Clear the Mind
Target player shuffles their graveyard into their library.
Draw a card.
Printings View all
|Mystery Booster (MYS1)||Common|
|Ravnica Allegiance (RNA)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Clear the Mind Discussion
2 months ago
Hello dan and thank you for your input. I must admit Clear the Mind actually has saved me from milling myself out on more than one occasion. I do also agree with scorching dragonfire but the thing is Jayas greeting and the scry ability has personally helped me more times than not, though I do run both in the deck. Another worthy note is the fabled passage recommendation, but I find myself extremely low life without that little boost, as I run zero creatures and kind of need that to survive against those lovely mono red players lol. As for the last recommendation of dropping chandras outrage, I can’t. Any time I remove it I find myself needing that removal and damage in game, not to mention that it triggers Dovin's Acuity Which then gives me another card to draw and another 2 life. I’m working on a version 2 of this which will show more of the recommended changes and the added bonus of Shark Typhoon which just gets silly
2 months ago
Typically any control deck that plays will play a few copies of Teferi, Time Raveler and Elspeth Conquers Death, which I would highly recommend. It could even bring back Ugin, the Spirit Dragon from the graveyard if you discarded it to Chemister's Insight jump-start.
Jaya's Greeting is fun but compared to something like Scorching Dragonfire, the scry1 really isn't worth it when you could have the option to hit a planeswalker and having them be exiled on top of it.
You could try to include some Fabled Passage in your mana base instead of some of the tap lands, I'm sure you'd much rather draw that than a Swiftwater Cliffs if you're waiting for your 8th land to play Ugin, the Spirit Dragon.
I really don't think this deck needs Clear the Mind. You won't mill yourself, and on the off-chance you'll happen to draw it against a mill deck, you might as well run anything else that will be far more useful to you.
Hopefully these suggestions are helpful, cheers!
2 months ago
Junkyo Bell, Temple Bell, Singing Bell Strike, Meditate, Peace and Quiet, Silence, Render Silent, Orim's Chant, Kor Chant, Mind's Eye, Clear the Mind, Merchant Scroll, Enlightened Ascetic, Enlightened Tutor
5 months ago
Also take out Clear the Mind, Twisted Image, Prescient Chimera, Apprentice Wizard, Rakshasa's Disdain, Neutralizing Blast, Memory Lapse, Arcane Melee (It'l probably help your opponent just as much as you), Corrupted Grafstone, Grip of the Roil, and Hedron Crawler.
The deck should now have 99 cards in it plus the commander. Good Luck with it!
5 months ago
you don't have enough mana ramp to reliably cast Shark Typhoon or Thousand-Year Storm. and if you don't draw the Typhoon, you don't have enough ways to deal damage to close out a game. phoenix is just an overcosted flyer since you don't have enough spells to consistently reanimate it. there are better draw spells than Clear the Mind. theres not really a need to shuffle your grave back into your library since you're not playing anything directly from the library. you also need some "hard" removal to take care of big enemy creatures. with the deck as it is now, your 8 burn spells will have to go toward killing small creatures just to survive, which leaves none in hand for if/when you drop the typhoon or storm.
7 months ago
I played a deck like this on Arena. Nasty combinations! I have I would maybe side board Clear the Mind. I know you use some escape cards but may help.
7 months ago
Looks really nice, but no Laboratory Maniac as well as the Lab-man Jace? Also as a heads up, Syr Konrad, the Grim only works if creatures go to the graveyard, or creatures leave your own graveyard. Bouncing them won’t trigger him.
on Kumena EDH
10 months ago
Merfolk is always a potent tribe, but I do see some incongruous elements that ought to be obviated.
For the basics of a deck, I have some recommendations as for what may be excluded.
Storm the Citadel is a fine card, but it's restrictive and must be done on your turn, with a board state. Removal is best when it can be used both if you're ahead or behind in the game.
Kiora, Behemoth Beckoner only draws cards off of six creatures in the deck, and thence doesn't bolster much. Lords help, but card draw is more applicable when it's not dependent on your board-state. Curious Obsession falls unto the same category.
Spark Double is quite restrictive that doesn't do much on its own. Cloning the commander doesn't do much, either, so a worthy target isn't always available.
I'm not quite sure why Clear the Mind is in here.
Geode Golem doesn't actually cheat the cost of the commander by too much, so perhaps it doesn't merit inclusion.
Tidal Flats is a card selcouth to me, and I don't quite understand its purpose. It can mess up blockers, sometimes. The opponent needs to have no open mana, otherwise, it's useless. That's very easy to play around and I'd prefer just a kill spell.
You have an awful lot of lands in here. A deck-building strategy I adhere to is fewer lands in place of draw spells. They have more utility late-game and can still find lands if need-be.
As for the theme of the deck, I have some potential implementations.
Kiora's Follower is an on-tribe creature that synergizes with the strategy, and ramps. Only great. :)
Stonybrook Banneret spells itself out.
Cytoplast Manipulator is a splendid option for your counters theme.
As for removal, Reality Shift , Krosan Grip , Pongify , Beast Within , Rapid Hybridization , Kenrith's Transformation , Incubation / Incongruity , and Imprisoned in the Moon . Kill spells that strand a commander on the battlefield are always annoying to deal with.
At last, Vigean Graftmage seems perfect.
Alas, welcome to the format, and may you slaughter the opposition with your irriguous fiends. :D
I do have my own list if you wish to peer upon it: The River Anew