Mindbreak Trap

Mindbreak Trap

Instant — Trap

If an opponent cast three or more spells this turn, you may pay {{0}} rather than pay Mindbreak Trap's mana cost.

Exile any number of target spells.

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Set Rarity
Zendikar (ZEN) Mythic Rare

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Legality

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

Rules Q&A

Latest Decks as Commander

Mindbreak Trap Discussion

Devouver on Rayami, First to Fall

1 month ago

You are too dependent on your commander. Once it's is cared of, you have no way to win. Controls, decks with lots of responses will deal with this easily. If you want to play this successfully, you should consider to throw in some kind of slow downs like:

To be able to protect you commander against uncounterable spells:

Spells to change:

Try a way to throw in a Ashnod's Altar. It will speed you up.

Happymaster19 on Colossal Control (Unrestricted Colossus)

1 month ago

I encountered a Squirrel Nest deck of all things. It had a bunch of other enchantments including Worship, Mirri's Guile, and Beastmaster Ascension. True jank. But we split games though. Jank sometimes plays on a different axis. I said to someone “A Standard deck is going to shrug off your Chalices and Null Rods.” That isn’t to demean or diminish the deck. Hey! Whatever wins wins and I’m on a quest to find the winningest winner. You get tunnel vision on the format and eventually someone’s gonna come right up to your face, look at it, and give it a solid whack. So I’m sitting on Mindbreak Trap and Misdirection while he’s being me with his 5/6 Birds of Paradise. But it was a split so I got my scalp too.

Happymaster19 on Colossal Control (Unrestricted Colossus)

1 month ago

Lost a Bo1 to a Paradoxical Outcome Vault/Key deck with Goblin Charbelcher as a finisher. For a control deck I did not make a good keep with Mental Misstep and Mindbreak Trap on the draw. I got through an initial Belcher on turn 1 and followed up with a Tinkered Blightsteel Colossus, leaving only my Misstep left to protect the turn. The opponent was able to Outcome the following turn into mana, Time Vault and Tinker for Voltaic Key. Bad keep on my part but a fun game for what it was. I didn’t get to asking why he had a 72 card deck.

Happymaster19 on Unrestricted Vintage - T1 Colossus

1 month ago

I can see a case for it. Idea. A dedicated control shell with Tinker and Show and Tell backed by all the best counters? Then you can control you way to combat rather than combo. Pack the deck with Commandeer, Misdirection, Forces, Mindbreak Trap, Leylines, etc.

Happymaster19 on A Quest for Power: Unrestricting …

1 month ago

defamagraphy1

In defense on the consistency of +7 Storm, there is quite incredible consistency in the sheer redundancy of the effect. If we’re just looking at goldfishing consistency, it’s actually pretty impressive how smooth it keeps the wheels spinning. That doesn’t discount the argument of giving counters to your opponent. Just to say that it doesn’t stumble over itself that frequently. Echo of Eons is a fantastic spinner that is best pals with LED and thrives off being discarded by earlier wheels. The deck can fizzle in goldfishing but that’s really rare. Like exiling three named Demonic Consultation targets in your top six and finding the last on the bottom kind of rare.

Just pray your opponent doesn’t have Mindbreak Trap!

I’m not a Vintage officionado but I do think there’s space for a format over Vintage. I certainly hope I’m not conveying advocacy for removing the Restricted List. I think there’s space for safe Vintage (Legacy), Vintage, and unsafe Vintage (UV).

Keep on the mill out idea. I know there’s Paradigm Shift as well and plenty of ways to get the mill. Are there enough redundant mill out conditions (Oracle, Maniac, Jace)? I don’t know. So far, I’m having trouble assembling traditional one-meets-two combo with consistency. I think Doomsday sets up Oracle to win independently which is likely better than trying to get two separate pieces together.

SynergyBuild on The Battle of the Counterspells!

3 months ago

I mean, Mental Misstep is the best though, while narrow, every format it's been has warped around it. Arguably Force of Will is the closest, with it's much worse cousin Force of Negation still being incredibly powerful.

Mana Drain is honestly not that amazing. Is it busted? Sure, but Counterspell is often similarly powered in most situations. Swan Song is only great in EDH, whereas Spell Pierce, and occasionally Flusterstorm (Spell Snare, perhaps the new Miscast, and even Dispel could fall near here) see actual play in the more competitive formats like Legacy to Vintage (Where Mindbreak Trap deserves much more of a mention than the rest.)

Pact of Negation is only good in a few decks, cEDH lists for sure, but then there was Amulet Bloom, Ad Nauseam, and only a couple modern lists I can think of that used it. Older formats have better cards to run. Spell Pierce is better most of the time.

But then, the value countermagic matters too. Cryptic Command and the new Archmage's Charm fit here. Charm hasn't been around enough for me to argue it's validity, but looks promising. Command is amazing. Historically one of the most busted counterspells.

Obviously Pyroblast and Red Elemental Blast are good too, and are extremely good reasons to run red in older formats, but they are equally used as removal in my experience as countermagic, and fall short a bit having only assuming the use of their countermagic.

Now onto Chalice of the Void. It's busted. Straight up dominates multiple formats. Modern Eldrazi Tron, Legacy Karn Echoes (used to be much more dominant in Legacy, still is strong), Golos and Ravager Stax lists in Vintage, Chalice is basically Mental Misstep on everything or Spell Snare on everything. It's amazing, absurd, and busted. Only reason it's not the best is because of the deck-building requirement for it.

Top 10?

  1. Mental Misstep

  2. Force of Will

  3. Force of Negation

  4. Chalice of the Void

  5. Spell Pierce

  6. Flusterstorm

  7. Mana Drain

  8. Mindbreak Trap

  9. Cryptic Command

  10. Spell Snare

Want evidence of Mental Misstep's supremacy? Check where it's banned and restricted. Everywhere. It has the same banned/restricted list as Mana Crypt, a better mox.

Tylord2894 on The Deck that Death Forgot [[PRIMER]]

4 months ago

Ok, let's start with ramp. I think running 33 lands is good, but you need plenty of early ramp, luckily, there are lots of why to ramp in .

All told, that's 10-11 cards of pure value, most of which are less than a dollar. Next is card draw. Blue and Black have some fantastic card draw. While I prefer cantrip because they are better for finding combos, the door is wide open. I'll list some go-tos below from cheapest to more expensive.

Now, let's talk about interaction and removal.

I'm not going to talk about the mana base for now. This is where the bill will quickly add up. I'd be more than happen to talk about it, though. Solid mana bases for EDH are a passion of mine. Once you buy the pieces for a good mana base in a color combo, you don't really need to do it again (unless you play a lot of these colors).

I that's a lot, but I hope it helps!!

enpc on Mana Requirements?

5 months ago

Without access to green, you will probably look at a more even distribution of mana (in that it will more closely match the costs). It's also worth taking note of the "hardness of costs" as well across your spells. This is basically how many times a mana symbol appears in the cost of a spell, eg. Mindbreak Trap and Cryptic Command both cost 4, but cryptic is a harder costed spell since you need more blue. The more hard costs you have, the more you need to lean into that colour.

This also affects the nubmer of utility lands you can run (i.e. ones with abilities but which typically produce colourless). This is why the more competitive decks (typically) run next to zero utility lands and more lands purely focused on better fixing, especially when it comes to 3+ colour decks.

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