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

ScorpioXP on [Community Discussion]: Modern Chat

3 days ago

I'm thinking like ,ohh... what's that card that returns all the cards that entered the graveyard this turn to the battlefield? That and Mind Grind, with Narcomoeba to fuel the Drum, then reanimate Laboratory Maniac for the win.

square711 on Ultimate Milling

6 days ago

Take out the stuff that costs 4+ mana first. Namely, Traumatize and Mind Grind. Jace's Erasure is another card I'm not sold on - you don't have enough draw spells to make it punish the opponent enough. Maybe if you had Visions of Beyond in there, or even Sign in Blood.

And definitely consider Mindcrank if you're keeping the Duskmantle Guildmages. I don't care much for their infinite combo, but it does win the game on the spot, so...

square711 on Ultimate Milling

1 week ago

Put Archive Trap back in and remove Increasing Confusion. You won't survive long enough to be able to sink a lot of mana into Increasing Confusion, especially when you could be casting cheaper, more effective stuff instead. I mean, it requires ELEVEN mana to produce the same effect as Glimpse the Unthinkable, which costs... two.

Archive Trap, on the other hand, can be cast in response to something the vast majority of Modern decks are doing all the time: crack fetchlands. A turn 1 Archive Trap is the best play you could ever hope for, and the chances of it happening are pretty high, believe me.

Get rid of Mind Grind. It's a strictly worse Mind Funeral (it needs six mana to do the exact same thing Mind Funeral does!), and even Mind Funeral is not that good to begin with. What you want to be running is a full playset of Glimpse the Unthinkable, or Breaking, or Mind Sculpt. Or Mesmeric Orb.

I know this is a casual deck, but you should really, really get rid of all those 5 and 6-drops. Remember, your opponent is going to be attacking you every turn as you mill them out, and you have virtually zero ways to protect yourself while you do it, so you gotta be faster than them - and stuff like Keening Stone won't help you with that.

Finally, why are you even running Moonring Island? It puts you behind in the mana race and its activated ability is completely irrelevant. Why would you want to look at the opponent's next topdeck if you're gonna put all of their stuff in the graveyard anyway?

MrZwick on Mill Combo Help!

1 week ago

Mind Funeral is a personal favorite. Depending on mana, Mind Grind was fun when it was in Standard, but its not easy to cast it for a high X

Quicksilver on You know what? I want to Drink your mind...

1 week ago

Not complete; cool, I run one of these decks, here's a few must haves:
Twincast - ever played with more than 2 players? This card is a godsend to help speed the milling of players.
Glimpse the Unthinkable - If you make no other card a proxy, make it this one. It's frustrating and unpredictable.
Rogue's Passage - at a measly 2 damage, most players will laugh at Mirko Vosk, Mind Drinker attacking. This makes sure he hits the mark.
Psychic Strike - Stock standard counter, but hey, you get to mill a player.
Propaganda - pillow fort is your saviour against everyone else. Once they realise you're one of those cheap players, they'll attack you expecting you not to have a defence.
Meletis Charlatan - chump blocker with duplication power.
Boseiju, Who Shelters All - worry your Mind Grind will be countered? Not anymore.
Archive Trap - commander demands searching your library, 100 cards means you have no idea where your combos are. A good tutor changes that, and if they search, boom! 13 cards gone. Duplicate for additional lulz.
Swan Song - the counter war's best friend. You're milling people, giving them a bird is a small price to pay for them to lose cards.
Cyclonic Rift - an ESSENTIAL card for all blue EDH decks, it deals with indestructible, hexproof and shroud.
Dissipation Field - remove the incentive to attack you. If they do, they have to recast the card again.
Dimir Signet + Sol Ring = a powerful opening play with a land.
Explorer's Scope - Mirko Vosk, Mind Drinker decks are primarily voltron (they focus on the commander,) so it makes sense to give him an artifact that can accelerate land production. On top of this,
Fireshrieker for making opponents mill 8 lands, and Sword of Body and Mind to make them mill an additional 20 cards on top of that.

icehit6 on Millllllllllllllllllllllll

1 week ago

Okay, it seems like you're going way too inconsistent with this. The idea is great, and the cards are in it are really great, however I would recommend running 4 Glimpse the Unthinkable, Increasing Confusion, Mind Funeral, Mind Grind, Tome Scour, and Mind Sculpt. That would keep the consistency great and you would mill your opponent a ton. It would be super annyoing. That's 28 mill cards. I as well recommend, since this is not control and it is mill running 22-24 lands (I would run 22).

This leaves you 10 cards to play around with if you run 22 lands. With this, I would keep the 2 Jace, Memory Adept, run 4 Consuming Aberration, and 4 Nemesis of Reason.

The key to making a really great mill deck is consistency, and if you take out everything but the cards that I listed above, you'll have a really consistent deck list, and an annoying mill deck that could be used for tournament.

SUNBR0S0LAIRE on Beyond the Wall of Sleep

2 weeks ago

If you want a really good infinite blue+ Mind Grind combo as well, look into Grand Architect and Pili-Pala. Two really cheap cards that give you infinite blue that pairs really well with Mind Grind for a win. Also I suggest some cheap tutors.

Liszt on Massive Mind Mill

3 weeks ago

Too many mill cards, this deck is too slow. Also Mind Grind is crap. At the point it beats Mind Funeral you have to pay 6! mana for it. You don't want to waste an entire turn just casting this one spell, especially when it's that late in the game. I would either add some counter spells like Dissolve or Mana Leak. Also a really nice addition might be Altar of Dementia. Sacrificing Consuming Aberration will just double the cards in your opponents graveyard. And the Combination with Altar of Dementia + Undead Alchemist is also very often this is a one turn win against any creature heavy deck. What format are you playing in btw?

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