Mnemonic Wall

Mnemonic Wall

Creature — Wall


When Mnemonic Wall enters the battlefield, you may return target instant or sorcery card from your graveyard to your hand.

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Printings View all

Set Rarity
Iconic Masters (IMA) Common
Conspiracy: Take the Crown (CN2) Common
Commander 2013 (C13) Common
Theros (THS) Common
Rise of the Eldrazi (ROE) Common

Combos Browse all


Format Legality
Tiny Leaders Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Block Constructed Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Mnemonic Wall occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Mnemonic Wall Discussion

supa_tim on Talrand of the free and home of the brave

1 week ago

I would drop:

  • Clairvoyance
  • Fleeting Distraction
  • Grip of the Roil
  • Obsessive Search
  • Radical Idea
  • Reach Through Depths
  • Spell Syphon
  • Twisted Image
  • Slip Through Space
  • Apprentice Wizard
  • Deranged Assistant
  • Hedron Crawler
  • Manakin
  • Sea Scryer
  • Prismatic Lens

One reason is that you have a lot of cards that do nothing but draw one card. Which is usually fine in 60 card 1v1 as they function as almost running fewer cards. This lets you draw into your business spells with more consistency. However, in EDH multiplayer, I feel like you want cards with more impact. I kept in cards that let you scry or let you decide card quality because those have more impact.

The other reason is that you really aren't accelerating into anything big, so why do you need a bunch of mana ramp cards? You definitely want to hit all your land drops, but your 2-for-1 and 3-for-1 draw spells should keep filling your hand with lands. You want more business spells that keep you in the game long enough to get Talrand into play and start beating down.

I know Talrand tempts you to play a bunch of cantrip spells to have a sort of combo finish. However, in my experience it is better to have a more solid lock down of the game and win with inevitability than just trying for an alpha strike. A few 2/2 flyers can go a long way.

I would go up to 36-38 lands to make sure you keep getting those land drops.

Then I would add a few more counters:

Then some more bounce (although you have most of the good ones in there already):

Then maybe a couple more recursion spells:

Just to give you some card advantage in other ways or to get back powerful spells that you were forced to use early.

Blue shenanigans can be hard to play. Sometimes you want to be aggressive with your countermagic and bounce to stall your opponents. Other times you want to hold back and wait until the more opportune time.

Hope this helps.

theages on UW Familiars

1 week ago

Twist35, as you can see in the updates, I used to play bounce lands in the deck. With the addition of Mystic Sanctuary, I tried playing without Mnemonic Wall and Archaeomancer so I ended up cutting some bounce lands. Eventually, I came back to Archaeomancer with 0 bounce lands. It's true that you can combo with Snap if you have Azorius Chancery, but I prefer maximizing the chances of having Mystic Sanctuary online T4-T5. I feel it's more important than the off chance of comboing with Snap, which is very often going to be cast early on.

Valius on Drawing Dead

1 month ago

Oh and one last one, I guess-

Remove Jester's Cap , and definitely replace Relic of Progenitus with Dimir-doppleganger and Bojuka Bog .

Honestly, any of the enters tapped mana rocks are better off replaced with 3cmc ones like Darksteel Ingot or Manalith . Sol Ring and Arcane Signet are ones to try to add too.

Good walls to consider are Guardians of Meletis - low cmc, colorless, and 6 toughness - Fog Bank , and Mnemonic Wall to get your Traumatize or Mindgrind back. It’s expensive at 5cmc for only 4 toughness, but I feel it’s worth it to get a sorcery back

DandiCze on Thassa, Deep-Dwelling Flickering

1 month ago

I forgot to add Mnemonic Wall and Salvager of Secrets for combo part. Tappedout should allow editing comments...

austintayshus on Muldrotha Rats Commander

1 month ago

Looks like this is a commander deck and not standard. Could you switch the hub to commander? Also, check out the 'Formatting Tips' article to be able to display your commander properly.

I think you can cut Deadbridge Chant . It's kind of an expensive do-nothing enchantment that is def going to be destroyed when you play it. Same with Moldervine Reclamation . You don't really have any sac outlets that you can use to your advantage with MR.

You might also cut Omniscience . Since you don't really have any way to cheat it out, you'll have to pay full price and if you're at the stage of the game where you can pay full price for it, you can probably cast anything else in your hand.

You might also want some creature-based land ramp like Wood Elves and Elvish Rejuvenator that you can recast from the grave with muldrotha. Sakura-Tribe Elder in your maybeboard is another great option. Wayfarer's Bauble is another similar effect that can be recurred with Muldrotha.

For extra recursion, you might also want Archaeomancer and Mnemonic Wall and Scribe of the Mindful to help you recur those instant and sorceries.

As for lands, fetchlands like Evolving Wilds and Terramorphic Expanse , and if you have them or are willing to pay for them, the expensive fetches like Verdant Catacombs and Misty Rainforest are great and reusable with Muldrotha. Any land with a sac outlet is also worth considering.

Last note, you might cut some Rat Colony or Relentless Rats . I think your deck will run more smoothly if you pick one and have about 24-30 of them. That should also free up some spots in the deck for more utility cards.

Hope this helps! +1

saluma on Help! Archeomancer x Clone legion ...

1 month ago

So the situation is this you cast Clone Legion hold priority and cast Insidious Will . You choose to copy clone legion. So now its 2 instances of clone legion on the stack. First to resolve is the copy (insidious will), it copies your board and goes to the GY because it resolved. Your ETBs hit the stack after insidious will resolves and therefor you can target it with your new Mnemonic Wall s ETB. Insidious will returns to your hand and the original Clone legion is still on the stack. You can now hold priority to cast your Insidious will to copy the clone legion again. With infinite mana you get infinite board.

Now for the other question. You choose to resolve your original Clone legion. Same thing happens here. When you resolve the spell it hits the GY and after that your ETBs hit the stack. Clone legion is therefor in the GY when Mnemonic Wall enters, and can be targeted and returned to your hand.

I hope this made sense.

ObliviousGiant on Eternal Kingdom

1 month ago

Looks great, love the golem token theme. Try to focus more on your strategies by replacing cards like Altar of the Brood , Archaeomancer , and Mnemonic Wall for cards that either do the sacrifice triggers or help make your golems more powerful. Although those cards do belong in a Brago deck, they are not helping the two most reoccurring strategies in your deck. I like the two you have going on; For one you are massing a board state of artifact creatures, the other you are forcing your opponents to sacrifice their board states. I would suggest running Thousand-Year Elixir and maybe Steel Overseer to give them tons of counters. You can flicker steel overseer with the elixir on board to get multiple uses per turn. Another fun trick with brago is giving him doublestrike so he triggers twice, once in the first strike and a second time in the normal combat damage step. Lastly, I suggest more mana rocks, you will beable to flicker them for tons of mana when brago attacks. Avoid using Worn Powerstone for this reason because, if you flicker it, it comes in tapped and doesn't provide you any more mana that turn.

Always keep in mind when building your deck's strategy: how do I want to win, and how do I want to prevent my opponent's from winning against me. Once you know that, you can go through each card in your deck and ask, does this card help in those strategies. Like, how does Time Warp help your strategy? Just because a card is good, doesn't mean it belongs in your deck. Hope that helps my friend. :)

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