Mind Over Matter

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Mind Over Matter

Enchantment

Discard a card: You may tap or untap target artifact, creature, or land.

Tippycat on X- Secret Agent Group Hug EDH

2 weeks ago

I too have been trying to build an “X” deck. Definitely a lot of ways you could take this - love your ideas!

Some other thoughts - Confounding Conundrum, Turbulent Dreams, Consuming Tide and Faerie Slumber Party seem like ways to keep the board state in check and opponents’ hands full - though you risk “X" getting discarded if opponents don’t have unlimited hand size. Price of Knowledge could help here. Mind Over Matter, Psychic Frog also seems like potential adds allowing you to discard your own cards for advantage and also would protect against Price of Knowledge.

Also, personally, I find if I have under 37 lands I’m getting regularly mana screwed - and Reliquary Tower seems like it might be a good add here with all the card draw. And Buried Ruin to retrieve any key artifacts.

And maybe Thought Vessel instead of Mind Stone to make sure you’re keeping all the cards you want to?

NV_1980 on Arcanis Wins The Draw

3 months ago

Hi ted1,

This deck sorta stands out on your page, so I thought I'd add my two cents to it as well. I think it could really benefit from a Pemmin's Aura and Freed from the Real; allows you to untap Arcanis for next to nothing and tap him for draw again. You can even go infinite by adding Mind Over Matter, though this card is a bit expensive. My own Arcanis deck focuses less on draw, but more on milling opposing libraries (often as a result of me drawing). Would be interested to learn what you think.

Have a nice day!

SufferFromEDHD on Perpetual Patterns of Proliferated Prosperity

3 months ago

Yooo I missed that Goblin Bomb haha this deck has so much potential. Staying with the OG theme... Mind Over Matter if this can't accomplish what the deck needs nothing will!

Trickster Mage mini Mind Over Matter

Tidal Bore weak one shot Mind Over Matter

Orim's Cure/Sivvi's Valor not as good as previous suggestions but on theme with narrow potential

Retreat to Coralhelm consistent land drops consistent triggers

Some good spitballs in there Coward_Token Drumbellower is such a pushed new card. Slow vigilance. Stinging Lionfish is the perfect 2 drop for this.

Pfeifer on Reveka, Wizard Savant

11 months ago

Thanks Xtough! Great advice with Mind Over Matter too. That bad boy is on the wishlist now:) And the ugliness of the deck is what makes it beautiful, haha.

Xtough on Reveka, Wizard Savant

11 months ago

Great ugly ping deck - I am happy to see the commander as a threat from the past! Maybe add Mind Over Matter as wincon: with Curiosity it is twice as many damage as your deck size left...

legendofa on Why is Untapping Lands a …

1 year ago

In blue, the Urza's Block hugely skew land untapping, and that block is widely considered to be an overpowered mistake, especially for blue. Urza's Saga and Urza's Legacy alone have ten cards that allow land-specific untapping, more than half of all the blue cards that allow untapping lands without untapping all permanents. They'll be included for the sake of completion, but I wouldn't take them as any sort of precedent. Pioneer legality is just five cards, with one of them being Standard-legal. Blue is the undisputed king of untapping permanents in general, but doesn't have any special focus on lands.

Ye Olde Bordere, "untap" + "land": Twiddle, Reset, Infuse, Jolt, Twitch, Mind Over Matter, Great Whale, Peregrine Drake, Rewind, Time Spiral, Turnabout, Cloud of Faeries, Frantic Search, Palinchron, Snap, Treachery, Trickster Mage. total 16

Modern Border, "untap" + "land": Oboro Breezecaller. total 1

2015 Border, "untap" + "land": Pore Over the Pages, Unwind, Finale of Revelation, Kelpie Guide. total 3

Ye Olde Bordere, "untap" + "permanent": Telekinetic Bonds. total 1

Modern Border, "untap" + "permanent": Dream's Grip, Psychic Puppetry, Toils of Night and Day, Tidewater Minion, Rimewind Taskmage, Coral Trickster, Merrow Reejerey, Pestermite, Fatestitcher, Merfolk Skyscout, Reality Spasm, Deceiver Exarch, Captain of the Mists, Ghostly Touch, Hidden Strings, Curse of Inertia, Tidal Force. total 17

2015 Border, "untap" + "permanent": Teferi, Temporal Archmage, Vizier of Tumbling Sands, Clever Conjurer, Nimbleclaw Adept, Ioreth of the Healing House, Forensic Researcher. total 6

Ye Olde Bordere, "untap" + "Island": none.

Modern Border, "untap" + "Island": none.

2015 Border, "untap" + "Island": none.

There's 44 mono-blue cards that can untap lands in some capacity, with 20 of them being more specific than untapping permanents in general. If Urza's Block is taken out, then there are 34 blue cards that untap lands, with just nine of them having any sort of restriction.

So in final summary, I see green land untapping increasing in recent years, and blue permanent untapping actually falling off slightly. There were 18 blue untap cards in the 12 years of the modern border, and nine cards so far in the nine years of the 2015 border. Discounting Urza's Block, there are slightly more green cards that can untap lands than blue cards, and many more green cards that untap lands than blue cards printed in the last ten years.

If I missed anything in this breakdown, please let me know. But I think the cards are there to support my initial position. Both green and blue are primary in untapping lands, if lands are counted as permanents, and blue is secondary in untapping lands specifically. Mark Rosewater's answer is is at best incomplete and missing nuance, and at worst totally wrong.


Keeping the above because it took me a long time write and I don't want to undo the effort.

In response to wallisface, percentage of cards with a given effect doesn't matter to primacy of color.

  • Primary – This is the color (or colors) the ability is seen in most. That means it shows up in the highest volume and usually at the lowest rarity that the type of effects get used at. The primary color will almost always get this effect in a set if it's an ability we do every set. It also tends to be the color that most often pushes the power level, if it's an effect we push the power level on. There's a wide range on what primary means, because different types of effects exist at different levels. A card secondary in flying can show up way more than a card primary in taking extra turns, for instance, because we have so many more flying cards than extra-turn cards.

  • I want to stress one more time that primary, secondary, and tertiary are relative to how often an effect is used. Things that are secondary in a color, for example, may be far more prevalent in that color than things that are primary if the items in question occur at a higher frequency.

Source: https://magic.wizards.com/en/news/making-magic/mechanical-color-pie-2021

For example, MaRoo has repeatedly stated that red is primary in extra combat cards, with white as a contender for secondary.

https://magic.wizards.com/en/news/making-magic/mechanical-color-pie-2021

https://markrosewater.tumblr.com/post/760377485190938624/can-any-color-aside-from-red-get-extra-combat

There are only 36 cards that grant an additional comabt. If primacy was considered as a proportion of cards that grant additional combats was considered only as a proportion of total cards of that color, I don't think any color would be considered primary.

So while there might be fewer cards that untap lands in green as a proportion of total green cards in recent years, that's not a relevant measure to color primacy. The relevant measure is how often cards that untap lands show up in green compared to other colors, which I think is demonstrated by the above lists that green has more land untap effects than any other color, with blue being nearly equivalent. That, according to MaRo's definition, means that land untapping is primary in green.

scottbaker91 on Zur the Enchanter Stax

1 year ago

Some of my favorite Zur Combos are: Teferi, Hero of Dominaria + Stasis // Solitary Confinement + Necropotence // Rest in Peace + Energy Field // Stasis + Azor's Elocutors // Basalt Monolith + Power Artifact // Winter Orb + Mind Over Matter

Sunder, Armageddon, Death Cloud will send your opponents back to the stone age while you fish out more enchants and punch them to death with Zur

Mana Breach, Mana Vortex, Oppression, Overburden are must have stax cards for Zur. The enchantments / creatures that keep your opponents from drawing or casting more than 1 spell per turn are really solid for stax ex: Arcane Laboratory, Spirit of the Labyrinth. Notion Thief + wheels will leave your opponent with 0 cards

Spellskite, Vanishing, Diplomatic Immunity, Steel of the Godhead, Mind Over Matter are all S tier for Zur

Approach of the Second Sun for another easy win con

Have fun crushing your opponents soul

NV_1980 on Arcanis, The Warrior … and his armada

1 year ago

Very interesting take on Arcanis. Bribery seems a fun way to steal key cards from your opponents and thus make life more difficult for them. Freed from the Real and Pemmin's Aura could both prove very useful in allowing you to use Arcanis' draw ability multiple times per turn. This is a bit of an expensive upgrade, but Mind Over Matter could even allow you to have Arcanis draw your deck (at the cost of one discard per draw-cycle). Since you're a long-time Arcanis player, you might be interested on my take on him at the center of a mill-deck.

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