Mind Stone

Mind Stone

Artifact

: Gain .

, , Sacrifice Mind Stone: Draw a card.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Common
Arena Cards (ARENA) Common
Commander 2018 (C18) Common
Commander Anthology 2018 (CM2) Uncommon
Iconic Masters (IMA) Common
Commander 2015 (C15) Uncommon
Duel Decks: Zendikar vs. Eldrazi (DDP) Uncommon
Duel Decks Anthology (DD3) Uncommon
Commander 2014 (C14) Uncommon
Duel Decks: Jace vs. Chandra (DD2) Uncommon
Tenth Edition (10E) Uncommon
Weatherlight (WTH) Common
Promo Set (000) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Mind Stone occurrence in decks from the last year

Modern:

All decks: 0.08%

Commander / EDH:

All decks: 0.22%

Blue: 1.02%

Red: 0.98%

White: 0.83%

Black: 0.58%

WU (Azorius): 1.7%

WB (Orzhov): 0.47%

UR (Izzet): 1.16%

Golgari: 0.1%

Rakdos: 0.64%

RW (Boros): 2.74%

WUB (Esper): 0.41%

Mind Stone Discussion

Spell_Slam on Ishkanah, Spider Tribal

1 day ago

Thanks for the suggestions, medozzz !

I'll swap out Increasing Ambition for Jarad's Orders, thanks!

Mind Stone is also a great call, but I'm not sure what to cut for it.

Arachnoid seems kinda... bad. It's great for delirium, but that's about it. I prefer to have a 3/5 for 5 than a 2/6 for 6.

As for Wayfarer's Bauble, I usually prefer to play that in non-Green decks. It got me thinking though, that Harrow would be great here since it puts two card types in the graveyard. I'll be making that switch. Thanks for the inspiration! :)

It also got me thinking about enchantments that fetch lands in green. there's Font of Fertility and Omen of the Hunt. Omen actually seems quite playable as a flash card that also lets me scry.

medozzz on Ishkanah, Spider Tribal

1 day ago

Hi, Spidybros forever. Iskhanah is one of my favourite deck. As I read I think it is hard to reach delirium in your deck.

I suggest trying some artefacts and enchantments which go to the graveyard. Seal of Doom, Wayfarer's Bauble, Mind Stone.

Tutorwise I think Jarad's Orders is better than Increasing Ambition to reach delirium. Arachnoid is better than Mammoth Spider due to delirium.

I love Conjurer's Closet as Ishkanah spider generator and the cool infinite combos and damage based board wipes.

Annnd-I-Lost-Again on Heliod, Sun-Combos

2 days ago

No idea took Mind Stone out for Altar of the Brood making 2 extra infinite combos went from 72% ish competitive to 38%....

SideBae on That's a big nope

3 days ago

One card that I always thought was pretty good with Aminatou, the Fateshifter is Counterbalance. Since you can shift the top card of your deck without revealing it, you can stack a 1 or 2 on top and nail an opponent for no cards. It also makes Sensei's Divining Top really good.

Gilded Drake is absurd with your general. Because of her wording, you can flicker permanents you own even if you don't control them -- so the minus becomes "steal target creature." It is $170. So either be rich or play with proxies... I love proxies, and I think they're unduly rejected in EDH.

Preordain is good in addition to your Ponder and Brainstorm. Brainstorm is best with more free shuffle effects than you currently have... They usually come from fetches like Polluted Delta, but those lands can be expensive. Slow fetches like Bad River also work, and things like Evolving Wilds and Terramorphic Expanse are also good.

You have two Arcane Signets. Unless the rules have changed, that's not allowed...

Control decks -- which I think this is -- tend to like wipes. I think Toxic Deluge is really good, since it gets around cards like Gaddock Teeg. Damnation and/or Wrath of God are also good.

You could also do with more two-mana mana-rocks; three-mana rocks, like Commander's Sphere, are significantly slower and come down turn three, competing with your commander. I suggest cards like Talisman of Dominance, Talisman of Hierarchy, Talisman of Progress, Fellwar Stone, Mind Stone, Everflowing Chalice, Azorius Signet, Dimir Signet, Orzhov Signet, Thought Vessel...

I also think you have better options than Defense Grid, since Defense Grid is symmetric and hoses your counters, too. Teferi, Time Raveler comes to mind.

Narset, Parter of Veils is also really good, especially if you can pair her with something like Windfall.

Finally, Omen of the Sea seems like it could be good to flicker, though playtesting would be needed.

Right. I hope this helps!

Skinken on Artifact R/W CMDR

3 days ago

In commander, having cheap and instant speed interaction is preferable to slower spells with more value. As such use something like Disenchant and Swords to Plowshares over Solemn Offering. Especially if you add something like Sunforger to the equation. When you run few interaction spells and little card draw, a good rule of thumb is to play cards that answer a wide variety of spells rather than specific ones. So play cards like Chaos Warp or Generous Gift (removes anything from the board, even lands!) over cards like Lightning Helix (only hits creatures and is limited to small ones).

Boros isn't exactly known for their awesome card draw. Wheel of Fortune is not worth the pricetag in this deck, unless you already just have a spare copy, I would not include it. It most likely helps an opponent more than you, and it actually leads to a lot of unfun games if played early, since one or two players might just get completely manascrewed. It is good in Storm, but this is not Storm ;) Try to leverage your commander instead. There are a ton of Arcane Encyclopedia-esque cards. My personal favorite is Phyrexian Portal, a great political card.

Consider whether you want Basalt Monolith in your deck. It is far and away the best card in your deck as it allows you to immediately go infinite. But is this the gameplay you are seeking? If you want this you can jam in Gamble, Enlightened Tutor, Planar Bridge, Hoarding Dragon etc. Also Grim Monolith is a second Basalt Monolith but better. Avoid cards that only function as infinite mana outlets like Energy Bolt, try to find cards like Walking Ballista.

There are generally better mana rocks out there than the ones you are playing. I don't like to have my mana rocks take up the same turn as my commander, so maybe replace Boros Locket and Commander's Sphere with Talisman of Conviction, Boros Signet and Mind Stone.

docdude on Braura Stacktics

4 days ago

Recommended RAMP!

or higher mana ramp is not that great, but still, you're not going to play competitive EDH!

Azeworai on Tinybones the card thief

5 days ago

Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.

Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.

The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.

So, first, there are some things I would remove.

  1. Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
  2. Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
  3. Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
  4. Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
  5. Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
  6. I have the same reason for Tasigur's Cruelty.
  7. Cabal Conditioning has an identical reason.
  8. I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
  9. Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
  10. Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
  11. Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.

Alright. With that out of the way, I may suggest other cards.

So, early game discard. Mind Rake and Delirium Skeins are each great, for they take card from every player in the first few turns of the game.

Let's add some better kill spells: Snuff Out, Victim of Night, Go for the Throat, Hero's Downfall, Drag to the Underworld, and Murderous Rider.

Wraths are a cruciality for slower strategies such as this, for aggressive strategies such as Alesha or Tymna. You should add any of Massacre Girl, Damnation, or Massacre Wurm.

Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.

Lightning Greaves just seem great.

Dark Ritual and Cabal Ritual allow for turn one Pit or Mists, easily providing much value with your commander on turn two.

Expedition Map allows you to assemble your land combos with Cabal Coffers and Urborg. Always nice.

Nirkana Revenant is an option for the sake of late-game ramp, giving much for Torment of Hailfire.

Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.

Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.

That shall be all from me. Do enjoy your day!

Joe_Ken_ on White commander deck

6 days ago

You have a pretty low mana curve so you can cut lands down to 35-36.

With the life gain plan Dawn of Hope is good for card draw.

I would get some artifact ramp into the deck like Sol Ring , Mind Stone , Marble Diamond , Worn Powerstone , and Hedron Archive

Another few good card draw cards is Endless Atlas and Tome of Legends

Also Well of Lost Dreams would be great for card draw.

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