Creature — Horror
When Mindslicer is put into a graveyard from play, each player discards his or her hand.
|Want (2)||amdeaton , Rabu|
Printings View all
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Mindslicer occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
3 days ago
You clowns slapped a new commander on top of CVT and called it a day. I know that these authors are treated as if they walk on water around these parts, but at a certain point this is just getting ridiculous. Compare the lists between Chain Veil Teferi and this one. Do you really think the two commanders are that similar? There are probably less than 10 cards of difference between these lists. Do you really believe that a PW commander and an artifact centric commander should have a 90% overlap in their lists?
You guys seriously have to stop slotting Legacy's Allure . Its a slow meme card that only performs if its in your opening 7. It is a complete dead draw later in the game. It doesn't advance your own position. Its relevance on the board turn 3 and 4 depends largely on your position in the turn rotation. The card type makes it the worst for interactions in your own deck. It isn't guaranteed to land against important creatures, because it is based on Power. It crumples to creature buffs while its on the stack. This is a pet card, and I'm extremely tired of seeing it pop up in lists because some noob saw it here first. Aether Spellbomb outperforms this immensely in an Urza list, especially since this particular list runs out of gas and struggles with card draw. Spellbomb also can activate itself via tap when Urza is out. Spellbomb also adds further resilience in this deck by not relying on creature stealing effects, which can be negated via Homeward Path . Having this AND drake shut off by a card that can be grabbed by Crop Rotation is poor deck building. Especially consider that this deck runs ALMOST NO WAYS to handle resolved threats, but more on that later.
Recurring Insight is another pet card inclusion. Its a dead card in your hand until turn 4 or 5, dependent on opponents resources for functionality, and is sorcery speed. Slotting this card while slotting other big 4, 5, and 6 cmc spells like Fact or Fiction Time Spiral Future Sight and Tezzeret means you are going to have far more hands that require mulligans due to having multiple of these cards in hand. Insight also proves to be garbage when playing against any decks that run handstax effects, Oppression Necrogen Mists Bottomless Pit Mindslicer Sire Of Insanity and more.
I find it telling you do not run Mishra's Workshop . The artifact density in this deck is far too low for an Urza deck. Its also why it has problems with gas later. If you had proper artifact support and leaned heavier into stax pieces, you could activate Urza casually for card advantage while still advancing board position. Workshop lets you hit the board with extreme speed and build a presence. Unfortunately, there is nothing for Workshop to ramp to, because the authors are so absurdly worried about not being able to protect Urza while holding 12 counterspells. Pro tip: Your list would actually gain resilience from slotting greater synergy between the 99 and the commander, as well as adding ways outside of the commander to access large amounts of mana.
Speaking of the commander, and returning to removal, this deck folds to a resolved Pithing Needle Phyrexian Revoker Sorcerous Spyglass Cursed Totem or Linvala, Keeper of Silence . The lack of layering and the lack of permanent removal mean if any of these permanents hit the table naming Urza, this deck might as well as scoop. The tutors you do run lead mostly to artifacts, and there aren't slotted artifacts that can handle this problem. This deck can answer problems in one of four cards outside counterspells, namely Gilded Drake (good) Legacy's Allure (bad) Chain of Vapor (good but temporary) and Cyclonic Rift (also good but temporary). There is a single card that can tutor into these, Mystical Tutor . Seriously hope you're holding one of 5 cards in your 99 while piloting, or else you're going to look like a joke when turn 1 Needle shuts off your entire gameplan. Your combo outside of Urza is tedious to assemble, and you're simply not going to be able to outrace real combo decks.
The decision not to include Rings + Monolith is silly. Especially when you're having gas problems, adding in additional A + B pieces and layering with other pieces increases resilience and will allow you to, you know, win faster. You'll have more dead opening hands, but if you cut out the garbage like Recurring Insight your overall starting hand strength will raise. Rings is an especially good piece, as it allows complete combo tutor off Muddle, and allows value generation from fetches and various effects like Inventors' Fair . Also consider Rings + Monolith as a combo versus Grim + Power Artifact. Rings has MUCH better usage than Power Artifact outside the combo, and the speed benefit from Grim is marginal compared to Basalt.
Speaking of Fair, it also shocks me that Expedition Map is not in this list. Map -> Fair -> Scepter is a line kids, and having pieces that fetch into the line means greater resilience and layering. Map also has value in fetching Tabernacle against Tymna decks, since this list runs pretty much 0 other answers to Tymna.
This deck is missing some artifacts that should be shoe-ins. Howling Mine is a no brainer. Even if Urza isn't on the field the entire game, receiving 7 cards during the game while giving 2 to your opponents is still beneficial to the pilot. Ensnaring Bridge should also be a no brainer. Slow beats from Pod decks, and stop Tymna, and shut off some infinite creature swinging combos. Trinisphere is another no brainer. It is such a massive slowdown piece. It doesn't matter if you decide to turn it off for a rotation. The pilot gets the decision of when to turn it off, not the opponents. I should not have to explain the benefit here. Even turning it off, the pilot still has the choice between stax effect or mana every time they use it. Even if its turned off on turn 5, if it delayed a turn 4 spell to turn 5 when its turned off it has done significant work.
This is without a doubt the most uninspired and phoned-in list I've seen attached to your names sickrobot ShaperSavant Lerker LabManiac_Sigi. Congratulations on building a $4000 turn 9 combo durdle machine, would give this a downvote if I could.
4 days ago
Fumiko the Lowblood . Creates an interesting dynamic on the board every time your commander is out. Lots of neat effects to pair it with, whether you go for untap restrictions like Smoke or Static Orb , or just want to cause games to end quickly with things like Furnace of Rath
Also a big fan of Horobi, Death's Wail . Pack it full of every single death black effect you can find, like Death Match Death Pits of Rath , Mindslicer Pestilence and whatever else you can find. You'll win far more games than you imagine as you create a board state so toxic no one can develop properly. You don't even need free target effects, but it helps.
Kaervek the Merciless is another general that allows some unique building imo. Stuff yourself full of board wipes like Pyroclasm Anger of the Gods Toxic Deluge Earthquake and similar to keep the board clear while you build up to 7 mana. Stuff your deck full of fatties who can survive small red sweeper effects, and punish players with the Kaervek trigger and your fatties.
For a serious competitive answer, look at Tasigur, the Golden Fang . Highly political deck with a strong color identity, and lots of different infinite combos available as your means of winning. The GY recursion allows you to play control in a format that is traditionally hard to play control in.
2 weeks ago
First and foremost, huge fan of this build. I jumped on here for some help because my friend has a Torbran, thane of redfell that was kicking my ass and I needed to develop something to go up against it and this build was it. Thank you! I am working on my own take on this build.
3 weeks ago
Aye this is a solid meren deck. here is mine to help ya with some ideas https://tappedout.net/mtg-decks/graveyard-queen-meren-of-clan-nel-toth/
So I've been playing meren for almost 5 years now so I got some fun ideas to help ya out. So first i recommend some more sac outlets. Building your exp counters can be very useful and a lot of sac outlets can get you a lot of nice stuff. Viscera Seer and Carrion Feeder are solid 1 drop sac outlets. Evolutionary Leap is a decent 2 drop sac outlet that lets you draw cards. Sadistic Hypnotist is expensive mana wise but is a nice way to hurt your opponents.
some of the best creatures for meren are creatures that want to die. Mindslicer is an amazing one because it puts everybody back except for you. you dont care if your hand gets discarded because you can use them still. Plaguecrafter , Fleshbag Marauder , and Merciless Executioner is really good trio. I like to use only 2 of them. Sidisi, Undead Vizier is a really good one as well because its a reusable tutor. You make it kill itself and just keep bringing it back to just get the best cards in your deck to help ya win.
Solid etb triggers are also really useful. Terastodon is one of my favorite etb because if you fine tune the deck you can bring a terastodon around turn 3 to turn 5 and just make a person concede. its a very brutal etb trigger. Fierce Empath and Woodland Bellower are also really nice because they can tutor for each other or tutor for some of your best creatures.
If ya got any questions about certain suggestions or about why I use certain cards or why I dont use certain cards feel free to ask. I am always down to help fellow meren decks out.
3 weeks ago
so here is my meren deck of almost 5 years. it isnt budget anymore however there are some budget cards in there for ya to consider and it can help ya figure out how ya want to build the deck or maybe a way for you not to want to build the deck. https://tappedout.net/mtg-decks/graveyard-queen-meren-of-clan-nel-toth/
So some basic tips is you want a lot of sac outlets, you want stuff that have good etb abilities or stuff that want to die, then any flavor for wins. For cuts i think a lot of your artifact creatures doesn't add much for your deck. There are a lot better cards that can help you with control.
Mana: Devoted Druid (2 dollar card) Can get you mana and exp counters
Graveyard: Having multiple ways to interact with graveyard is important because people will try to get rid of meren cause she is a gravy engine. A lot of the good ones are a bit expensive like Liliana, Heretical Healer Flip and Sheoldred, Whispering One so if you don't want to do expensive upgrades it is understandable.
Tutor: Fierce Empath has a solid etb trigger to get creatures for you. Woodland Bellower is another solid etb trigger to get creatures for you and interacts with fierce empath. Pattern of Rebirth is nice tutor because your creatures should be easy to kill and now you can get your best creature on the field right away.
Removal: Plaguecrafter , Merciless Executioner , and Fleshbag Marauder are solid creatures that can get rid of your opponents creatures and with meren you can bring them back to cause constant removal. I personally like using two of the three in my deck.
Boardwipes: Boardwipes are solid cause you benefit the most from them. Pox , Living Death , Pernicious Deed are all really wonderful ones that I use. If i have to push one I recommend Pernicious deed because that card scares a lot of people from doing stuff, and at worst you can always blow it up for 0 to get rid of tokens or 1 to get rid of a lot of mana rocks.
1 month ago
Think about it this way, if you look at my deck. I run a lot of ETB triggers and I don't even run panharmonican. If you play it on curve then you are playing meren at t5 which is annoying if you ramped into pan or play it a turn later then usually you wasted a turn for set up because it requires you to play an ETB. For that slot, I rather play
. Its 4 mana and requires to die but that's really easy in a meren deck especially because the best sac outlets are typically 3 mana or less so you should already have one ready for mindslicer. It hurts everybody but you enjoy filling up your graveyard. So for the same mana cost you get a card that is easier to set up for and hurts your opponents really badly while buffing your side of the board.
Also vraska is just bad imo. I run two planeswalkers in my deck Liliana of the veil cause she is best liliana(she is 100 dollars so I dont recommend getting unless you want to really upgrade meren, I got mine by trading a bunch of cards) and liliana hertical healer cause she summons a zombie to defend her self, her +2 hurts everybody while synergizing with your deck by filling up your graveyard. her -x gets the stuff you discarded or sac away, and her -8 just lets you win the game. its pretty much reanimate a plaguecrafter with meren to steal the board.
Vraska +2 is alright but I rather just play a draw spell or sac outlet because those are easier to defend and do the same thing as her +2. like a Necropotence or Carrion Feeder . her -3 is an abrupt decay which is nice but this is a meren deck, so majority of your stax/removal spells should be stapled on a creature because you can just recur it. her -9 ult is fun and powerful but against good players they won't let vraska get to -9. Everybody knows that vraska are bad but they have insane ults so usually people just break them before they get near then. I have been playing meren for 4 years and I have tried multiple vraska but they just dont work that well, when I got hertical healer I was like now this is a good walker cheap to cast and has a lot of synergy
1 month ago
2 months ago
Alright! Thanks for the suggestions. I will definitely be considering these. However, I do have some counterpoints:
This deck doesn't have too much card draw, so having a high land count aids in making sure I hit each land for the turn. If I have any excess, I can just discard them to my effects. I'd love to have Urborg in here, but I haven't been able to get ahold of one. I do intend to add Ransack the Lab over a land, as well.
This deck always just loses to Rest in Peace , or effects of the sort, so Nevinyrral's Disk is fantastic. Same with Ratchet Bomb ; that has efficacy to it. Ugin and Karn are a bit out of budget, however.
Ill-Gotten Gains exists for the political aspect. If I return a Mindslicer , I can kind of control what my opponents do with the cards or they just risk losing them entirely. But I do see your point. Xiahou Dun, the One-Eyed would be great, but that's over one-hundred dollars right now. Necromancy is probably my best bet.
Thank you very much!