Mind Grind

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Legality

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

Mind Grind

Sorcery

Each opponent reveals cards from the top of his or her library until he or she reveals X land cards, then puts all cards revealed in this way into his or her graveyard. X can't be 0.

Forkbeard on The Mimeoplasm: Survival of the Fattest

1 month ago

Great suggestions Mr_Tobiah, thank you! All 3 of those cards have me spinning my wheels and I'm thinking on adding all 3...

  • Mesmeric Orb - I like that this card pulls double duty in getting Mimeo targets in my graveyard + seriously milling everyone else as they untap their lands etc. This will really punish the go wide token strats in my playgroup, heh.
  • Syr Konrad, the Grim - I was kind of iffy on this guy, but the 1 dmg to each opponent factor is pretty spicy, especially when paired with some of the splashier group mill cards (e.g. Maddening Cacophony or Mind Grind). Not a bad mana sink either.
  • Sepulchral Primordial - I think you're right! The ETB factor pairs well with my mill strat & the instant boon vs Sheoldred's slower grind makes a lot of sense here, good call.
  • Azoth2099 on Saruman, the X man

    3 months ago

    Xindmin

    So, this list is off to a great start in my opinion. I've put together a few lists for Saruman of Many Colors of my own, and the only ones that work at a high level are the ones with literally like 15+ Mana Rocks because of the Commander's MV, so great job there lol.

    I do think you need a LOT more low-cost Instants to consistently Trigger Saruman of Many Colors' Ability, though. Mainly 1-drop & 2-drop Counterspells, Cantrips & Removal Spells are what I mean, as they'll allow you to seamlessly meet your proc requirement, draw cards, interact & fill your opponent's Graveyards with things you wanna steal without having to necessarily pivot your focus to do so. I'd consider Mystical Tutor, Swan Song, An Offer You Can't Refuse, Flusterstorm, Dispel, Miscast, Brainstorm, Thought Scour, Winds of Rebuke, Swords to Plowshares, Path to Exile, Silence, Orim's Chant & Disenchant for example. Free spells like Misdirection & Snapback can also carry a lot of weight here, never underestimate the power of a free cast at Instant speed in this deck. Borne Upon a Wind, Quicken & Emergence Zone could enable some craziness as well.

    Intentionally filling your opponents yards with things like Mind Grind & Traumatize is also good strategy, but personally I'd be very discerning as to which of those pieces actually make the cut compared to cards like the aforementioned Instants.

    Also, I know its expensive but I'd have to recommend Vampiric Tutor here. It was around $90 a little bit ago, and now it's around $40 I think. Better to get it while the getting is good, so to speak.

    Cheers!

    CopperheadCA on Therapy failed because I kept putting up Walls

    4 months ago

    Kyyoo, I'd suggest removing any sorceries/enchantments that that focus on milling a player, such as Mind Funeral and Psychic Corrosion and Mind Grind. While your goal is a mill victory, these cards are acting separately from your commander. I'd go hard into being able to tap your creatures to mill, as they are a reusable action as well as.. well defenders. At the very least, the balance should always be tipped towards getting your commander out and tapping creatures, and these effects should be secondary (less of them in your deck).

    Duskmantle Guildmage is a bit expensive to mill two cards for 4.

    inuredbass on Maddening Mill Weaver

    5 months ago

    TheoryCrafter Thank you for the suggestions! I am going to add Planar Void and Dauthi Voidwalker to address graveyard strategies. I love Leyline of the Void but to me it seems risky for the times I can't cast it for free, 4 mana is a big ask. Similarly with those counter spells, to me the mill effect is not worth keeping 3 mana up. My goal is to keep all interaction to 1 mana (or free) if possible, 2 where necessary. If this were a 1v1 format then I would definitely be running all 3 of them.

    Also, Mind Grind is definitely going in, thanks for that.

    With lands/ramp, the amount of rocks is so that I can make sure I can get Dramatic Reversal + Isochron Scepter online consistently. I do like your land suggestions but I am trying to avoid untapped lands. I need to playtest and decide if the landfall value for Ruin Crab is worth having lands come in untapped, that 1 mana could be a counter spell I can't cast or an attacking creature I can't destroy/bounce, but I am going to toy around with it and see what has the most value.

    I appreciate the input!

    TheoryCrafter on Maddening Mill Weaver

    5 months ago

    May I suggest Leyline of the Void and Planar Void? These cards will prevent decks with graveyard interaction from benefitting from your mill spells. Counter spells that will also allow this are Grip of Amnesia and Perplex.

    In fact, I'd strongly recommend Didn't Say Please, Psychic Strike and Thought Collapse since they don't specifically target a player and can do some damage to your opponent's library even if the targeted spell can't be countered.

    Another spell to consider is Mind Grind.

    With all the mana rocks you have, you may want to consider redoing your mana base by replacing most of your multicolor lands for Islands, another Swamp(if you can) and lands you can search them for with including, but not limited to, Esper Panorama, Grixis Panorama, Maestros Theater, Obscura Storefront, and Terramorphic Expanse. Speaking of lands, Mystic Sanctuary is a must.

    I hope this helps. Thank you for reading me out. Happy Hunting!

    wallisface on Blue/black mill

    7 months ago

    Some thoughts:

    • It looks like you're currently trying to do 3 different things here: mill your opponent out, combo-off, and deal them 20 damage. This is just going to weaken your overall gameplan because whichever way to try to win, only half of the cards you draw are going to help with that. I would suggest you reorganize the deck to be entirely-focused on the mill plan, entirely focused on the Duskmantle Guildmage combo, or entirely focused on the beatdown plan.

    If you're wanting to build a Mill Deck:

    • There are no creatures at all worth running except for Hedron Crab and Ruin Crab. Nothing else is even remotely worth the effort of running, because nothing else really helps with the goal of milling your opponent.

    • Also something to be aware of, is that you need any card that is milling to get at least 8 cards from your opponents deck (try to compare mill spells as burn spell, except you need to do 53 damage instead of 20 - so the same way that burn can never justify running Shock, mill can never justify running Tome Scour). Any less than this, and you just end up empty-handed with your opponent still alive. So I would suggest ditching Mind Grind, Tome Scour, Traumatize, both the planeswalkers, and your artifacts. I would also say to get rid of Fraying Sanity because that card is just bad. Instead look to add things like Fractured Sanity, Maddening Cacophony and Archive Trap.

    • You'll want a decent amount of interaction in the form of Surgical Extraction and Fatal Push, as well as Drown in the Loch. Crypt Incursion is also great to keep yourself alive longer

    • An example deck of how this looks here


    If you're wanting to build a Combo Deck:

    • you'll want to up your copies of Mindcrank to a full playset. You also want ways to fetch both your combo pieces in the way of cards like Dimir Infiltrator and Muddle the Mixture, as well as draw spells like Consider or Serum Visions.

    • Duskmantle Guildmage is the only real creature you need to run, though its worth also considering Spellskite as a way to protect your combo pieces, and Vendilion Clique as either a way to fix your own hand, or mess with your opponents.

    • Your other cards should mainly be focused on ensuring your opponent can't disrupt what you're doing. Spell Pierce and Counterspell will be great here, as well as proactive cards like Inquisition of Kozilek. Because you only really want to slow your opponent down, stuff like Vapor Snag can be decent too (note this card can also start the combo triggering once you have the pieces in play).

    • A budget dechtech example with description, list & video this deck here


    If you're wanting to build a Creature-beatdown Deck:

    • You probably don't want to be doing much milling at all, or at least you don't want to be running any cards that only mill. The most practical route to go down is probably using Rogues, with cards like Thieves' Guild Enforcer and Soaring Thought-Thief.

    • A budget dechtech example with description, list & video this deck here

    sgtmayham on

    11 months ago

    I'd also add Glimpse the Unthinkable, Mind Funeral, and Mind Grind. For cheap quick mills.

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