Mind Unbound

Mind Unbound

Enchantment

At the beginning of your upkeep, put a lore counter on Mind Unbound, then draw a card for each lore counter on Mind Unbound.

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Trade

Have (1) metalmagic
Want (1) Crazygamer0425

Printings View all

Set Rarity
2012 Core Set (M12) Rare

Combos Browse all

Legality

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

Mind Unbound occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Mind Unbound Discussion

slashdotdash on 5 color no theme deck

2 days ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Coward_Token on Ikoria Teaser

1 month ago

Oh and lets start looking for Nesting Grounds combos. Since Hex Parasite and plain old proliferate already exists for when you just want to remove or increase counters on a single permanent, let's first and foremost go for combos where you either move a counter from a permanent which doesn't want it to one that does, or from a permanent which can easily produce a counter to one where it's harder to get started (after which it's probably easier to just proliferate). Also note that Fate Transfer and Leech Bonder already got creature-to-creature moving covered.

Decree of Silence + Saprazzan Skerry cycle

Chance Encounter + Gemstone Caverns

Thing in the Ice  Flip/Dark Depths/Woolly Razorback + Iceberg

Sagas + Myth Realized/Scroll of the Masters/Mind Unbound

Cheap level-up cards + expensive level-up cards (meh)

alejandrojcg on

2 months ago

I did some of what you suggested alphonsy.

I added Mind Unbound, Zameck Guildmage, Etched Oracle and Soul Diviner for the card draw; Faeburrow Elder for the ramp and fixing; Gilder Bairn for other pump mechanic; and Experiment Kraj as a wildcard (since he can copy what other creatures may do).

Also lowered the black permanents and upped the blue ones. So it is now mainly green, blue and black second with splashes of red and white.

This has proven to be more difficult that what I thought. I feel iffy about how it's turning out. Will continue to accept suggestions.

Optimator on Alela Fairy Swarm

2 months ago

You have a lot of enchantment-based removal, like Darksteel Mutation, et al. I like these effects a lot but they can be even better with recursion. Starfield of Nyx and Hanna, Ship's Navigator would be good choices if you're looking for more card advantage. As far as deck slots go they can usually be treated as "draw".

They're expensive, but some of the best card draw cards are Kindred Discovery, Phyrexian Arena, and Rhystic Study. Some other fair-to-middling options that are enchantments/artifacts are Honden of Seeing Winds, The Magic Mirror, Coastal Piracy, Underworld Connections, Greed, Erebos, God of death, Vampiric Rites, Distant Melody, Mind Unbound, Well of Ideas, Thassa, God of the Sea (Scry 1 is kinda like 0.45 of a drawn card), Thought Reflection, Dictate of Kruphix, Monastery Siege, Tamiyo's Journal, Staff of Nin, Arcane Encyclopedia.

Optimator on Human Fly

8 months ago

Unexplained Vision is all right. Into the Story seems good--four for four is as good as it gets and it seems likely to have the discount. Folio of Fancies might be okay. Gadwick, the Wizened is all right too. The Magic Mirror seems great; kind of a better Mind Unbound .

ThoAlmighty on Kykar Storm (budget)

8 months ago

Sweet deck! I think you could try Ignite Memories as another storm payoff, its not always reliable, but in EDH can usually kill much earlier than Grapeshot. Backdraft Hellkite might also be a consideration, even though its not as good as PiF. Also, Mind Unbound and the new The Magic Mirror might be good at helping you rebuild if you fizzle, though are on the slow side.

DarkHero on Pir Unconventional Counters

8 months ago

I am using Toothy as well. I have Helix Pinnicle in there. I found Serrated Arrows to distribute some -1 counters with the proliferate in the deck, and I'm going to try Mind Unbound .

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