Mind Rot

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Kaladesh Common
Welcome Deck 2016 Common
Magic Origins Common
Dragons of Tarkir Common
Magic 2015 Common
Magic 2014 Common
Return to Ravnica Common
Magic 2013 Common
2012 Core Set Common
2011 Core Set Common
Duels of the Planeswalkers Common
2010 Core Set Common
Tenth Edition Common
Ninth Edition Common
Eighth Edition Common
Seventh Edition Common
Starter 1999 Common
Portal Second Age Common
Portal Common

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Related Questions

Mind Rot

Sorcery

Target player discards two cards.

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Mind Rot Discussion

AtomicEmpire on Esper Control

11 hours ago

I would honestly cut a Snapcaster Mage. We have less cards that it can Snap than the other control decks in the format (Jeskai Nahiri and Grixis). Some cards that are bad with Snapcaster Mage are stuff like Think Twice, Sphinx's Revelation, and especially Logic Knot. That will free up space for another Serum Visions. People (me included) have started running four Serum Visions mainboard, and using Esper Charm for it's Mind Rot ability, as Think Twice and Serum Visions give us a lot of card advantage.

Otherwise I love love love the deck!

FierceTierce on Newbie Black/Blue Deck

6 days ago

This looks like a great way to start! It looks like you've gotten the basics of deck building and you're on your way!

If you want to start improving your deck, I'd suggest deciding where you'd like to focus. It looks like you lean towards control, which has a lot of cards that disrupt your opponent (Bone Splinters, Demon's Grasp, Mind Rot among cards in your deck) and lots of cards that draw more cards for you, but the biggest difference is most control deck focus more on disrupting your opponent than playing creatures (some control decks have no creatures, but you won't go that far). Then, when a control deck does play a creature, it's usually a big, scary creature (Nightmare, Sphinx of Magosi) that they try to protect and keep on the board.

If you don't like the idea of cutting many creatures, you can always go the midrange route. Midrange plays lots of creatures on curve, usually trying to get big creatures out on turns 3-5 and pressure their opponents with them. In that case, I could certainly suggest some creatures.

Lastly, are you going to stick with standard? If you want to play sanctioned, it's not a bad idea, but if you only play countertop, I suggest playing casual format where your card pool is much bigger.

If you have any questions, let me know!

nobarkmoon9 on Dark Forest

1 week ago

I'd list this under casual. Legacy is the second highest power level competitive format, and this deck wouldn't be good even in standard, not that there's anything wrong with that. You'll probably get more useful feedback in casual. As for recommendations, I'd take out the red splash, and in most casual games you won't see people sideboarding. As for the main deck, one pitfall I see is that you're running over 60 cards. When you go over 60 cards, you're generally putting in cards that are worst than your best cards, so you're decreasing your odds of drawing good cards. For strategy I'd either stick to the small creatures that can attack fast, like Strangleroot Geist or Young Wolf, or the big creatures that cost a lot of mana, like Wolfir Silverheart and Vorstclaw. If you go with small creature, you'll want to build around making a lot of creatures and dealing damage quickly. The most important cards to pick up in that case would be 3-5 of something like Overrun or Triumph of the Hordes that make all your creatures big temporarily, because they'll most likely die that turn. If you want build a big creatures deck, you'll have to make it a bit more complex. You'll want about 10 cards like Llanowar Elves or Rampant Growth that get you ahead on mana for a cost of one or two. Also, you'll want to run what are called removal spells, to deal with what the opponent is playing, like Doom Blade or Grasp of Darkness, and you'll want to run 10-12 of these. Continuing on you'll want about 6 discard spells, things like Distress, but not Mind Rot. Mind Rot is bad because the enemy will always discard their worst two cards, where with Distress you get to take their best card. You'll also want about 24 lands. The rest of the space should be your big creatures, generally costing between 5-7 mana. Wolfir Silverheart is just about the best creature for the money that you can run, as he'll close out games very quickly. I wouldn't recommend things like Acidic Slime as they don't deal very much damage. I hope this helps.

LeaPlath on Nath of the Gilt-Leaf

1 week ago

Heritage Druid, Elvish Archdruid, Birchlore Rangers, Priest of Titania, Joraga Treespeaker let you turn your tokens into mana etc.

Nature's Lore, Assassinate, Bone Splinters, Death Stroke, Despise, Distress, Explore, Gruesome Discovery, Journey of Discovery, Mind Rot, Appetite for the Unnatural, Doom Blade, Druid's Deliverance, Gilt-Leaf Ambush, Naturalize, Seedling Charm, Spring Cleaning, Strength in Numbers, Vitalize, Prowess of the Fair, Wayfarer's Bauble, Deadbridge Shaman, Silhana Starfletcher can all be cut in my opinion. These cards are all low impact or just a bit eh, compared to what you can do.

Unnerve should be Syphon Mind.

Nullmage Shepherd lets to turn a swarm of tokens into repeatable removal.

If you want to go in hard on tokens, you also have Primal Vigor as another token doubler, Second Harvest as a single use doubler, Sylvan Offering as a massive token producer/political card you can take advantage of especially. Voice of the Woods turns tokens into yet more tokens.

Damnable Pact is a good draw x spell, which can be political, or can be used to burn someone to death. Weird Harvest is an interesting political option, that can let you win on the spot with enough ramp.

kaneki on Black Red, Buget Demigod of Revenge

3 weeks ago

also I don't understand why Mind Rot is there, do you want to use it on yourself or on the opponent?

Aftertherevolution on Mono-Black Hand destruction

1 month ago

I'm still learning about the standard meta, but I wonder if Mind Rot is left out b/c it's not as strong as the others? ie. 3 CMC and opponent chooses? I think I'd be tempted to ditch Whispers of Emrakul and not worry about delirium. In some ways, I actually find value in seeing what an opponent chooses to discard (especially if it's in RL and they don't have a poker face). But maybe it messes with your ideal curve?

It also made me think a deck with some combo of this might be cool, but I've no idea atm what it would replace...

Also looked at these two .. tho don't think they quite beat out others you have

FullmetalWes on Mono Black Midrange

1 month ago

I like this a lot. Have you had a chance to playtest this in Standard? Only problems I see are not enough earlier removal, maybe add another optional wincon and I wouldn't run x4 Mind Rot ever, keep that at x2 at most. My recommendation would be to cut x1 Complete Disregard and x2 Mind Rot and throw in those x3 Fatal Push you have in the sideboard. This will even your curve out a little more (you have way too many 3 drops) and help you get through those early stages of the game. Good luck!

BioProfDude on B/G Fun with deathtouch (3-1 at FNM)

1 month ago

Mokan, 23 land is just about right. I tried 22 and had some issues, and even at 23 I still get a mana issues. I need to have mana both to play creatures and to do combat tricks/effects. Once I get to about 5 mana (6 is ideal), everything clicks very well. Even at 22 mana that was a struggle. Just seems like 23 mana has helped that a lot.

The sideboard needs help and is not indicative of what was actually run. That'll be fixed soon. Thanks for the suggestions! Heroic Intervention and another Blossoming Defense will certainly be there.

I do have a delirium creature or two in the deck, just like I have a couple of revolt creatures/instants. I have chosen to try to exploit neither. Occasionally I get delirium, occasionally I can trigger revolt. For a delirium deck to truly work, the whole deck has to be built around the mechanic (and I think revolt is the same way). In this case, I get a 1/1 or 1/2 creature with deathtouch for either a single or a single , and that's my main focus. To try to do more would fundamentally change the deck.

Mind Rot and Transgress the Mind are for control decks, particularly decks that have oodles of removal. I actually had 3x Transgress the Mind (instead of the 2x listed above) and the 2x Mind Rot in my side and used them against a copy cat deck and a B/R Eldrazi deck to great effect. At this point, I would be very unlikely to move those out as they both do a great job. Play the Mind Rot, then the Transgress the Mind to see what they kept that they wanted so badly.

Thank you for the suggestions! Also, thank you for the +1/+1!

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