Transgress the Mind

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Battle for Zendikar Uncommon

Combos Browse all

Transgress the Mind

Sorcery

Devoid (This card has no color.)

Target player reveals his or her hand. You may choose a card with converted mana cost 3 or greater and exile that card.

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Transgress the Mind Discussion

Firebones675 on Energy Elves

1 day ago

I'd consider splashing black for Winding Constrictor. Even if you include only a couple swamps and a few lands that produce both like Hissing Quagmire, Aether Hub, or if you're on a budget Foul Orchard, you should be able to reliable cast them when combined with your attunes and servants.

Also if you did decide to splash black, you would have access to better removal spells for your opponents creatures and better sideboard options for control. In my opinion one of the best ways to fight control is to play cards like Transgress the Mind to strip the counterspells out of their hand and to let you know when it's safe to cast your creatures.

Zaueski on Improvise One's Anguish

1 day ago

Servo Schematic is still a bad card, I strongly recommend putting in Scrap Trawler in its place. The recursion afforded by ST is definitely not to be underestimated.

Pick the Brain is also still a really bad card. If you're worried about combos then Lost Legacy is a far better option, if you want to slow down creatures then you can use more Grasp of Darkness or Harsh Scrutiny. If you just want value discard then you already have Transgress the Mind and you could get Collective Brutality pretty easily. Pick the Brain is not what you want to be playing on turn 3 ever. Against aggro it pretty much confirms your death, against control they'll just Negate it. Against midrange you might hit one useful card but you'll never have Delirium that early and late game everything but control will have a pretty much empty hand, and Control will just counter it. Trust me, Pick the Brain is a bad card.

Contraband Kingpin is really good here, being able to scry your deck basically is insane. It'd take cutting some good cards but this deck really wants it.

So here's what I would cut and then add:

4x Servo Schematics for 3x Scrap Trawlers and 1xContraband Kingpin

4x Pick the Brain for 1x Grasp of Darkness, 2x Collective Defiance, and 1x Tezzeret the Schemer

1x Cathar's Shield and 1x Reverse Engineer for 2x Contraband Kingpins bringing that count up to 3.

TheGodofNight on Metallurgic Artistry

3 days ago

@akprimape

No problem, I enjoy testing decks, although the control mirror was very tedious as both of us would have removal, but nothing to remove, lol.

Now as to the 3-3 or 4-2 split, the primary difference between your build and mine is that Saheeli's Artistry becomes copies 4 & 5 of Torrential Gearhulk (to quantify, this is against non control decks, as a counter spell can shut that down quickly). I went with an even split, to diversify my answers, because when I ran only 2 Metallurgic Summonings, it seemed that 85% of the time or more, both copies were on the bottom of the library, right next to each other (to be fair, that's just RNG, but I liked having the 3rd copy so I wasn't as butt hurt about losing one to removal or counters).

In your build, mainboard, you are hoping to win on one of eight cards (or a combination thereof), which is 4 Torrential Gearhulk, 2 Dynavolt Tower, and 2 Chandra, Torch of Defiance. In my build, I'm banking on one out of eleven win cons, 3 Tezzeret the Schemer, 3 Torrential Gearhulk (I'm only counting the 3 actual copies, not the ones that could be made by Saheeli's Artistry), 3 Metallurgic Summonings, and 2 Westvale Abbey  Flip (more specifically, the transformation Ormendahl, Profane Prince  Flip), and to be fair, in non control match ups, I have been able to use this as a win condition. So, I feel as though your build is a little more streamline, but in the mirror match, you might compete for answers if you go into a super long game.

As for Yahenni's Expertise vs Radiant Flames, this is really a flavor/Meta call. Your commitment to double swamp for Yahenni's Expertise is 8 lands (not counting Aether Hub as it isn't consistent swamp mana), whereas in my build, I am at 9 swamps. I find that I would rather have access to 3 colors more often, and in my build I can get there very easily, whereas in your build, sometimes that double black wasn't easy to hit all the time. The other side of the coin is this, if you cast Yahenni's Expertise and you don't take advantage of the free cast on it, it's just a 4 mana sweeper effect, whereas Radiant Flames is just a 3 mana sweeper effect. I get that the Expertise gets around indestructible, however this becomes more of a Meta question. If Selfless Spirits and Archangel Avacyn  Flips are dominating your Meta, then the Expertise might be the better call. Although, both of our decks are running enough removal, that I don't see a lot of decks able to flood the board fast enough to be a serious threat. To that end, I find that Grasp of Darkness fills the role of spot removal for most indestructible threats.

My biggest take away from the playtesting was that I could easily cut Harnessed Lightning as a removal spell for my deck and replace it with a 4th Grasp of Darkness and 2 main board Negate, or 2 Void Shatter, or anything like that. Harnessed Lightning really is only effective post board for me, but for you, it helps juice up Dynavolt Tower. The mirror is probably the best test for our decks as it helps you figure out what your long term strategy is. Against aggro decks, I think both of these decks would crush most of them with ease (of course, Aggro decks can get up underneath of a control deck, so they present a big challenge in some respect).

Again, if I were to refine Grixis down, I think that that U/B list I posted previously would be the ideal build, maybe with a few tweaks, but it does streamline what the Grixis deck does, except both of our decks have a lot more flare and personality in comparison. To our credit, we could easily streamline the decks to win, but then they become cookie cutter win con shells that don't represent us as players or individuals. The obvious improvement inclusions would be Liliana, the Last Hope (this gets back our gear hulks, so double value there), Kalitas, Traitor of Ghet is a fantastic companion to a suite of removal spells, as he makes zombies and exiles an opponent's creatures, Transgress the Mind should be a main board "silver bullet" as it takes out a lot of the win conditions that folks are running and the removal/counters takes out the rest, and lastly, Jace, Unraveler of Secrets/Ob Nixilis Reignited are just fantastic cards that can give you advantage, spot removal, or inevitability. Control is poised to be powerful, and I think we are on the cusp with our decks. Thanks for all the input, I'd love to hear any other thoughts or ideas you might have.

TheGodofNight on Metallurgic Artistry

4 days ago

@akprimape

Game 1

Round 1 - You were on the play. Only I took a mulligan. 14 Turns, 28 minutes. Double Dynavolt Towers made it easy for you to start to overwhelm me.

Round 2 - I was on the play, we both took a mulligan, me to 6, you to 5. 17 turns, 21 minutes, I managed to cast Saheeli's Artistry on a Torrential Gearhulk, which overwhelmed the board. You ran out of draw and stagnated in the late game due to me casting Disallow.

Round 3 - You were on the play. Neither of us took a mulligan. 18 Turns, 37 minutes (we would have gone to time at this point and we would have stalemated). In the interest of finishing the match I played it out. I landed a Metallurgic Summonings and just stomped you with tiny constructs which took 11 turns to happen.

A very grindy, mirror match without the use of sideboards.

Game 2

Round 1 - You were on the play. I had to mulligan to 4. 16 turns, 23 minutes, you managed to ultimate Chandra, Torch of Defiance, which sealed your victory.

Round 2 - I was on the play. You had to mulligan to 5. 22 Turns, 31 minutes, two Metallurgic Summonings landed, no counters in hand, lots of removal, but I swung in with an army of constructs.

Round 3 - You were on the play. We both had to mulligan to 5 (I'm fairly certain that the randomize for lands with TappedOut doesn't actually work). 18 Turns, 29 minutes, you landed the killing blow with double Dynavolt Towers.

Again, very grindy. No sideboard.

Game 3

Round 1 - I was on the play. No one had to mulligan (the system is not trying to make a liar out of me). You kept a 3 land hand, with all 3 colors of mana, but didn't draw any additional mana for 5 turns, which let me land a Tezzeret the Schemer and a Metallurgic Summonings. I quickly hit Tezz's ultimate and overwhelmed the board. I didn't keep track of the turns or time with this one.

Round 2 - You were on the play, and I used our sideboards for this. You brought in Lost Legacy and Transgress the Mind. I brought in Ceremonious Rejections and Fevered Visions. Turn 3, you dropped a Lost Legacy, I figured if this was really round 2, and based on what you saw of the mainboard, you would either name Tezzeret the Schemer or Metallurgic Summonings. Since you had both, I named Tezzeret first. I landed a Fevered Visions on Turn 3. Turn 4 you named Metallurgic Summonings, and on my turn 4, I landed the second Fevered Visions. Both of our hands we constantly full, and you took 4 a turn for several turns, before the card advantage and pings became too much.

So overall, this tells me that control vs control is tedious and unpleasant. I can certainly see the merit of your deck and how well it would work against any other deck. I do think that the RNG for the lands was BS and affected the outcome more than anything else. I do think that I could streamline my deck to be more consistent, but against any other type of deck, I think that both of our decks would kick some serious ass. I encourage you to try play testing the two of them and see what results you come up with.

GeminiSpartanX on Baral Control

4 days ago

I'm not a fan of Deadlock Trap in the SB. I'd rather have a different variety of removal, like Ruinous Path to handle PW's and more discard to bring in against opposing control decks like the other 2 Transgress the Mind. Ob Nixilis Reignited and/or Jace, Unraveler of Secrets are also considerations since they help with card draw. I don't think you need all 4 Dispels since they're quite narrow. You could also include Ceremonious Rejection to handle artifacts and eldrazi if they're played in your local meta.

noblevegas on RB Vampires Join the Revolt!

4 days ago

Sideboard updated.
Collective Brutality will stay for now. Since control decks and some pump-based aggro decks gained momentum going into Friday, I think these will likely still help. Also synergizes nicely with Yahenni's Expertise for slightly larger creatures.

Incendiary Flow is cut to two. I've got a great deal of removal and evasion, so this would likely come in against Superfriends decks and some control as well for direct damage.

Release the Gremlins does seem like a solid answer for Aetherworks Marvel decks as well as Electrostatic Pummeler so it would be beneficial to have some removal that can be used to feed Kalitas, Traitor of Ghet, too.To the Slaughter stays in since Planeswalkers are getting more popular this time around. Dilerium will be tough to put online for the dual effect, but a we-ll timed Slaughter will still be beneficial at 1-for-1.

Transgress the Mind still seems helpful to slow control and midrange decks at the outset.

Unlicensed Disintegration is still a great card and could get back to MB. It would be helpful as spot removal, but for now Fatal Push has the value advantage.

Part of me is also curious of using Wrangle in the sideboard. I figure a two-of that allows me to steal an opponent's creature late game and then sac it to Kalitas seems like fun. I've also given some thought as to Kari Zev's Expertise for the same reason with up-side (Imagine your opponent's horror when you steal their Marveled Ulamog, the Ceaseless Hunger, mill them with it and then sacrificing it to Kalitas before their next turn). Double red in a deck that's more black-focused may be tough to pull off, but they'd never see it coming.

I'll work on finishing assembly of this on release day for FNM and see what happens.

peterpopens on [In-Depth] Sultai Eldrazi

4 days ago

@TobyG I actually considered running that as well but the problem is its a very slow creature and it needs 2 toughness to kill Saheeli Rai in response to a -2 on a turn 4 Felidar Guardian so therefore you have to cast it on turn 3 with 2 toughness which requires 4 mana to stop saheeli rai which obviously is a problem unless you have Servant of the Conduit. The only exception to this is that your going first but i think it might be a tad to finiky especially because it doesn't discount your Elder Deep-Fiends and really struggles to hit the crew 3 costs of your vehicles. I think our best bet against copy cat is Transgress the Mind, Thought-Knot Seer, and Negate. Or just using your evasive creature base to bash her head in.

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