Hive Mind

Hive Mind

Enchantment

Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for his or her copy.

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Trade

Have (2) rockleemyhero , metalmagic
Want (1) Vector_Logic

Printings View all

Set Rarity
2010 Core Set (M10) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Hive Mind occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Hive Mind Discussion

xander11 on

1 month ago

So since you're ten cards short with a curve of over 4 add in like 6 lands or so to help make sure you can play everything you need then if you really want chaos add in cards like Hive Mind or Goblin Game

Sanguinolency on Nekusar's Mirage- Commander

1 month ago

Definitely think about Dream Halls, Hive Mind, Consecrated Sphinx. These cards bring chaos and fun to the table, but also have really powerful effects. Wound Reflection also has flavor in a lot of Nekusar decks, along with Pain Magnification, Painful Quandary, Fate Unraveler. If you're looking for more wheel effects, then Magus of the Wheel, Echo of Eons, and Winds of Change could help. Not sure of your budget here, but Wheel of Fortune is very powerful and useful. If your mana is feeling a bit off, you could try Chromatic Lantern to help get the colors you need. Hope this helps!

Maizena on Nekusar, the Friendship Destroyer [[PRIMER]]

2 months ago
  • mistborn314 I'm aware of the primer problem, but I'm short on time to fix it right now.

Dream Halls is basically a double edged sword (a high risk high reward play). When you cast it, be prepared to kill or die this turn. The way I usually play it is setting the board first (1 or 2 cards that deal damage on discard/draw) and having a wheel in hand to cast after the DH. I run a lot of wheels in this deck, most of the times I'm able to chain 3+ wheels and win the game, but if you want a more "safe" way to interact with DM, try adding more counters and cards like Grand Abolisher.

I used to run Temple Bell and Geier Reach Sanitarium, but I decided to cut off all cards that give my opponents "small draws" (the trade off wasn't worth most of the time).

Duskmantle Guildmage cost more to activate than Bloodchief Ascension and is easier to remove. Jace's Archivist is here because of Mind Over Matter, but i'm thinking about cutting both cards off.

I'll test Burning Inquiry and you're absolutely right about Narset, Parter of Veils, it's a MUST.

I used to run Kess, Dissident Mage but people always shut her down pretty fast. I've been thinking about Yawgmoth's Will for some time , but I don't have the money for it right now. Underworld Breach is a nice substitute, thogh.

Bone Miser is worse than Waste Not in all aspects, I don't like it. I never thought about Shadow of the Grave before, I'll test it!

I reaaaaaaaaaaaaaaaallllyy like Hive Mind, Omniscience + Show and Tell , Torment of Hailfire, Dramatic Reversal + Isochron Scepter (won some fun games with these cards), but it is quite understandable for someone to cut them off (I even recommend it in the primer, before the code start trolling me lol).

For last, Wheel and Deal will be cutted, don't know yet about Mizzix's Mastery.

Thank you a lot for the info exchange and sorry it took me some time to reply! o/

mistborn314 on Nekusar, the Friendship Destroyer [[PRIMER]]

2 months ago

@ Maizena, just a heads up, but still having trouble with the link to the primer.

On a different note, I am looking at building a wheel deck around Dream Halls, (WUBR, Tymna the Weaver and Kraum, Ludevic's Opus as the commanders). I am curious how you break parity once you wheel with Halls out since you basically refill your opponent's hands and turn all interaction into pseudo-Force of Will. I really want to build around Halls, but it seems foolhardy to go full archenemy and give your opponents god-hands. What's the line the of play here? How has Halls worked out for you? Is it worth it?

Overall, it seems like a really awesome deck. As a fellow wheel player, here are some cards worth considering:

Temple Bell and Geier Reach Sanitarium are sweet and simple repeatable effects that are pure gold in this deck. Additionally, Bell goes infinite with Mind Over Matter and Library of Leng--cards you already run. (Tap Bell to have the table draw, discard with Mind to the top of your library with Leng and untap Bell--rinse and repeat--deck the table but never yourself since your just redrawing the same card). Could be nice since it works independent of your commander in case he gets hated out of the game.

Duskmantle Guildmage is an insta-win with Mindcrank, can add redundancy for Bloodchief Ascension. Burning Inquiry is pretty good (better than Jace's Archivist IMO). Narset, Parter of Veils is a MUST--wheel and you are the only one with a hand. Plus, it's only $2 or something...

You run more shuffle wheels than I do, so take this with a grain of salt. I love Underworld Breach and Yawgmoth's Will to replay key cards--especially Breach, since you can cast Wheel of Fortune as many time as you can afford since it's not exiled. Mission Briefing, Snapcaster Mage, and Kess, Dissident Mage are pretty dandy utility single spell flashbackers. Bone Miser and Shadow of the Grave are hidden gems (don't appear on most lists). They go crazy with the discard wheels, Library of Leng, Mind Over Matter, and Dream Halls.

In closing, I haven't seen the deck play, but Hive Mind, Omniscience, Torment of Hailfire, Isochron Scepter/Dramatic Reversal, Mizzix's Mastery, and Wheel and Deal are fun, but they don't seem to fit the game plan of a Nekusar pain train. There seems to be plenty of wincons without jamming all of these amazing, but unrelated cards in there. They feel like "win-more" cards that deflects the focus of the deck. In the case of Wheel and Deal, it you don't net cards off of it but you give your opponents a full grip. You already run the best wheels aside from Timetwister, it seems like an extra "meh" wheel. Maybe cut some of these cards and go for low CMC interaction or cantrips. Just food for thought.

discipleofgary73 on Darkfall

2 months ago

Thanks for the upvote! If you're looking for fun combos, and like enchantments, my enchantress edh deck has some evil ones - primarily Hive Mind with Enduring Ideal and Enchanted Evening with Aura Thief. Happy hunting!

DragonOfTheWest on Philosophy Represented

3 months ago

Gleeock, yes, Timesifter's been great. I run it in my Jhoira of the Ghitu chaos deck (average CMC: 5.17). I end up taking about half of the extra turns, which helps with suspend hopefully without feeling too oppressive to the rest of the table.

Instead of playing all the extra turn spells and MLD you'd expect to see in Jhoira, I run Perplexing Chimera, Omen Machine, Possibility Storm, and Wild Evocation. My ultimate goal is to cast Eternal Dominion, preferably with Hive Mind in play.

Funkydiscogod on Cards that make my opponents ...

4 months ago

Hive Mind doesn't cause the opponent to cast spells.

Icbrgr on Cards that make my opponents ...

4 months ago

Maybe Hive Mind would he good?

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