Mind Harness

Legality

Not legal in any format

Combos Browse all

Mind Harness

Enchantment — Aura

Enchant red or green creature

Cumulative upkeep (1) (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

You control enchanted creature.

Price & Acquistion

Ebay

Recent Decks

Mind Harness Discussion

LandG0 on Muldrotha, the Gravetide *Primer*

1 month ago

Traveler247 Tbh I dont need LED in the deck, but I have one and it synergises well so Im using it. As for cEDH lists, its used a lot in Doomsday lines and a little bit for infinite mana for Bomberman combos but Dramatic Scepter is really where its at with infinite mana these days.

I used to have the dark depths combo in a deck but found it a bit janky, although I can imagine it would fit well in this deck.

In my combo section I mention the use of Flash with Hulk, that combo however I would not say is janky. Thats one of the fastest combos available in the game, but Ive pretty much cut combos from this deck coz I have so many in other decks already.

Halt92

  • Dead Man's Chest looks like some great value
  • Equilibrium I like this, I love playing control
  • Hostage Taker testing at the moment but havent drawn it yet, should be good though
  • Kederekt Leviathan awesome with reanimate enchantments, I talked about this in my combo section
  • Infernal Darkness I prefer Contamination especially in a creature heavy deck
  • Mind Harness I like Treachery over this as its basically free to cast with no upkeep costs
  • Finally, I want to avoid infinite turns with this deck because I have so many combos in other decks. Also I think Second Chance is more on flavour for infinite turns in this deck, or just playing a normal extra turn card like Time Warp and sacing then recasting E wit each turn / bouncing it with Deadeye would be better coz Time Sieve is a dead draw by itself

Halt92 on Muldrotha, the Gravetide *Primer*

1 month ago

Cards I have been experimenting with so far have been Dead Man's Chest, Alpha Authority, Equilibrium, Energy Field, Hostage Taker, Tortured Existence, Infernal Darkness, Kederekt Leviathan, Dystopia, Mind Harness and Dystopia. Granted I love to play control based decks with lots of enchantments so I am a little biased.

ddeevvoo12321 on Blue/Black Horror Aggro

4 months ago

Thank you for the suggestions, Sjorpha!

Skittering Horror was the inspiration for this deck so even if it's a weird, situational card it stays. Sivitri Scarzam can be ditched for full sets of infect creatures once I get them.

Good call on Mind Harness and Steal Artifact.

I have all the cards listed in Common. Ones that appear to be not pauper legal are from older sets where their rarity is common.

Sjorpha on Blue/Black Horror Aggro

4 months ago

So, not sure how competitive you're trying to be here, but some of these cards are just not good. For example Skittering Horror and Sivitri Scarzam, it's much better to simply play full playsets of the infect creatures.

I think with infect you should play some buff spells such as Unstable Mutation and some evasion spells such as Artful Dodge

Mind Harness and Steal Artifact should be in the sideboard since they are dead against many decks.

Also the deck seems to not be pauper legal, so if you're looking to play in pauper events or pauper queue online you'll need to fix that. Otherwise probably change the format to "casual".

EpicDermis on Enchanting the Enchanter

11 months ago

This is Bean.

Budget Suggestions:

More expensive options, or later upgrades to the deck:

TheMadRocketeer on Azure Assimilation

1 year ago

As to suggestions, Bonesplitter is easy on the mana, and just a couple could ramp up the damage fairly quickly. There are also some scarecrows that care about colors and can provide useful or fun effects. Examples: Scuttlemutt might distort your curve a bit at CMC = 3, but it pays for itself a bit as a mana source, and it can flip a threat to red if you really need it to be while you wait for Swirl to show up. Painter's Servant needs no explanation. Whole deck concepts get built around that guy. It's kind of the ultimate in color-manipulation. Adds a given color to everything wherever it is, battlefield, hands, libraries, graveyards, even exile and the stack. That said, I'd just stick with 2 Bonesplitters, or even just 1, given your level of search and draw. The scarecrows might make good sideboard cards for handling unusual threats or just to swap in to keep 'em guessing once in a while.

I think you're right to keep Mind Harness where it is and that it's enough. It's more on-theme for the deck, and with 4 you can afford to use one on a mid-level creature and still have some for the big beastie later on. Also, a point I kind of glossed over above, is that with 4 in the deck, there's decent chance that you could hand off a good creature from a Harness that's getting expensive to a fresh one. Since you already control the target in that case, the handoff won't even cost a turn of summoning sickness.

Bottom Line: I'd swap in maybe 2 Counterspells and either 1 or at most 2 of a good cheap equipment of the Bonesplitter type and call the deck perfect. Neither change is essential, though. If you do only one of these things, go with the Counterspells. Doing that helps you get to play the game that you built this deck to play.

TheMadRocketeer on Azure Assimilation

1 year ago

Nice. +1 from me. I love stuff like this that has a nice twist and uses old cards. +2 if I could.

I do have a suggestion or two.

I'd swap 2 or 3 of your counterspells for Counterspell itself. Once your opponent figures out that Swirl the Mists is such a key card, it will become a target. Counterspell is cheap, easy to cast in mono-blue, works on any spell that's counterable (regardless of color) and can protect your Swirl from discard effects, mill, counterspells, exile, Disenchant, Naturalize, etc., until it makes it to the battlefield and takes effect. Don't replace Douse, though. That's reusable and thus a great value.

I'd also swap in something bit larger, creature-wise. Your lock-down is great, but your damage dealing is going to be slow unless you manage to Mind Harness something big. Alternatively, you could swap in equipment to give you buffs. You won't need many swaps for this, as you have 7 cards that let you search and 4 that give you repeatable draw.

If you want to avoid the cumulative upkeep on Mind Harness, blue has some nice options. A couple of my favorites are Control Magic and Clone, though Treachery is nice too. Personally, I'd stick with the Harness, though. It's easier on the mana curve, and you have 4 of them.

This deck looks like amazing fun, at least until you run out of opponents who are willing to take the beating. LOL.

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