Mind Stone

Mind Stone

Artifact

: Add to your mana pool.

, , Sacrifice Mind Stone: Draw a card.

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Mind Stone Discussion

enpc on Help: Competitive Nath/Eldrazi Annihilator

5 hours ago

As for the ramp, it depends on the colours/combinations. But without access to green, I try to run the following:

Mind Stone, Hedron Archive, Dreamstone Hedron, Burnished Hart, Solemn Simulacrum, Sol Ring, Unstable Obelisk, Everflowing Chalice.

I find that all of these provide excellent ramp. Obviously with access to green (and level of competitive play desired) this list sill be adapted, but it's a good starting point.

Quail on UR Commander

10 hours ago

In theory I think focusing on Artifacts is likely the best way to go about using her. Drop rocks like Sol Ring and Mind Stone early game and then chain into color focused rocks like Izzet Signet and Gilded Lotus. Rocks like Everflowing Chalice and Astral Cornucopia are pretty awesome with her since they scale with your mana and can be played at any point in the game to trigger her ability. You get to focus on ramping while also maintaining decent card advantage. From there you can play insane spells like Epic Experiment or Commune with Lava or expensive control spells like overloaded Cyclonic Rift with mana to spare.

Like I mentioned in my previous post Vedalken Orrery is great with her and if you go with the artifact route you can play Shimmer Myr for additional support. Hypersonic Dragon can also be useful if you have important sorcery spells to play like Spelltwine.

Dualcaster Mage, Vendilion Clique, and Snapcaster Mage are all all-stars in the deck and probably should be in every build (I think a creatureless build would be pretty cool though).

With focusing on ramp you can probably just drop a Kozilek, the Great Distortion and lock out any 1v1 game.

razelfark on Sphinx's "Mill"

1 day ago

Your deck seems very vulnerable. You have no fog or control for things already on the board. This would be fine if you had more draw spells to go through your deck faster but you lack any burst draw for the deck as well.

Spell options to defend yourself with:

AEtherize, AEtherspouts,Cyclonic Rift, Echoing Truth, Evacuation,Into the Roil, Whelming Wave, Whiplash Trap, and anyFog based spells could be useful

Cryptic Command is a great option if you can afford for defense and draw option (not budget friendly)

Draw Options:

Trade Routes, Day's Undoing, Edge of Autumn, Harmonize, Gitaxian Probe, Perilous Research, Thought Scour, Tidings, Visions of Beyond

Ground Seal denies your opponent from targeting cards you milled for reuse.

Creature options if you desire defenders:

Carven Caryatid, Wall of Blossoms, Wall of Mulch

If you want to switch to a full enchantment synergy:

Eidolon of Blossoms, Font of Fortunes, Dictate of Kruphix, Oath of Jace

Silly side deck option: Give / Take

Mana Ramp options:

Mind Stone, Serum Powder, Simic Signet

Solemn Simulacrum is an option but I don't think his home is here.

Some card advice would be to take out the Copy Enchantment as this sounds nice to copy Sphinx's Tutelage but clutters hand if you have not acquired the card. Would only leave in the deck if you plan to take the enchantment theme further and even then I would shave it down to 2 copies. I would also shave a couple copies if not completely remove Tormod's Crypt from the main deck in favor of Ground Seal for similar card effect or change it out for more draw or defensive cards.

These are the best cards I could find that you might want to consider looking over. I hope these are helpful to you in setting up your deck. Best of luck.

CochiClick on Skred Control

5 days ago

Thanks for the suggestions! as good as Boros Reckoner is, the deck focuses on using 2 cost mana rocks like Mind Stone to jump from 2 to 4 mana and smooth that transition out so they don't fit as well in this build. As for Abbot of Keral Keep I find that they really tie the deck together as a solid play on turn 2-3 and possible card advantage when you get to 6-7 mana

Psychonautical on Sith Empire

6 days ago

I would actually keep Typhoid Rats. I'd never use them in a deck that didn't have Pack Rat, but since you do, they are worth it. A great chump blocker that pumps your pack. If worse comes to worse, discard him for whatever reason.

Rotting Rats could be useful in certain matches if you need more creatures to fight with and want to reduce theirs. Especially good against elf swarms since they almost never have recursion from the grave and you can afford to toss cards there. And again, another pump for the pack. Plus he's recursive.

If you went that route, you could drop a few creatures, too.

This is just my suggestion, take or leave whatever you find useful or not:

4x Pack Rat4x Typhoid Rats4x Rotting Rats3x Bloodghast3x Desecration Demon1x Erebos, God of the Dead3x Gray Merchant of Asphodel

4x Geth's Verdict / Go for the Throat3x Raven's Crime2x Surgical Extraction

1x Phyrexian Arena1x Profane Command1x Whip of Erebos2x Mind Stone2x Night's Whisper

4x Swarmyard2x Cavern of Souls2x Ghost Quarter2x Nykthos, Shrine to Nyx12x Swamp4x Urborg, Tomb of Yawgmoth

I just threw that together as a rough draft. Not to assume your budget or goal, but if you're looking to Pact Rat it up with a bit of discard/control and a good aggro, this could be something you're looking for.

With Swarmyard, you get a lot of insurance for your creature base, as well as making Typhoid Rats incredibly deadly.

To make the abundance of lands that do or could end up only producing colorless lands, just go with four Tombs to make sure you always have the black to cast.

Pack Rat will give you a discard outlet for the useless lands, but so will Raven's Crime, which is a hugely underrated card outside of Rack decks.

Profane Command can make use of your mana potential with Nykthos, Shrine to Nyx, and in this deck, not one of the four possible effects is useless. Bring back rats/merchants, burn them, kill a creature, or make use of Urborgs swamp walk. 2 in the sideboard may be worth it.

I always liked Geth's Verdict because of boggle and the life loss, but I know sometimes you'd rather have targeted effects. However, with Raven's Crime and Rotting Rats, they could easily be reduced to only one creature to choose often times anyway. I always at least side it in black decks, if only to hit an indestructible Eldrazi and laugh.

Surgical Extraction is also a huge powerhouse when you have discard effects, and it works on hex proof opponents. It also wrecks Gifts if you trap them in their EOT play when they tap out, and using your Ghost Quarters to put Urza or Eldrazi lands in the graveyard can also destroy colorless decks. At its worst, you can nullify annoyances like Lightning Helix, Path to Exile, or Remand after they hit you with the first one. I HIGHLY recommend this for almost all mono-black decks.

I'd almost say you could completely do without Desecration Demons but they are a Timmy/Johnny's dream so I know how hard they are to say no to, but dropping 3 or 4 and using 4 Bloodghasts and maybe a couple more control spells that are cheaper than 4 cmc would likely work out better.

Oh, and a set of Ratchet Bombs in the sideboard is black's little known secret weapon. Black has a really hard time with non-land and non-creature permanents. This gives you a means to take out enchantments, artifacts, or swarms of weenies in a very mana-efficient manner, albeit sometimes slow for stronger targets. And don't forget that it can be tapped with no counters on it immediately to take out a whole hoard of tokens, which helps against Goblins and Lingering Souls especially. With kill spells, black has a hard time with groups unless they drop an arm and a leg on a few Damnations. I find tokens and elves are the most dangerous swarms, and Ratchet Bomb takes care of them for a cheaper cost both for you mana and wallet.

Whew, that sure did go long. But that's my take on it. Not trying to be too narrow or overly-critical, I just REALLY like mono black an I play it a LOT. So I hope this helps in your quest.

teamawesome1 on Transmogrifier

1 week ago

Good call on the Mind Stone! I always forget that card but it's probably the best turn two ramp in the format! And Blightsteel Colossus would definitely be the most competitive pick, but if that's not how you want to play I can respect that!

SteelAgitator on Linvala's Host

1 week ago

When I get the cards, I am planning on adding a whole lot more mana rocks, such as Gilded Lotus, Mana Vault, and Mind Stone. I am also planning on adding Path to Exile, Wrath of God, Terminus, and Armageddon. Creature wise I want to add Reya Dawnbringer, Radiant, Archangel, and Elesh Norn, Grand Cenobite. Your thoughts on what would be good to take out for these would be greatly appreciated!

SpilthyFred on Transmogrifier

1 week ago

teamawesome1,

Thanks for the suggestions. I went ahead and booted Sphinx Summoner up to a full set. I also took out Platinum Angel and replaced her with 2 Sphinx of the Steel Wind and added Sword of Light and Shadow for the protection combo. I took out a couple other cards so I could run a full set of both Remand and Galvanic Blast. I also decided to run Mind Stone for further ramp and card draw.

I added Blightsteel Colossus and Serum Visions to the maybeboard. Blightsteel hasn't been included because it feels like a cheap spell and isn't as fun to play to me. I have contemplated Serum Visions, but I feel that Remand and Mind Stone are better in this deck for card advantage.

Thanks again for the suggestions, I feel pretty happy with the changes, let me know what you think..

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Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander 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

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