Mazemind Tome

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Legality

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

Mazemind Tome

Artifact

, Put a page counter on Mazemind Tome: Scry 1.

, , Put a page counter on Mazemind Tome: Draw a card.

When there are four or more page counters on Mazemind Tome, exile it. If you do, you gain 4 life.

Cheiromancer on Economic cycle-mill Pezzent! (10/12 Euro/$)

1 month ago

Also, I would recommend Quicksand in place of Cryptic Caves. I think it is more likely you'll want want to give -1/-2 to an attacking non-flier than to use its draw a card ability. After four lands I tend to scry away other lands in favor of enchantments or cards I can cycle.

Bag of Holding is worth looking at. It might be better than Simic Signet. Especially since it lets you cycle your cards more than once. Mazemind Tome or Mnemonic Sphere are possibilities, but I think Bag of Holding is better.

SaberTech on Land Destruction EDH

6 months ago

I think that you should replace Burning Sands with Zealous Conscripts since the Sands conflicts with Kiki-Jiki and adding the Conscripts gives you a potential combo win condition.

You could also run Karn, the Great Creator to combo with Mycosynth Lattice, locking down your opponents' lands and mana rocks. You could possibly replace Tectonic Instability for Karn.

You probably need some more card draw too, although it's kind of hard to find efficient fits. Endless Atlas is pretty good but doesn't work as well alongside the spells that also destroy your own lands. Mazemind Tome helps but can only be activated a few times. Chandra's Regulator is card filtering.

RNR_Gaming on If I'm flyin I'm scryin

6 months ago

+1 because the name is catchy. Also, you may want to add more hubs to this so more eyes can get on it.

Also, Preordain, Hakka, Whispering Raven, Cavalier of Gales, Diviner's Portent, Faerie Seer, Hedron Alignment, Mazemind Tome, Marit Lage's Slumber (swapping to Snow-Covered Island of course), Retreat to Coralhelm, Silver Raven, Thassa, God of the Sea, and Treasure Map  Flip would be good additions.

I never realized how much support a scry commander could have - If they ever add cards that create material; creatures, treasures, clues, ect. I can see this being a powerhouse in those mid-optimized games.

DigitlViking on Serra's Descendants, competitive Angel Tribal

9 months ago

darkmus No worries! Having now gotten a couple of additional games under my belt with the deck, I was also going to mention Mazemind Tome. I swapped those in for the Arguel's as well and have been liking them. Can still get the draw off of them which is nice.

I have a set of Liesa, Forgotten Archangel on my desk right now. I think I am also going to try slotting one in to see what happens. I also am not totally sure about how those triggers go, but it does seem to me like it matches the way Bishop is, so I think it would work the same way. Might just be something that makes me actually load up Arena to just see what happens.

Fateful Absence is something I have been thinking about giving a go as well, seems like it would be a decent try at least. I have thrown in a Savai Triome into the deck and often throw a fetch at it at the early turns since it is always tapped, but it allowed me to try Prismatic Ending with a bit more range and that has been doing pretty nicely for me at the moment as well. My local meta only has a couple of decks that things larger than 3 are a problem, at least that I have played against lately.

PurePwnage on Mono Red Prison

9 months ago

Loco-Motive, most red prison decks do not use Lightning Bolt or a variety of one drops due to the effect of chalice. We have at a minimum three ways to draw cards or even ramp for that matter. Mind Stone is designed to be ramp early game and then card advantage late game. Chandra, Mazemind Tome , Mind Stone and Mystic Forge, Zhalfirin Void all function as as either card draw or deck filtering. Regarding Koth, well this card works really well decks that do not focus on Chandra, I planeswalker goes against our primary wind condition, after all we are a attrition deck, converting our lands into creatures also conflicts within Ensnaring Bridge also leaving our lands vulnerable to simple removal spells.

darkmus on Serra's Descendants, competitive Angel Tribal

9 months ago

DigitlViking sorry for not answering, I had some busy weeks, I have not really been playing. Thanks for testing! Great, noted that mask is not good enough. Argel's seems pretty nice, I didn't knew that one. Before Kaldheim I used to play Mazemind Tome (which I find quite similar to Argel's) and it was super good. You can't draw infinitely but the free scry was really useful in the early to mid game. You may want to check it out. I am trying Liesa, Forgotten Archangel as soon as I can get my hands on a couple of those as the new "let's see if this works as card advantage". Please correct me if I am wrong because I have not being able to find confirmation but I know that Bishop of Wings triggers the token creation ability for the dead angels even when a board wipe also kills her. The wording seems to be the same so I am assuming Liesa works the same way?

It seems that lately everything is very aggressive and we probably need a bit more removal in the side. Fateful Absence is a card I am totally finding a place for. Maybe even mainboard for the paths? I need to find some time to test, everything was easier in summer

Kazierts on Monoblack Infect [Competitive]

10 months ago

The Book of Vile Darkness is terrible for this deck. One creature each turn I lost at least 2 life is too slow, and considering it's legendary I would need to have more than one to make finding it more consistent, even though it doesn't synergizes with the strategy at all. Which brings me to the other point, it's not enough to be an alternate wincondition. The deck already has so much discord and I'm considering adding even more. Decks with a ton of removal won't be a problem (also Sword of Light and Shadow is recursion).

Hand of Vecna is a worse Lashwrithe. The only situation where the Hand is good, in this deck, is the early game. However,one thing this deck wants is to empty its hand so as to not have to discard to Liliana of the Veil's effect or Smallpox, which I'm thinking about adding. If the hand is too full, then Collective Brutality has more fuel, which in turn also weakens the Hand. By the late game, it's probably just gonna give +1/+1. Also, important to mention it's not a pump spell since it only pumps at the start of combat, giving opportunities for the creature to be removed. The card I'm considering putting in place of Runechanter's Pike is Bonesplitter as it allows to me empty my hand fastet.

Now, Eye of Vecna I actually thought about. Sadly, it runs into the worst problem of this deck, life loss. Thoughtseize, Castle Locthwain and the new additions Polluted Delta, Godless Shrine and Silent Clearing make me lose so much life. In the end, it's not very different from Sign in Blood or Night's Whisper, the difference being it provides long term card advantage instead of the two draws or the free scry of Mazemind Tome. Had Strixhaven given more useful lessons for black, I could see myself using Poet's Quill for its lifelink and maybe, in this case, I'd run the eye (which also suffers from being legendary).

wallisface on Hornets & Meteorites

11 months ago

Some thoughts

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