Mind Rot

Mind Rot

Sorcery

Target player discards two cards.

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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
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Mind Rot Discussion

TriusMalarky on Bring in from outside the …

5 months ago

Sounds like he's playing a bit of a control list. If he's doing that, just take a traditional anti-control strategy. There's really not a Rest in Peace that works for this specific thing, but that's not a problem, because I'm assuming he's using Mastermind's Acquisition in particular(there aren't really any other cards outside Glittering Wish that do the SB tutoring for creatures).

Mind Rot effects are pretty good, Duress is probably worth it, then any creature with hexproof is probably worth it. Or anything that says "can't be countered" in this case, like Mistcutter Hydra .

TheVectornaut on Black discard

6 months ago

Inscription of Ruin seems like it might be good here. It's a Mind Rot in the worst-case scenario, it's flexible, and gets really impactful when kicked to pull back a rat or Elderfang Disciple and kill something. Raiders' Wake is another card that synergizes with all your flyers and humans that want to attack anyway. A final card I'll mention is Skull Raid . I haven't played enough Kaldheim to get a strong read on Foretell, but this also strikes me as a much better Rot that still has value when your opponent's hand is dry. As a budget player myself, I tried to only suggest cards that cost under a dollar. Good luck at the kitchen table!

Apollo_Paladin on Slow Drip

6 months ago

Also, there is literally zero reason to run Mind Rot when both Mind Drain and Inscription of Ruin are both arena-available choices; I agree with the above comment that it lacks synergy. Inscription is multifunctional so you could try that w/o giving up the discard completely if it's something you like.

ImaginitiveRascal on Slow Drip

6 months ago

I might suggest either more elves for Elvish Warmaster , or to cut it entirely. Without any other elves, it is just a Bear! Mind Rot and Ironscale Hydra have no real synergy with deathtouch, and those could be cards you swap in for elves like Tajuru Blightblade . You might also consider better lands, such as Fabled Passage , or Slitherbore Pathway .

Kazierts on Monoblack Infect [Competitive/Primer]

6 months ago

Apollo_Paladin, I appreciate the suggestions, though there are a few problems with them.

  • Unstable Frontier is, honestly, nothing more than a meme. Yes, it makes the third mode of Funeral Charm better, but just that. The last mode is nothing more than an added bonus. Giving swampwalk is just a cute trick that can help close a game. If I wanted to go down this route, I'd just run more copies of Urborg, Tomb of Yawgmoth .

  • Witch's Vengeance can be kinda useful. Still, it's a bit too situation. If I were to swap my boardwipes, I'd just run Damnation , as it's more effective. The ability to leave my creatures intact is a decent upside, I just don't know if I'd rather have a boardwipe, in the sideboard, that's good against any board or that's good against some decks.

  • Inscription of Ruin is completely off the table. While it's technically correct to say all of its modes are useful, at 3 CMC they aren't good enough. Making an opponent discard two cards of their choice for three mana isn't good, hence why something like Mind Rot has basically never seen play and Hymn to Tourach is an insanely powerful card. The Unearth "effect" also isn't good. It does seem nice to reanimate some of the cheap creatures but this list has only eight targets that cost two mana. Honestly, I don't want to spend three mana for a two mana creature. The last mode is just a worse Fatal Push or Bloodchief's Thirst . On the other hand, Collective Brutality gives me knowledge about my opponent's hand while also allowing me to pick the card, which could, and probably will, be a removal spell, thus being better than an effect similar to Unearth . It's decent removal that bypasses indestructibility and regeneration. And last, but not least, the drain mode can actually help against burn/aggro matchups and minimises the the lifeloss from Castle Locthwain and Thoughtseize . The cherry on top of all of that is I don't need to pay extra mana for extra modes, which is great considering this deck caps out at four mana.

  • Call of the Death-Dweller is basically in the same spot as the Inscription, so I'll just talk about what's unique to it. Giving menace and deathtouch isn't really worth the cost. I could just run another equipment that gives something similar.

  • There are quite a few reasons why Fatal Push is better than Bloodchief's Thirst . Chief among those is the fact it's an instant. Aside from Thoughtseize and the singleton Raven's Crime , the deck has no true turn one play. Funeral Charm is something that can be played turn one but isn't really wanted. Fatal Push allows for a better use of my mana on the first turn, whereas the Thirst forces me to wait until turn two unless I'm on the draw. That being said, I'm actually considering swapping one copy of Yahenni's Expertise for one Thirst.

Sorry I took so long to reply and my reply seems like I shitting over your suggestions. I do appreciate the time and effort you took to comment.

DreadKhan on 8 Rack *Budget*

7 months ago

In my very limited experience, I found that cards like Necrogen Mists and Bottomless Pit felt more effective than Hymn, especially in games where I only got 1 (or could only keep 1 out) Rack, and the opponent could stabilize eventually. 1 of those makes it impossible to stabilize for most decks, and a 2nd will turn your Racks on in a turn or 2. I think if you run enough Racks, longer games aren't an issue, but at 8, I worry some will end up stretched out.

Davriel, Rogue Shadowmage isn't a terrible card in a deck like this, offering both discard and an additional Rack, if a bad one. Another odd card that can work is Augur of Skulls , a surprisingly handy chump blocker, and can sac to cost the opponent 2 cards if you don't need him, for only 2 mana, which is hilariously better than Mind Rot at least.

If you want a higher budget target, Liliana of the Veil is straight up amazing in a deck like this, arguably the best card ever printed for a deck like this. I'd run it over Mind Twist in a heartbeat, and that's banned for some reason. Running more Lilianas enables you to benefit fully from Liliana's Triumph , a painfully useful card vs decks running creatures, and along with a Lil is likely going to clear their board.

I don't think you really need to change your deck, just wanted to bring some things to your attention. Good work!

7thZombieman on Discard Nitro

9 months ago

Mindcrank + Bloodchief Ascension / Leyline of the Void + Helm of Obedience / Mikaeus, the Unhallowed + Cinderhaze Wretch These are some solid combos for discard tribal, and usually a quick closeout for a game.

I'd leave the Painful Quandary in and opt out Oppression. Every time I've played Oppression, its fucked me in the long run. Library of Leng is better than Anvil of Bogardan in my opinion, since it only applies to you. Definitely include that Sangromancer, crazy value in a discard deck. Mind Rake > Mind Rot just cause of the overload cost. Some cards to think about adding in Imp's Mischief, Rankle, Master of Pranks, Syphon Mind, Mind Twist, Archfiend of Ifnir, Banshee of the Dread Choir. Good lookin deck though! Hope these suggestions can help you out

MrKillStar on Konrads wrath

10 months ago

Hello there, fellowr Syr Konrad player!

You could check my own Syr Konrad, the Grim's deck: For the Void to see how I went with him, why did I chose the cards I chosen and maybe you'll see some cards you might like too. Some feedback and upvote would be very appreciated aswell! :)

First things first, type CMDR behind "1x Syr Konrad, the Grim" in your decklist to specify him as a commander.

Second, I would probably avoid discard cards like: Mind Rot,Cavern Whisperer when its not discard focused deck.
Same would go with Underworld Dreams.. yes, it can punish some decks for their big card draws, but doesnt really fit the idea of the deck that well. But you could always add Peer into the Abyss which pairs with Underworld Dreams really well.

Next cut would probably be some creatures that doesnt really do much and other cards:

1) Barrow Witches - your only Knight is Syr Konrad, which you will 99.9% times cast from command zone anyway.
2) Feral Abomination - for 5/5 deathtouch is kinda meh, something that generates tokens would be much better, with so many creatures, cards like Pawn of Ulamog and Sifter of Skulls are nice budget options (even when token creature dies, it goes to graveyard -> triggering Syr Konrad's ability, then insantly vanishes).
3) Squelching Leeches - this can grow fairly big if you play for a lot of turns, but without anything that ramps your Swamps out quick, its just slow dumb creature.
4) Vampire Opportunist - its ability is really expensive just to drain 2 life.
5) Im sure you could replace much more creature for something more usefeul, either a card draw, removal, sacrifice outlets or more token generators. 6) Merciless Resolve is worse version of Altar's Reap, which is now worse than Village Rites.
7) Pharika's Libation - Im personally fan of this removal, just because your opponent can choose what to sacrifice. Feed the Swarm is definitely a better option.
8) Kaya's Ghostform - Kaya's Ghostform is okay, cheap protection for only one . You could add more protection, like: Malakir Rebirth  Flip, which works even better, because its an instant speed "protection" and can also be used as a land if needed.
9) Evolving Wilds - no need to run this at all. You would be better to switch it either for an additional Swamp or some other utility land. Also Myriad Landscape is cheap budget option to ramp a bit, but its quite slow.

Some cards you could throw in:

1) Cabal Stronghold - budget version of Cabal Coffers, which can tap itself for and adds a decent number of black mana later on.
2) Crypt of Agadeem - with so many black creatures in your deck, this could ramp you a lot. Costs few dollars, but is definitely worth it in mono-black decks like yours.
3) Some mana rocks and spells to help you with ramp, so you won't fall behind that much should help for sure. There is plenty of mana rocks you could use, starting with Sol Ring/Mana Geode/Arcane Signet, also something like Bontu's Monument, Charcoal Diamond. There is also Culling the Weak/Dark Ritual/Cabal Ritual to give you some fast mana, on top of Bubbling Muck and Songs of the Damned. If you browse some other decks and the internet, you can find plenty of mono-black creatures and/or artifacts that can ramp your super fast.
4) Again, with so many creatures in your deck, try to get Morality Shift - which could easily take out all your opponents at once with Syr Konrad on Board. More creature returning spells from yor graveyard could be: Gravepurge/Forever Young and Death Denied. Gravepurge and Forever Young works even better with something like Bolas's Citadel, enabling you to cast those cheap creatures right away and possibly even sacrifice them, triggering Syr Konrad's at least twice each time.
5) In my opinion, super strong card like Tortured Existence. It can easily trigger Syr Konrad's twice, getting big creatures into your graveyard to reanimate them later, get cheap creatures back into your hand to re-cast them again, save some creatures from graveyard hate and works well with Desecrated Tomb. All that at instant speed, as many times as much you got to pay! And its really $cheap.

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