster/Visions, and so on). That, and Archive Trap + Path to Exile is the strongest interaction in the deck by a landslide.

I advise against playing anything with a higher CMC than 4. Mind Grind is an extremely overcosted Mind Funeral, Traumatize is a terribly slow spell that often doesn't even mill that much (the opponent's library will probably have less than 30 cards by turn 5 anyway) and no one mentioned it yet but please, don't play Psychic Spiral. If you can't find the better mill spells like Breaking and Mind Funeral, play Mind Sculpt, Tome Scour, Mesmeric Orb... but always prioritize low-CMC stuff.

Also, don't run counterspells that cost 3 or more mana. Psychic Strike may sound good in theory, but in practice it's just a slightly better Cancel. You're much better off running Remand, Negate or Mana Leak, believe me.

And definitely get some Surgical Extraction or Extirpate. They're life savers.

ToolmasterOfBrainerd on Best Mill Cards

2 weeks ago

You don't want Mind Grind. Breaking is good. Archive Trap is an auto 4-of. Mind Funeral is good. Hedron Crab is a 4-of.

Adeford on Best Mill Cards

2 weeks ago

Currently trying to build the most annoying U/B mill deck to play against my friend.

I currently have 4 Glimpse the Unthinkable and 4 Mind Grind in the deck, but I need some more since I have about 4 filler creatures I don't really want. (The rogues and skeletons)

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