Minds Aglow

Legality

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

Printings View all

Set Rarity
Commander (2016 Edition) Rare
MTG: Commander Rare

Combos Browse all

Minds Aglow

Sorcery

Join Forces — Starting with you, each player may pay any amount of mana. Each player draws X cards, where X is the total amount of mana paid this way.

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Minds Aglow Discussion

Krashtak on Nekusar

15 hours ago

Yeah, I do really like Spelltwine half the reason why I took it out, was because I don't know if I really want to look through everyone's 30-40 card graveyards for that perfect spell, lol.

I agree Command Beacon is legit. Adding immediately.

I agree I do feel like I need a bit more removal. I'll probably go with Chaos Warp since it hits anything, and either Dreadbore or Hero's Downfall since I really only currently have mass removal.

Phyrexian Tyranny actually scares me a lot. Especially since I hope to have a no hand limit in play and there are more ways for me to draw than my opponents in this deck.

I do want both of the Talismans but I am straining to find enough cuts to add them back, and I already have the 3 signets to do very similar work.

Pact of Negation is out of my comfort zone as far as cost at the moment, but certainly worth thinking about.

I see your point about Minds Aglow. My original thought was that I could dump mana into it to finish the game. But you are right I don't really have many ways to support an X cost spell except in the case of the Waste Not + wheel.

Ghastly Conscription was also in there to deny a graveyard centric deck, as well as to get some potentially juicy creatures out there. Day's Undoing is only one spell and as long as there is like one or two wheels in between I think it would still have pretty good value. I honestly think that situation would be pretty rare where there isn't anything good left in anyone's graveyard.

I agree Runehorn Hellkite is very expensive for a wheel. However, being able to wheel from the graveyard is exactly why it's there. The way this deck goes dumping over half my library into my graveyard every game, I think it's actually very likely to be there as an ace-in-the-hole backup wheel when I need it.

Totally didn't realize Helm of Awakening was all players. Cutting it now.

Sudden Spoiling does so much more than Fog. It removes all creatures abilities without letting them respond. I'm thinking of all of the situations where someone is about to fire off a massive combo that relies on a triggered ability, or the repeated use of an activated ability. However, I am still going to cut it because it very likely won't be in my hand at the right time. Seeing as how my hand will cycle pretty much every time I have a wheel and at least one draw/discard trigger in play. I can't really afford to be much of a reliable responder with this deck.

My thought process on Nighthowler was to use him to survive the inevitable board wipe and still have high value on the board. But, I think you are right, it doesn't really fit as well as I would want it to, and I don't really have a way to make it connect.

Phayd on Nekusar

1 day ago

Some Adds:

Spelltwine fits a bit of the recursion theme - recasting one of your wheels, while giving you the added bonus of getting a spell from an opponent's graveyard since they'll be full to the brim.

Command Beacon is a land that can help mitigate the increasing taxation on your commander.

Toxic Deluge along with Dreadbore, Chaos Warp and Hero's Downfall can help keep you alive by dealing with big threats.

Phyrexian Tyranny puts out an insane amount of damage, but makes the game a race to stay alive. Maybe you should run Sangromancer ;)

Talisman of Indulgence & Talisman of Dominance are two other good 2-drop artifacts.

Pact of Negation - nothing helps resolve a commander like a free counterspell. Albeit not a budget card.

Some more lands - 34 is way too little unless you want to waste your wheels to draw your 4th/5th land.

Cuts:

Minds Aglow is basically an over-priced wheel. No one is going to willingly pay mana into it, meaning you're stuck with footing the bill. Could be really great after a Waste Not + wheel leaving you with 10 mana, but more often than not, this will be "Pay 7 mana to have everyone draw 6". It is good in a team format though.

Ghastly Conscription could net you a large army of manifested 2/2's, but is counter-synergistic to Day's Undoing which shuffles away all the potential targets.

Runehorn Hellkite is a 7 mana wheel that has to be in your graveyard in order to work.

Helm of Awakening is pretty high-risk as it discounts your opponents' plays. This can backfire pretty badly unless you plan on winning immediately.

Sudden Spoiling - not sure why this one is in here. Doesn't look like there's a way to capitalize on the effect, so this is effectively a 1BB Fog.

Nighthowler doesn't fit the deck very well. Their graveyards may be big (or not after Day's Undoing) but the deck doesn't support attacking or removing blockers meaning they'll always be able to block.

Phayd on Tamiyo, Support Planeswalker

1 month ago

For the 10 adds you wanted:

  • Land Tax -> Exploration - Since they basically negate each other. I'd run Exploration over Burgeoning, since Burgeoning is only amazing on turn 1 and only if you can see multiple opponents on turn 1, which probably won't happen in our game.
  • Braingeyser -> Minds Aglow - If you wanted to mill people out anymore with Braingeyser, then we can figure something else out.
  • Curse of Predation -> Rest in Peace - I'm not sure how good the Curses will be. Sure, they trigger whenever you attack anyone on that team, but they cursed player could leave the plane in order to spare their team the triggers.
  • Rhystic Study -> Well of Ideas - I was considering running Rhystic Study too, but I think that the Sphere of Influence rules will neuter it most of the time.
  • Meadowboon -> Noble Benefactor - The trick will be killing Noble Benefactor when you want to.
  • Tamiyo's Journal -> Prosperity - Sucks to cut a pretty thematic piece, but it doesn't help your teammates!
  • Angel's Grace -> Privileged Position - Angel's grace only saves yourself, not your allies. It does prevent opponents from "winning", but those cards are too few and far between to warrant a spot.

Resolute Archangel, probably not good enough to bother with, since you already run Reward the Faithful.

Eilel on Let's draw cards and be friends

2 months ago

What about cards with Join Forces. They are real group hug cards.Minds Aglow, Collective Voyage, Alliance of Arms.

Tempting offer cards work great as well. Tempt with Discovery, Tempt with Glory, Tempt with Reflections, Tempt with Vengeance.

Ja1n on EDH Nekusar, the Mindrazer

2 months ago
  • UPDATE

-1 Minds Aglow

+1 Geth's Grimoire

The more you play with people, the less they put in to draw. Grimoire generates ridiculous card advantage from your wheel effects.

Mikhe on The Gay Kings throw a fabulous party

2 months ago

Good point for sure, I might add something like Minds Aglow?

PookandPie on [[Primer]] - Breya: Doomsday Artificer (Updated)

3 months ago

Ah, I see. Well, after you've tested them for a bit, if you wouldn't mind jotting down your findings here, I'd love to read them. I played a little with Intuition tonight and actually like it a fair deal. I think I may add Intuition + Reanimate so if I draw Animate Dead/Reanimate I can do a pile of Lion's Eye Diamond + other reanimate spell + Auriok Salvagers, which players seem to really like giving me LED in this circumstance which actually works to my benefit since 1-2 mana lets me end the game if no responses. I'm not sure if that would really be relevant to your build at all, just voicing my journey through Breya Comboland in case you find some of the ideas attractive- that's about all I've got as you have a very solid list.

Also, great game. I'm sure that player was kicking himself for casting Minds Aglow against combo, lol.

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