Mind's Dilation

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Eldritch Moon Mythic Rare

Combos Browse all

Mind's Dilation

Enchantment

Whenever an opponent casts his or her first spell each turn, that player exiles the top card of his or her library. If it's a nonland card, you may cast it without paying its mana cost.

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Mind's Dilation Discussion

griffstick on Best third color for 3 ...

7 hours ago

Idk I think the blue color will add some interesting thing with cards like Mind's Dilation

Rzepkanut on Kess Me Kess Me Kess Me

16 hours ago

I like Kess a lot. Been thinking about building one myself. Got some ideas looking at yours. If you liked Deranged assistant, you'll like Millikin. Mental Note, Strategic Planning, Thought Scour, Forbidden Alchemy seem like more synergistic cards than some of the other cantrips and self mill...especially Traumatize which doesn't even draw a card. Teferi, Mage of Zhalfir and Pendrell Mists are probably good vs those commanders you mentioned playing against a lot. If you can handle it Arcane Laboratory will really slow down things for everyone and basically shuts down Rashmi. Carpet of Flowers and Hibernation seems petty good vs them too lol. Metallurgic Summonings is like an auto include in any spellslinger build. Mystic Retrieval is an upgrade on call to mind. Rite of Replication is a great card for decks like this. Mind's Dilation, Melek, Izzet Paragon & Future Sight can help you keep up with your opponents getting free stuff all the time.

Mandalorian on Rashmi, Storm of Eternity

1 day ago

Should probably add at a minimum 5 more lands, preferably 7.

Some other cool Rashmi stuff:

Mind's Dilation

Sensei's Divining Top

Regrowth>Recollect

Krosan Grip>Nature's Claim?

Fetchlands can help reset the top of your deck with card like Oracle and Courser of Kruphix

As Foretold

Sylvan Library

Nissa, Steward of Elements

SteelSentry on Looking For cards that trigger ...

3 days ago

Awakening and Seedborn Muse are popular in Rashmi, Eternities Crafter decks, and Mind's Dilation is really good as well

Kyle_Munzy on Mairsil, The Pretender Ideas?

1 week ago

You could always run generically good things like Mind's Dilation, but the way Mairsil was created kinda forces you into a more combo oriented strategy.

Dalektable on Balancing Fun & Competitiveness

1 week ago

Commander is a strange format.

Don't get me wrong, EDH is tied with draft for my favorite way to play magic. The crazy board states, social interactions and games it creates are my favorite in magic. However, commander is strange in that for everyone it is different. This both makes the format incredibly diverse and fun, but also difficult. I am referring specifically today to the power levels of decks, and discrepancies between decks and playgroups. Today, as I analyze this issue within the format I will be using two decks of mine to compare and contrast this idea.

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My favorite commander deck of mine is Arcanis the Omnipotent, it is a classic mono blue control deck packed with counterspells, card draw and removal. The second, Azami, I was considering building using my Arcanis deck as a base. By changing roughly twenty cards in the deck lists (read: roughly 1/3 of the non-land cards in the deck) I believe i transformed my favorite deck from a fun, powerful deck into an oppressive powerhouse. Let me explain.

TARDIS | Arcanis, the Omnipotent

Here is my current deck list. The goal of this deck is to one-for-one opponents with countermagic and removal, but I should end up on top because of the amount of card advantage this deck creates. My commander allows me to draw three cards, which is insane and can get out of hand quickly with other synergies in the deck. The win condition is two fold: firstly, the fun way. I run control magic effects & cards that allows me to use my opponents own cards against them. Examples of this are Roil Elemental, Mind's Dilation. The second way is the quick, easy and competitive way. The deck runs one infinite combo in Mind Over Matter combined with Arcanis to draw the entire deck and untap any permanent you want. Then, you can win through many different ways ( Laboratory Maniac, Psychosis Crawler, Blue Sun's Zenith ). My playgroup is fine with infinite combos, the reason I believe this one is okay here is because it isnt my main win condition. I also don't tutor for it, reducing the consistency. For other players in the game, this makes the deck seem fair and balanced even though my win percentage with this deck is ridiculously high I don't get hate for it.

YER A WIZARD

Now, lets talk about this monster. I thought it would be fun to turn my mono blue control deck into a wizard tribal deck, with lots of combo potential. The problem? Its too good. Sure, if I was playing in tournaments I would bring this deck with absolutely no reservations. On paper, this deck looks super fun to me. I was so excited for this deck, wizard tribal fun stuff with crazy whacky combos with Paradox Engine and friends? Sign me up. But, in actual gameplay, I found this deck to be downright oppressive. It is way too consistent, way too fast and honestly too powerful for a non-tournament environment. Could I build the deck down, and remove the combos? Yes, but then I am stifling the deck incredibly and I don't believe in doing that. I believe my Arcanis deck is powerful, while not being hindered by my exclusion of any certain cards. Azami, on the other hand, feels so combo-like that playing without them doesn't feel like the same deck. I would be lying if I said I didn't enjoy playing the deck immensely, the problem though? Everyone else.

This is where the balancing act comes in. You have to find the right balance between having a strong, effective strategy while not absolutely pummeling your opponents into the ground every game. If you want to do that, maybe go play some mono red in standard but commander is a fun format. For myself, I have trouble with this. I am super competitive, I love winning and I admit many games my goal is more to win than "have fun". But I think as spikes, in EDH there is a way for us to do that while still having fun & allowing everyone else to have fun.

Many people have advocated for this before, but I am a believer in the 75% deck building concept for commander. For those unfamiliar, it basically means that your deck is tuned to roughly 75% of the power level it could have. By doing this, you have a deck that functions powerfully, consistently and does what it is supposed to do while remaining fun and not oppressive. Not having a fully tuned deck can also be an advantage, because you won't be targeted every game yet still have an extremely powerful deck. My issue with Azami is I passed this threshold, to probably about 90% tuned. For most playgroups, and most people I would be playing against, I believe this to be too powerful to be a fun deck to be played against.

Today, my PSA is to be careful of the power level to which you build your EDH decks. Every playgroup is different, and this won't be the case for everyone, but I think this covers a vast array of players in the format. From one spike to another, make good decks...just not too good ;)

Rzepkanut on Cascading Chaos, Decent into Madness

4 weeks ago

Hey! Got some ideas for your chaos deck....first a combo with cards that are intersting alone but hilarious together, Timesifter + Stranglehold = extra turns for only you, other people get turns too just less often... some more free stuff...Omen Machine, Temporal Aperture, Unexpected Results, Master of Predicaments, Hazoret's Undying Fury, Mind's Dilation, Eye of the Storm ... fun and useful thingys like Clever Impersonator, Mirage Mirror.... Homeward Path combos with the Perplexing Chimera and probably other chaos cards in here already. Teferi's Realm is crazy, Zur's Weirding is troll status for sure plus cascade is unaffected by it, Nature's Will and Bear Umbra because they're so good with Yidris. Good luck :)

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