Mind Stone

Legality

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

Printings View all

Set Rarity
Commander 2015 Uncommon
Duel Decks: Zendikar vs Eldrazi Uncommon
Commander 2014 Uncommon
Duel Decks: Jace vs. Chandra Uncommon
Tenth Edition Uncommon
Weatherlight Common
Promo Set Uncommon

Combos Browse all

Mind Stone

Artifact

mana symbol t: Add mana symbol c to your mana pool.

mana symbol 1, mana symbol t, Sacrifice Mind Stone: Draw a card.

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Cardhoarder (MTGO)

0.53 TIX $0.08 Foil

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Mind Stone Discussion

griffinpride23 on First Deck Ever - CDR

1 day ago

I like to run 7-8 ways to ramp my mana up. This can be through effects that fetch out lands and put them into play or just a 'mana rock' that I can use for mana overall. Here are the ones I tend to run most frequently in my mono-color decks; I'll list more than 8 here so you can pick and choose what ones you really like and incorporate them into your build (note, you already run some of these)...

Ones I like:

  • Sol Ring and Mana Vault - I include these two cards in all my commander decks; the acceleration is powerful and Commander is one of the only formats you can still play these cards.
  • Wayfarer's Bauble - I don't see this card in many lists, but I really like the effect. It gives you a Turn 1 play and a Turn 2 play if you have nothing else going on. Additionally, it puts a basic land into play, which means it is less likely to be destroyed by artifact hate before you can get value off it.
  • Jet Medallion - If you find that 70% or more of the deck is black, then this is a solid include. Later in the game, or if you happen to cast multiple spells in a turn, this will stack up in value on any given turn. The only downside is you can't use it to reduce the cost of activated abilities (such as Volrath's pump ability)
  • Mind Stone - This is a solid option that can draw you a card later in the game if you need it.
  • Thought Vessel - This is picking up popularity due to the added bonus of "no maximum hand size"; it could beat out Mind Stone for many decks, I don't know if I'd run both as they only produce 1 colorless mana.
  • Grim Monolith - Grim Monolith I think fits best if you really want that early game acceleration. I like it better than Mind Stone in your build, as a T2 Grim Monolith can lead to a T3 Volrath very easily.
  • Voltaic Key - While this isn't a "mana rock" per say, it can be very useful with cards like Mana Vault, Grim Monolith, and Basalt Monolith.
  • Basalt Monolith - This is a cheaper ($$-wise) version of Grim Monolith; but the 3 casting cost is a turn slower. I find that running both isn't really needed in my decks.
  • Extraplanar Lens - I don't care for this card, but many people swear by it. I think it really, REALLY comes down to your meta. If you run this you stand a chance of getting blown out by artifact removal and ultimately being behind. However, if you draw this later in the game, you can make a big play by casting this first and doubling everything else. I generally don't run it, but you might like it.
  • Sculpting Steel - Also not really a 'mana rock' but I like that you can copy any artifact in play with it. I find it can be very useful, even if all I copy is a opponents Sol Ring. Commander generally runs a number of powerful artifacts, so the versatility is amazing with this card.
  • Burnished Hart - This isn't too bad, I find this works best in decks that can really abuse it by bringing it back multiple times for reuse.
  • Solemn Simulacrum - The 'Sad Robot' is a staple for nearly every commander deck. Ever. The value he can generate in this build is fantastic. Ramping out a land, drawing a card, possibly making zombies, possibly forcing everyone else to sacrifice a guy, possibly triggering Morbid - yes please to all the above.
  • Hedron Archive - I like this card for budget builds and it generally finds a home in my new decks I build; however I also cut it for something else generally later when I start to pour more money and/or time into a deck.
  • Thran Dynamo - This is usually the contender battling for the CMC 4 cost mana rock in many decks, it's opponent is Hedron Archive. One makes more mana, one lets you draw cards late game. It's very comparable to Mind Stone vs Thought Vessel.
  • Gilded Lotus - This is another very popular staple mana rock for EDH, I would recommend this one if you start playing Urborg, Tomb of Yawgmoth.
  • Gauntlet of Power - This is by far one of my favorite rocks; however, I don't recommend this in mono-black if you are running Urborg, Tomb of Yawgmoth as you are providing so much advantage to your opponents at that point. It's also worth nothing that (I think) this will negate the effects of Contamination. I think your build will utilize Gilded Lotus better overall either way.
  • Caged Sun - This is another version of Gauntlet of Power that only effects your lands. Very powerful, but also cost 6 mana to get out there.

shaistyone on David's angel army

1 day ago

I like this, but I think a better angel as commander is in order. Creature activated abilities are just not what they used to be. That said, I have had mono-white EDH decks for years, and still run one that does very well.

Suggestions:
Land upgrades
Emeria, The Sky Ruin
Temple of the False God
Thawing Glaciers
Nykthos, Shrine to Nyx
Terrain Generator

Mana
Pearl Medallion
Extraplanar Lens
Caged Sun
Endless Horizons
Land Tax
Sword of the Animist
Expedition Map
and add more if you find you run mana short (Thought Vessel, Mind Stone, Marble Diamond, etc)

Bam! Kapow!
Luminarch Ascension
Marshal's Anthem
Light from Within
Leonin Sun Standard
Blade of Selves
Reconnaissance
Blind Obedience + Crackdown
Cryptic Gateway
Urza's Incubator

Creatures
Akroma, Angel of Wrath - potential commander
Magus of the Moat
Gisela, the Broken Blade - potential commander
Bruna, the Fading Light - potential commander
Twilight Shepherd
Herald of the Host
Opal Archangel
Avacyn, Guardian Angel
Radiant, Archangel - potential commander (top choice)

Protection
Ghostway
Eerie Interlude
Rootborn Defenses
Faith's Reward
Absolute Grace
Absolute Law

Optimator on The Braided Siren's Song

3 days ago

Thran Dynamo, Caged Sun, Void Winnower, Rhystic Study (already own one now!), Darksteel Colossus, Nykthos, Shrine to Nyx, Winding Canyons, Vedalken Orrery, Capsize, Duplicant, Psychosis Crawler, Gilded Lotus, Thought Vessel are all very very likely to go in once I upgrade. The deck needs much more ramp in order to function smoothly I believe. Getting Braids out just before my turn would help immensely too. I feel that if Braids is shut down my deck is neutered since my average CMC is a whopping 5. The deck needs to run on its own without Braids--her group-hug aspect is rarely seen as beneficial, it seems. Blue isn't the best color for ramp but at least it's a mono-colored deck. Also, being able to raw-cast my fatties along with a free one will help a lot with board-presence, which is an issue. A lot of times I finally get a bomb out and it's removed promptly.

Perhaps a Sword of the Animist as well. Gauntlet of Power is perfect but a bit expensive. Same with Doubling Cube, although that one is much more affordable. Might splurge on one. Might also throw in a Mind Stone and a Hedron Archive. On the fence about Sapphire Medallion.

Walk the Aeons and Time Warp would be good but they're so pricey. Might be worth it if I want this deck to be casually competitive. I do love my Braids, Conjurer Adept!

Phyrexian Metamorph is on the short list of upgrades but perhaps not the next big wave (see what I did there?). Same with Akroma's Memorial and Platinum Emperion

Also, might by a foil Braids for good measure.

The hard part is the cuts, obviously. I love my creature base but with my card-draw I could use a few less. That will require lots of balancing, I'm sure.

Stefouch on Revenantmike

4 days ago

I do not have a budget list, but here I can share some tips for a cheaper version of Sharuum Engine.
Unfortunately, it will be at the cost of explosiveness, and some cards have no replacement at all.

Look at my Maybeboard for cheaper ideas.

Budget version of Sharuum Engine

Filterlands, Fetchlands and Dualands/shocklands may be replaced by (in order of preference) more basic lands, checklands, painlands, tangolands, taplands, and bouncelands (from ravnica, those that give two-colored mana from a guild).
E.g.: Drowned Catacomb, Glacial Fortress, Isolated Chapel, Arcane Sanctum, Underground River, Adarkar Wastes, Caves of Koilos, Dimir Aqueduct, Azorius Chancery, Orzhov Basilica, Dimir Guildgate.., Dismal Backwater.. etc...

Artifact lands are important if you plan to use Time Sieve and Mox Opal or if your meta has land-destruction cards (artifact lands are recurrable with Salvaging Station).

Ancient Tomb may be replaced with Temple of the False God

Bazaar of Baghdad --> Geier Reach Sanitarium

Wasteland --> Tectonic Edge or Ghost Quarter

Academy Ruins, Cavern of Souls, Gemstone Caverns, Mishra's Workshop have no replacement.

Urborg, Tomb of Yawgmoth is here for mana-fixing and allows non-producing mana to produce. E.g.: Workshop or Bazaar. You may get rid of this land without those expensive lands.

Inkmoth Nexus can be removed easily. It's an alternate wincon, but I rarely won with it.

Command Beacon isn't trivial to the deck.

Petrified Field isn't important if you do not use those expensive lands.

Very expensive ones: Mox Opal, Mox Diamond, Mana Crypt, Grim Monolith, LED, Metalworker
Other expensives: Chromatic Lantern, Gilded Lotus, Lotus Bloom, Mana Vault.

These are our ramp options. They are fragile compared to land-ramp spells, but more faster options, and sometimes recurrable with Sharuum/Salvaging Station.

Replacement ideas (bolded are my favorite): Talismans and Signets, Worn Powerstone, Thran Dynamo, Solemn Simulacrum, Hedron Archive, Wayfarer's Bauble (needs more basic lands), Burnished Hart, Kyren Toy, Semblance Anvil, Basalt Monolith, Dreamstone Hedron & similar, Mind Stone, Lotus Petal, Helm of Awakening... etc..

Those replacement can't allow you explosiveness unfortunately.

A sidenote about Voltaic Key. The key is very powerfull with Grim Monolith, Mana Vault and Gilded Lotus. Without those, it loses some efficiency, but the key is still very good with your artifact creatures and your 2-manas-producing rocks.

Creatures are all easily affordable, except for Metalworker.

Utility artifacts:

Crucible of Worlds may be removed. Without the expensive lands and the Fetchland, it is almost obsolete. Switch to Trading Post, or Clock of Omens.

Ensnaring Bridge --> another creature.

Rings of Brighthearth, like Crucible, it becomes obsolete without fetchlands. Also its power come from planeswalkers.

Sensei's Divining Top --> Crystal Ball

Tawnos's Coffin --> Conjurer's Closet

Sword of the Meek + Thopter Foundry + Time Sieve combo: This is our secondary combo for the win. It can be replaced by more creatures for a beating plan.

All planeswalker are difficult to replace. The best one in this EDH deck is Tezzeret the Seeker . If you have the budget to buy one, buy this one.

Karn Liberated --> Spine of Ish Sah

Venser, the Sojourner --> Any blink effect reusable (e.g. Crystal Shard, or Sanctum Gargoyle)

All Is Dust may be replaced with any wrath effect, but it really shines in this deck.

I will suggest to buy: Tezzeret v1, All is Dust, and Demonic Tutor. They are the best Price/Efficiency

You may drop to 33-34 lands without Bazaar and Workshop. But keep 14-16 ramp sources.

Stefouch on Stefouch

4 days ago

I do not have a budget list, but here I can share some tips for a cheaper version of Sharuum Engine.
Unfortunately, it will be at the cost of explosiveness, and some cards have no replacement at all.

Look at my Maybeboard for cheaper ideas.

Budget version of Sharuum Engine

Filterlands, Fetchlands and Dualands/shocklands may be replaced by (in order of preference) more basic lands, checklands, painlands, tangolands, taplands, and bouncelands (from ravnica, those that give two-colored mana from a guild).
E.g.: Drowned Catacomb, Glacial Fortress, Isolated Chapel, Arcane Sanctum, Underground River, Adarkar Wastes, Caves of Koilos, Dimir Aqueduct, Azorius Chancery, Orzhov Basilica, Dimir Guildgate.., Dismal Backwater.. etc...

Artifact lands are important if you plan to use Time Sieve and Mox Opal or if your meta has land-destruction cards (artifact lands are recurrable with Salvaging Station).

Ancient Tomb may be replaced with Temple of the False God

Bazaar of Baghdad --> Geier Reach Sanitarium

Wasteland --> Tectonic Edge or Ghost Quarter

Academy Ruins, Cavern of Souls, Gemstone Caverns, Mishra's Workshop have no replacement.

Urborg, Tomb of Yawgmoth is here for mana-fixing and allows non-producing mana to produce. E.g.: Workshop or Bazaar. You may get rid of this land without those expensive lands.

Inkmoth Nexus can be removed easily. It's an alternate wincon, but I rarely won with it.

Command Beacon isn't trivial to the deck.

Petrified Field isn't important if you do not use those expensive lands.

Very expensive ones: Mox Opal, Mox Diamond, Mana Crypt, Grim Monolith, LED, Metalworker
Other expensives: Chromatic Lantern, Gilded Lotus, Lotus Bloom, Mana Vault.

These are our ramp options. They are fragile compared to land-ramp spells, but more faster options, and sometimes recurrable with Sharuum/Salvaging Station.

Replacement ideas (bolded are my favorite): Talismans and Signets, Worn Powerstone, Thran Dynamo, Solemn Simulacrum, Hedron Archive, Wayfarer's Bauble (needs more basic lands), Burnished Hart, Kyren Toy, Semblance Anvil, Basalt Monolith, Dreamstone Hedron & similar, Mind Stone, Lotus Petal, Helm of Awakening... etc..

Those replacement can't allow you explosiveness unfortunately.

A sidenote about Voltaic Key. The key is very powerfull with Grim Monolith, Mana Vault and Gilded Lotus. Without those, it loses some efficiency, but the key is still very good with your artifact creatures and your 2-manas-producing rocks.

Creatures are all easily affordable, except for Metalworker.

Utility artifacts:

Crucible of Worlds may be removed. Without the expensive lands and the Fetchland, it is almost obsolete. Switch to Trading Post, or Clock of Omens.

Ensnaring Bridge --> another creature.

Rings of Brighthearth, like Crucible, it becomes obsolete without fetchlands. Also its power come from planeswalkers.

Sensei's Divining Top --> Crystal Ball

Tawnos's Coffin --> Conjurer's Closet

Sword of the Meek + Thopter Foundry + Time Sieve combo: This is our secondary combo for the win. It can be replaced by more creatures for a beating plan.

All planeswalker are difficult to replace. The best one in this EDH deck is Tezzeret the Seeker . If you have the budget to buy one, buy this one.

Karn Liberated --> Any wrath effect or O-Ring effect.

Venser, the Sojourner --> Any blink effect reusable (e.g. Crystal Shard)

All Is Dust may be replaced with any wrath effect, but it really shines in this deck.

I will suggest to buy: Tezzeret v1, All is Dust, and Demonic Tutor. They are the best Price/Efficiency

You may drop to 33-34 lands without Bazaar and Workshop. But keep 14-16 ramp sources.

WaseosaWrengler on Temur Dragons

5 days ago

So I'm going to list some cards that I think will be good for your deck!

Non-Dragon Creatures

Sakura-Tribe Elder cheap and easy, really great ramp options

Acidic Slime utility creature, obvious uses

Xenagos, God of Revels is a win condition with the right board

Trygon Predator another great utility creature

Thassa, God of the Sea the scry is amazing, the unblockable is nice

Solemn Simulacrum one of the best EDH cards I reckon

Shaman of the Great Hunt insane card draw with dragons

Dragonspeaker Shaman Duh

Consecrated Sphinx if you've got the money, this is an insane card

Phyrexian Metamorph one of the nest clone cards

Dragon Creatures

Icefall Regent decent dragon, good ability

Keiga, the Tide Star pretty good ability

Scourge of the Throne powerful effect

Tyrant's Familiar actually very powerful if you have your commander out as well

Stormbreath Dragon one of the best dragons

instants

Worldly Tutor get dragons

Reality Shift some of the best removal in blue

Pongify more removal

Rapid Hybridization even more removal

Counterspell or Mana Leak are just better than Swerve

Krosan Grip can deal with pesky artifacts

Izzet Charm, Simic Charm, and Gruul Charm should be considered, but aren't necessary

Dig Through Time is insane

Cyclonic Rift is one of the best board wipes of all time

Stroke of Genius and Blue Sun's Zenith for card draw

Beast Within is great removal as well

sorceries

Ponder and Preordain for early game and deck manipulation - similar to brainstorm

Decimate is brutally good

Blasphemous Act sometimes you gotta watch the world burn

Farseek can get shocklands if you add them

Cultivate and/or Kodama's Reach for ramp

See the Unwritten free dragons

Treasure Cruise draw three for one mana basically

Curse of the Swine exile wipe is great

Vandalblast personal favourite of mine

enchantments

Frontier Siege could be sweet

Rhystic Study one of the all time bests - a must have

Asceticism protection! lovely

Monastery Siege similar to frontier siege.

Artifacts

Simic Signet ramp

Gruul Signet ramp

Mind Stone ramp

Chromatic Lantern ramp

Gilded Lotus ramp

Commander's Sphere ramp is important

Thought Vessel decent card actually

Darksteel Ingot guess why

Lightning Greaves protection for your commander

Swiftfoot Boots see above

lands -three colour decks need non basics to work here are some basic good ones. There's seriously a lot of good lands, so pick and choose from some that I list below!

Command Tower every deck needs one

Frontier Bivouac taps fro all three!

Breeding Pool, Steam Vents, and Stomping Ground - the shocklands. great lands and very useful.

Temple of Mystery, Temple of Abandon, and Temple of Epiphany are all decent as well

Temple of the False God is also amazing in most edh decks

Reliquary Tower is also very good!

Simic Growth Chamber and Gruul Turf to go with the Izzet Boilerworks

Rootbound Crag Hinterland Harbor and Sulfur Falls are all great cards

Swiftwater Cliffs Thornwood Falls Kazandu Refuge and Rugged Highlands all work well for cheap

check out the fetch lands if you want, expensive but very useful - Wooded Foothills Misty Rainforest and Scalding Tarn

Rogue's Passage is a good utility land

Halimar Depths another utility land, specifically for blue though

planeswalkers

Ugin, the Spirit Dragon is a dragon and very powerful

PartyJ on Voltron-and-a-Half-Tails (Mono white Commander)

5 days ago

Godsend went to the eternal fields of my binder Daedalus19876. Thanks for your clever notice!

I have made some additional tweaks. I plan on going less stax and more mass removal and ramp, since I experienced that in a multiplayer environment this is something valuable. And the mana doubers I chose now also help me cast my commander more often after being wiped. I am on the fence about Mind Stone. I can activate the card draw and recover my artifact. But perhaps you have better options in your mind?

ibstudent2200 on Tariel, The Grave Robber

6 days ago
  1. You're pretty light on removal, which can help you set up Tariel's ability. I strongly recommend Attrition, Go for the Throat, Victim of Night, Vandalblast, Malicious Affliction, and Terminate. Doomblade, Orzhov Charm, Terror, Vendetta, Ghastly Demise, and Devour in Shadow are decent, but I like them a lot less.
  2. Tariel works best when you can selectively exile cards from your opponent's graveyard. Cards like Carrion Beetles, Nezumi Graverobber, Steamclaw, and Withered Wretch become much more appealing when you can use them to reduce Tariel's variance.
  3. I think you're probably better off playing some 2-cost mana rocks than the medallions (and Nightscape Familiar). The medallions are better than cards like Mind Stone, Boros Signet, Rakdos Signet, Orzhov Signet, Coldsteel Heart, Fellwar Stone, Talisman of Indulgence, or Star Compass only when you're casting multiple spells of the same color in a single turn cycle. Conversely, the medallions are worse when you don't cast spells of that color in that turn cycle, but you do cast other spells/use abilities during that same time range. There's a reason my Daretti, Scrap Savant deck doesn't run Ruby Medallion, even though it is filled with 2-cost mana rocks.
  4. Pyretic Ritual is worse than a mana rock when your deck isn't trying to combo off (usually with Storm cards). Dark Ritual is a little better in this area, because you can at least gain 2 mana for one turn, but only adding one additional mana to your mana pool is usually not good enough.
  5. Winter Orb is at its best when you have lots of mana rocks. If someone else has a Thran Dynamo or Gilded Lotus, you're probably going to fall behind even though it's your own Orb. Plus, just casting the card tends to paint a massive target on your head (people do not like losing access to most of their lands). If you aren't going to get a major advantage from playing the card, it's better to avoid playing it.
  6. Titan's Strength, Knight of Infamy, and Vampire Nighthawk are all terrible in EDH. Lightning Bolt and Languish are both better cards, but they're not well positioned in a format where the creatures often have 5+ power.
  7. Necrotic Ooze is a very powerful card in the right deck, but your deck only has about 6 creatures with activated abilities, 2 of which grant regeneration. Plus, like Winter Orb, Necrotic Ooze tends to paint a huge target on your head. Yes, you get all activated abilities of creatures in opponents' graveyards, but most creatures in EDH have triggered abilities, not activated ones (ignoring the commanders, which never end up in a graveyard anyways). I've tried running Necrotic Ooze before for value, and it always disappointed me.
  8. Your reanimation spells are kinda mediocre. Dread Return, Reanimate, Animate Dead, and Diabolic Servitude are all solid ways to bring back the dead.
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