Clear the Mind

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Clear the Mind

Sorcery

Target player shuffles their graveyard into their library.

Draw a card.

keizerbuns on The Suspense is Killing You!

3 months ago

Thanks Imaginary_Friend777!

You make a good point with Clear the Mind, it’s not really vital to the game plan. I just had it there for the sake of having an infinite loop but it’s kind of a waste of main board slots, especially since I have two in the sideboard that I could grab with Mastermind's Acquisition if I really need the loop.

I like your suggestion of Aetherflux Reservoir over Grapeshot and I think you’re also right about needing more counter spells to protect my Omniscience once I cast it.

I think I’ll try taking out both main board copies of Clear the Mind, but I’ll leave the sideboard copies in because I’ll still need them since I’m probably gonna need the option of an infinite combo if I go with Aetherflux. Then I’ll take Grapeshot out completely and just replace the sideboard copy with Aetherflux, and then I’ll add one more copy of Mastermind’s Acquisition and two more copies of Test of Talents to the main board.

Thanks for the suggestions!!

wallisface on

1 year ago

Some thoughts:

  • 80 cards is waay too many cards, you should always be aiming to play a deck of 60. Anything above this number just leads to massive consistency issues. Try to get rid of a bunch of cards to get back to this 60 number.

  • Your land count needs revisiting. Scaling this to a 60 card deck, you're only running 20.25 lands, which is very, very low (Burn decks run 19 lands and only play cards costing 1-2 mana). When you reduce your deck to 60 cards, I think you still need to ensure you have a land count of 23ish lands.

  • Your mana curve is waay too high. Modern decks typically can't justify running more than 3-4 cards at 4-mana, you've got a whopping 10 cards costing this much. Look to lower your mana curve.

  • You're running a bunch of really poor card choices. For example, you've got a bunch of really average/poor countermagic (Render Silent, Ionize, Essence Backlash, Absorb) when you could be running some obviously-better cards (i.e. Counterspell). Other bad options include Ugin's Conjurant, which is just a strictly worse Endless One, and The Wanderer, which is just really niche (only really affects really-slow-red decks).

  • Some of your cards are nonbos with each other. For example, you have some high mana sorcery cards (Clear the Mind, Divination) which when cast will prevent you using any meaningful countermagic. Control decks typically want to keep their defenses/options up during the opponents turn.

I think currently your list feels really disjointed - it's lacking focus. I would suggest trying to get down to 60 cards, upgrade the bad card choices, and try to apply more focus to what you're trying to do - currently it feels like there are too many cards that don't forward your gameplan.

seshiro_of_the_orochi on

2 years ago

Cool idea, but I think you might have overloaded on fatties. See Beyond is a great addition for this type of effect to shuffle a creature back in that you don't want in your hand. Also, how about some copies of Gaea's Blessing and/or Clear the Mind to reload your deck?

With these additions, you could focus on your best fatties and play more control cards such as Stubborn Denial. You could even include Commune with the Gods or Benefaction of Rhonas to dig for Defense of the Heart.

Unenlightened on Cheapskate Talrand ver. 1.5 ($100)

2 years ago

So I've been working on integrating most of the cards from your version of this deck with my version, and there are a few I was using or considering that you might not have thought of.

First, some of my favorite spells for Commander are what I call 'erasure' spot removal auras. These are mostly found in W/B/G, with most in Blue. The blue ones that I use are: Frogify , Kasmina's Transmutation , Ichthyomorphosis , Deep Freeze and Imprisoned in the Moon . As you can see, these don't just kick a commander off the field, they completely neuter it. With the exception of Imprisoned, they're also dirt cheap. The only catch is they don't cantrip. Notably, Deep Freeze and Imprisoned in the Moon both remove a commander's ability to attack, where the other three do not - a Frogified commander is still a commander and can still kill you if it does enough damage. Fun fact: the whole 'imprison the evil goddess in the moon' plotline is the premise for the first two episodes of My Little Pony: Friendship is Magic. MTG totally ripped off MLP.

Squelch , Stifle and Trickbind are all counter-ability instead of counter-spell. Stifle and Trickbind might be out of budget range for this deck, though Trickbind is worth noting because it has Split Second.

Clear the Mind is a nice failsafe in case our win conditions wind up in our GY and it cantrips!

Mystical Dispute only costs as long as it targets a blue spell, i.e. a hostile counterspell or Cyclonic Rift. Daze is a nice ambush counterspell because you can cast it with no open mana. Was wondering why you didn't include that one.

Unsubstantiate can effectively counter un-counterable spells by bouncing them to the caster's hand. Narset's Reversal is a fancier version of this which lets us theoretically defend our combo spells. If an opponent tries to counter our Mass Polymorph or Synthetic Destiny, we can copy it, forcing them to counterspell it an additional time (the copy) and then another time on the next turn (when we recast it from hand) if they want to stop it. Narset's Reversal I see might be out of budget though.

I was wondering why you weren't running Temple of the False God .

I thought Rise from the Tides would be an interesting card in this deck, though it might be the kind of thing you use only when desperate...

Finally, Mystic Speculation seems like it might be useful, and same for Soothsaying . The latter lets you dig through your library as long as you have mana, and shuffle it at will, though that second part is expensive, mana wise.

I look forward to seeing your thoughts on these. I need to figure out which cards to cut, so don't be shy about ripping into them if they seem bad.

BlaineTog on Devious Assembler -- Blue Tron Robots

3 years ago

nathanielhebert Glad you like it! This list is very out of date by this point but I do still like the idea.

The thing is, you really can't afford to spend do-nothing cards shuffling copies back into your deck. Self-Assembler is playable only because it gives a card's worth of value on ETB. If you're getting 5+ copies of Self-Assembler by spending cards, you're fighting a losing battle with your own deck. That means the Devious Cover-Up is one of your only options in Pauper. Clear the Mind is also a consideration since it replaces itself and Tron generates so much mana that spending 3 to cycle something isn't a deal breaker, but I'm still not convinced it's where we want to be. The third option is Stream of Thought , but we're looking to win through combat damage so it doesn't work for this deck.

metalrayn on Pauper EDH Deck Compendium

3 years ago

Senate Guildmage

built this deck just so I could play Clear the Mind I have always loved the card but had not built a deck that wanted it. I chose not to play any infinite combos so...if Dreadwaters doesn't get there I either attack with mull drifter, or crush my opponents will to live by looping Deprive

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