Minds Aglow

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Pauper Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

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Set Rarity
Commander 2016 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

andylkell on Nekusar's Wheel

2 months ago

I really like this deck. It definitely puts a target on your back since people like drawing cards, but not losing life for doing so. You may consider adding Propaganda just to keep people from attacking you. I was confused at the addition of Glistening Oil at first, but then I realized you can put it on your commander and kill VERY quickly, great interaction. The deck looks pretty tuned, but if you were looking for different options, you might consider Iron Maiden or Viseling so they get damaged based on the number of cards in hand or extra forced card draw like Fascination, Prosperity, Minds Aglow, Kami of the Crescent Moon, or Dictate of Kruphix. May even consider Past in Flames to get back those instants and sorceries in the late game. Just suggestions, but again, it looks pretty good as is so I'm not even sure what you would take out.

Also, don't forget Niv-Mizzet, the Firemind and Curiosity are a lethal combo even if they aren't infinite.

TheRedGoat on

2 months ago

Welp, first and foremost you should rewrite your description without using the phrase "420 idea" as that does you no favors.

(as a quick heads up here, any real suggestions I give might drastically change the deck depending on how much of this you actually use)

Secondly though is you probably need a few more lands, like not just utility effects, but also more overall. 35-36 I've found is a good average for most magic decks that don't run a lot of ramp.

Lastly what would you say your playgroup is like? Just seeing your list makes me think that certain cards wouldn't be all that great, but maybe they do more in your meta than they might within mine? Like Curse of the Bloody Tome wouldn't make the cut for me given I play against some pretty competitive decks.

There's also a lot of quality group hug cards that I think you're missing out on. Show and Tell for starters, but also maybe Minds Aglow?

Austin_Smith_of_Cards on Hugs :)

3 months ago

First of all, Sol Ring. Just, Sol Ring.

Temple Bell is a cheap group card draw artifact that can also be used politically by determining when everyone gets to draw.

Orzhov Advokist is a perfect card for the group hug list; everyone else gets to pump their creatures and amplify their game, and you don't get attacked.

Skyscribing can be forecasted every turn for slow advantage, or cast in one go to refill everyone's hands.

Selvala, Explorer Returned ramps you a little and buffers your life total while drawing everyone cards. Neat effect that adds up over time.

Minds Aglow is another card that draws everyone more cards.

Braids, Conjurer Adept lets everyone power out their best cards from their hand every turn, which has the added benefit of getting your pillow fort enchantments online quicker.

Lastly, Kami of the Crescent Moon is another card that stuffs players' hands with cards.

Daedalus19876 on Riku, the Clone Commander

4 months ago

Here are some cards that I might immediately cut:

Academy Elite, Aeon Chronicler, Bloodbraid Elf, Bogardan Hellkite, Breaker of Armies, Dragon Mage, Flameblast Dragon, Hamletback Goliath, Hermit of the Natterknolls  Flip, Horizon Chimera, Hypersonic Dragon, Inkwell Leviathan, Jin-Gitaxias, Core Augur, Keranos, God of Storms, Kruphix, God of Horizons, Lorescale Coatl, Magus of the Future, Melek, Izzet Paragon, Memnarch, Mindwrack Liege, Murkfiend Liege, Niv-Mizzet, the Firemind, Nylea, God of the Hunt, Psychosis Crawler, Purphoros, God of the Forge, Quicksilver Gargantuan, Rishkar, Peema Renegade, Scute Mob, Servant of the Conduit, Shipbreaker Kraken, Simic Sky Swallower, Somberwald Stag, Spellbreaker Behemoth, Spellheart Chimera, Surrak Dragonclaw, Talrand, Sky Summoner, Thassa, God of the Sea, Thromok the Insatiable, Tireless Tracker, Verdant Force, Vexing Shusher, Wall of Blossoms, Whisperwood Elemental, Wistful Selkie, Xenagos, God of Revels, Clan Defiance, Crater's Claws, Devastation Tide, Minds Aglow, Mizzix's Mastery, Reforge the Soul, Release the Gremlins, Seismic Stomp, Shamanic Revelation, Sylvan Scrying, Traverse the Ulvenwald, Unexpected Results, Urban Evolution, Volcanic Vision, Wheel of Fate, Arcane Denial, Clip Wings, Counterflux, Counterspell, Cyclonic Rift, Desertion, Disallow, Disdainful Stroke, Evacuation, Heroic Intervention, Insidious Will, Krosan Grip, Naturalize, Negate, Plasm Capture, Sulfurous Blast, Trap Essence, Turn Aside, Unsubstantiate, Visions of Beyond, Void Shatter, Voidslime, and TBH there are simply too many things to cut to list them all because my fingers are getting tired. I'd cut most of your planeswalkers, most of your non-ramp artifacts, and most of your enchantments.

My primary piece of advice here is that 1) You really should choose to prioritize abusing creatures OR spells, not both, because there are simply too few slots, and 2) you want your spells/creatures to do things in multiples. You don't need too much draw here because your mana is tied up doubling splashy spells, but you need a heck of a lot of mana ramp to keep up.

I don't mean to sound curt, sorry :( Hope this was at least a bit helpful! I agree with Lilbrudder that it's simply too many cards to reasonably cut down, and that you should take a little time and find a focus for the deck.

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