Clear the Mind

Clear the Mind

Sorcery

Target player shuffles their graveyard into their library.

Draw a card.

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Set Rarity
Ravnica Allegiance (RNA) Common

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Clear the Mind occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Clear the Mind Discussion

Psycho9899 on Sultai Superfriends: The Sequel

4 days 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.

iNinjy on Milling opponents? Foolish. (Mills myself)

5 days 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.

Mind Funeral and Traumatize can both be used to self-mill, and if you can get him attacking consistantly, Fleet Swallower can mill you every turn.

Feldon's Cane is a cheaper cmc version of Clear the Mind although redundancy in a self-mill deck is never a bad idea.

Azeworai on Kumena EDH

2 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.

Transguild Promenade and Gateway Plaza is a land with a casting cost. I'd recommend some basics in their place.

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.

Heraldic Banner , Simic Locket , and other three mana ramp options are a bit slow to really provide ramp. Talisman of Curiosity , Mind Stone , and Rampant Growth do the same for less.

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.

Thada Adel, Acquisitor is a fun card that people will always murder on the spot. Though, stealing a player's Sol Ring feels great.

Coastal Piracy and Bident of Thassa are similar to Seafloor Oracle , and more effects like that are always nice. Kindred Discovery is an enhanced version, too.

Animation Module is a fun option that could supply some benefit at a cheap cost, and Hardened Scales does the same thing.

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.

Cantrips! Impulse and Supreme Will fill the role rather well.

Seahunter , Forerunner of the Heralds , and Merrow Harbinger work wonderfully as tutors.

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

Murphy77 on Mono Blue Mill

3 months ago

I really like the idea of the deck.

I like the idea of playing Shimmer of Possibility to search for cards and Clear the Mind to shuffle your graveyard back into your library.

Into the Story is just super expensive to cast and does very little for this deck.

I would play multiple Ashiok, Dream Render s and try to use his -1 ability every turn. They will hopefully be recycled from your graveyard back into your library to be re-played at a later stage.

My version of this deck would be something like Mono Blue Mill copy M

android_12x on

4 months ago

Murphy77: I have two one-drop blockers in the form of Eye Collector and Merfolk Secretkeeper . Thought they don't have deathtouch, these cards help mill.

Connive / Concoct reanimates Syr Konrad, the Grim in case he gets milled.

Clear the Mind has the highest potential of being added in if I decide to get rid of Kaya's Wrath .

Murphy77 on

4 months ago

A good early chump-blocker for this deck like Vampire of the Dire Moon might help you get established.

Although Narcomoeba does provide a back-stop to help always keep a creature on the field, I rather like Clear the Mind to recycle your own graveyard back into your library.

Have you considered something like Thief of Sanity over Connive / Concoct ?

Kaya's Wrath just seems like you are admitting defeat - kill all your own best creatures for a possible extra turn of play. I would tend to go with something like Aid the Fallen to support your Forever Young and this would simplify your lands.

Murphy77 on Mono U Mill Standard 2020

4 months ago

I also really like the idea of playing Venture Deeper (the Merfolk Secretkeeper adventure), summoning Merfolk Secretkeeper then playing Unsummon to bring the card back to your hand to start the cycle again. Clear the Mind could then recycle earlier copies of itself and Unsummon to your library. The combination seems like it could be a whole lot of fun to play - feeding Drowned Secrets with mill triggers, but this complex combo will, unfortunately, tend to play out just a bit too slowly. Any ideas on how to build this sub-theme into something more substantial?

AjaxSlumbering on about face jace

4 months ago

Why not a Clear the Mind ?

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