Mindslaver

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Scars of Mirrodin (SOM) Mythic Rare
Mirrodin (MRD) Rare

Combos Browse all

Mindslaver

Legendary Artifact

{{4}}, Tap, Sacrifice Mindslaver: You control target player during that player's next turn. (You see all cards that player could see and make all decisions for the player.)

Price & Acquistion Set Price Alerts

SOM

MRD

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Mindslaver Discussion

Scion_of_Darkness on Deathtouch Abuse

3 hours ago

You're not utilizing Glissa, the Traitor's full potential. Consider replacing Murder with Executioner's Capsule and also add Sylvok Replica. Whenever a creature dies you can return an artifact, and this gives you a suite of removal for many different types of permanents. Mindslaver if budget allows.

Also, replace Lure with Nemesis Mask for the same effect, which is reusuable after the creature dies, but that only applies to the amount of combat damage you are able to apply at any given time. If you're looking for board wipe efficiency, consider Engulfing Slagwurm and Dead-Iron Sledge. Remember, they don't say combat damage... just "blocking or blocked".

Shinwizzles on Jhoira of the Ghitu EDH: Suspend to the End

4 days ago

DankStompy, yeah, sounds like it'd be about as powerful as the old Emrakul, the Aeons Torn, since she gives the caster an extra turn, can't be countered, has protection from all colored spells --not just instants-- and has annihilator 6 on top of all of that. So yeah, not giving my opponent an extra turn seems like it'd make the new one about equal with the old one, in my opinion. The new one seems generous compared to the old one. The new one makes herself a little cheaper with some graveyard stuff, sure, but not to a degree that puts her on par with the old one when you compare power. She's weak, costly (in CMC and price), and not incredibly devastating. She's pretty much a crappy, 13/13 Mindslaver. So, yeah, she sucks. She might have her place in other decks, which would explain the price/popularity, but certainly not in any of mine. Standard also has an entirely different power level as a whole than the Commander format, so her being banned in Standard really has no bearing on her effectiveness in Commander.

Thanks for the opinions!

Shinwizzles on Jhoira of the Ghitu EDH: Suspend to the End

4 days ago

defwalter_white, my beef with Emrakul, the Promised End is that she's such a nerfed version of the original Emrakul, the Aeons Torn that she doesn't even seem worth it anymore. Personal beef aside, I don't like the mechanic that gives my opponent another turn after I take their turn. That's far too generous, in my opinion. If I wanted to use their turn effectively against them without a chance of reprieve I'd just go the Mindslaver route.

You make a good point about indestructible lands. I should probably add in as many as I am able to. Those are good suggestions, thanks for those!

Squirrel_of_War on Muldrotha Exhumes All

1 week ago

@Force_of_Willb - Ancestral Knowledge will shuffle the library when it leaves so you need to pay the upkeep for a turn or two at least. it's also a bit pricey.

Deadbridge Chant is one of my favorite cards and I had it in here when I first built the deck but it never stuck around for more than the turn I cast it. I might find a spot for it but at the moment I don't think there are any cards in here that are less useful.

Dreamborn Muse is great and I put in Forgotten Creation which is similar but I ended up taking it out because in my playgroup if the card doesn't do something the turn it is cast or has an ability that can be activated at instant speed then it is very likely it will get removed before you get any use from it. Also muse can potentially help my opponents or make them hate me and target me more than usual.

I really appreciate you input on what to remove since that is always the hardest thing to decide when I get great suggestions.

Nyx Weaver is a card that is on the fence. I have him in currently because he is basically a draw 2 additional cards each turn but the main reason is that I can count him as an enchantment or creature for Muldrotha's ability.

Body Snatcher is part of the Hulk chain so he has to stay.

Aid from the Cowl is something I just added in but have not yet got to try it out. It seems promising since it will trigger at the end of the turn I cast it so I'm excited to see it play out and it costs less than Deadbridge Chant and doesn't rely on my graveyard. In my playgroup my yard usually gets exiled a few times each game so Cowl can still be an advantage without my yard.

Overeager Apprentice is an all star in a few of my other decks and I recently added him in here to see if he works out. I might remove him after some testing.

Other cards that I'm not 100% sure on are Spellskite and Mishra's Bauble. I may remove one to add in Tezzeret the Seeker since he can tutor any of the artifacts in the deck the turn he is cast (with the exception of Mindslaver).

Thanks for the comment! Don't for get to +1 if you like the deck!

MarshalLaeroth on Isle of Immortality

1 week ago

The7thBobba

Hmmm...interesting. I'm not sure what I would take out to fit it in, but its definitely worth considering due to the threat of Mindslaver.

ScaryHairyBear on It Was, And Always Will Be...

1 week ago

Oh by the way, your description says you are running Mindslaver, but you're not. Are you going to run it, or not. Like this deck thoough. :)

DarettiFan on Daretti, King of Scrap

2 weeks ago

First of all in my playgroup meta there are no Rest in Peaces or Leyline of the Voids so there is no need to panic about graveyard hate since this list is absolutely able to win against a early/mid game one-time removal like Tormod's Crypt or Relic of Progenitus.

Thran Temporal Gateway is bound to too many premisses to work: Say you draw it like turn 6. You play this for , wait a turn, now you need at least 1 of only 16 artifact spells IN HAND that cost or more (including Metalwork Colossus which usually costs less than 5). That means this card only interacts with 16% of your deck from the beginning. The other problem is: you most likeley already dumped your Wurmcoil Engine, Mindslaver or Darksteel Forge into your yard on turns 4 and 5. That renders the Gateway useless since those artifacts will most likely never see your hand again. And the later you draw this card the more useless it will become since you will have more and more expensive artifacts already in your graveyard.

Sorry if that was a bit too extensively. I mean this card has a lot of pros and cons and does work fine in like superfriends. But I think it's a dead card for artifact decks more often than not.

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