Mind Stone

Mind Stone

Artifact

: Gain .

, , Sacrifice Mind Stone: Draw a card.

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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
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Mind Stone Discussion

metalflame on volo guide to monsters

6 days ago

I would say focus on etb effects, and graveyard recursion like Eternal Witness, Greenwarden of Murasa, and Recollect
Use different dorks for ramp since they can be doubled, and add some 2 cmc rocks for ramp.
Finally id recommend getting rid of the counterspells for control, and include a Steel Hellkite, as well as Song of the Dryads among your control cards.


I typically say 35 lands, and 10 ramp will get you out fast, and reliably. Somewhere about as many creatures as lands, and 10 of any theme such as removal, draw, equipment, etc.. will get you to see that kind of effect reliably and generally early. 15 or more if you want to see it multiple times in many games.

Dont forget reusable artifact draw with stuff like Coercive Portal, Cosmos Elixir,Lifecrafter's Bestiary, Liar's Pendulum, and Staff of Nin

and these rocks
Arcane Signet, Star Compass, Coldsteel Heart, Wayfarer's Bauble, Mind Stone

Profet93 on Crippling Fear

6 days ago

I personally prefer Mind Stone over arcane signet for any mono color deck. The potential to draw late game and use as a cantrip or cast early game and sac mid-late game just seems better IMO. Your deck doesn't seem devotion heavy enough for me to warrant Arcane signet > Mind stone.

Regarding Lili cut, I agree. Lili is nice, acts as "ramp" (without actually ramping you), okayish removal and an ult unlikely to see the light of day. Crypt ghast either ramps you, or distracts/eats removal away from your commander. Definitely a good swap IMO.

multimedia on commander horde

1 week ago

Hey, you're welcome.

Some advice for the first thing to consider changing is adding a few more lands since 32 is low amount. Try adding two utility lands and 1x more Swamp for 35 lands?

  • High Market: sac outlet.
  • Tyrite Sanctum: repeatable way to make Wilhelt bigger by putting +1/+1 counter on him. After it's put a counter on Wilhelt it can be saced later to make Wilthelt indestructible.

To add three more lands consider cutting a few of the lesser nonZombie cards such as Mind Rot, Hideous End and Weave Fate?


Some budget Zombie upgrades to consider:

Some budget nonZombie upgrades to consider:

Undead Augur, Dreadhorde Invasion, Fleshbag Marauder are in the precon.

Death Tyrant has a powerful repeatable effect with Wilhelt and decayed. Any creature you control that attacked and dies while in combat you create a 2/2 Zombie. When decayed Zombies attack they're saced at the end of combat step. At the end of combat step decayed Zombies are still attacking therefore with Tyrant when they're saced you create a 2/2 Zombie for each one.

With Wilhelt and a sac outlet such as Carrion Feeder you attack with your Zombies and then sac them in combat to create 2/2 Zombies and decayed 2/2 Zombies from Wilhelt. On your next turn you attack with all the 2/2 Zombies and decayed Zombies and while in combat sac them again to make 2/2 Zombies and decayed 2/2 Zombies. Death Tyrant lets you repeatedly recycle all attacking decayed Zombies into 2/2 Zombies that don't have decayed. This recycling results in a lot of die triggers which Zombies can take real advantage of with many different die effects.

Hope this helps and if you have any questions about these card suggestions, ask here.

TypicalTimmy on Why Do Some Players Dislike …

3 weeks ago

My general build is as follows, and let's pick on Jund, assuming EDH.

This is the more budget friendly version. If I'm building a more competitive deck, some swaps I make in place of Coldsteel Heart, Fellwar Stone, Mind Stone and Coalition Relic are the following;

And if I play outrageously high curves, like MV average +4.5, I make room for all 14. Some decks run 30+ mana sources because I have enormous plays to make and that's how I stay ahead of the game. Everybody laughs when you spend 3 turns casting nothing but rocks and dorks, but nobody's laughing when the table is cleared and the game is won on Turn 6 - turn 8.

And the nice thing is that in the event of a Cyclonic Rift, you can generally pay mana to get mana and dump your rocks on the field and keep your hand. Takes a turn to recover, but you skip discarding down to hand size.

Less colors = less signets = more moxen

I don't play 4-5 colors. Too much balancing to consider. I ran a 5c Golos God tribal deck and hated it. Could never land enough permanents to hit devotion quick enough. Ended up a sitting duck for like 6 or 7 consecutive turns, then I'd finally get a few Gods online and would be forced to hold them up as blockers.

Then Golos got banned, lololol

Niko9 on Why Do Some Players Dislike …

3 weeks ago

Maybe part of the disinclination to run 3 cmc mana rocks is that it takes an extra turn to be mana positive. Something like Letter of Acceptance which was mentioned will only start producing more than you spent on it on the fourth turn. So, it's not just slower to get on the field than something like Mind Stone but it also takes longer to net you mana and that's two different strikes against it.

Honestly, this might be an unpopular opinion, but I think mana rocks are overplayed in general. When you have turns where you don't use all of your mana, that initial investment into ramp is a wasted move. Ramp to quick combo in cEDH or something is obviously very powerful, but for a casual list I often wonder if spending mana on ramp is actually better than advancing your board and plan.

Rather than rocks I really like ramp effects like Enter the Unknown that is giving you card selection, maybe pumping a creature, and gets you back the mana you spent on the turn it comes in. It's situational, sure, but the times where it gets you an extra land untapped with upside, yep, that's pretty good.

Omniscience_is_life on Why Do Some Players Dislike …

3 weeks ago

DemonDragonJ you do know that literally every single 3+ CMC mana rock is unplayable outside of EDH, right? Honestly, so are most 2- ones. Mind Stone sees some Modern play, and so does Springleaf Drum I think, but for the most part "mana rocks" as it were are an EDH construct. Legacy and Vintage see some fast ramp in the form of Moxen and such, but they'd never be caught dead with a fuckin Letter of Acceptance. This discussion is purely for EDH.

DemonDragonJ on Why Do Some Players Dislike …

3 weeks ago

Recently, I have noticed that some players seem to dislike mana-generating artifacts (also known as "mana rocks") that cost more than 2 mana to cast, so I wish to discuss that subject.

I certainly appreciate the value of mana-generating artifacts that cost 2 or less mana, such as Sol Ring, Arcane Signet, Mind Stone, Thought Vessel, or Mana Crypt, but more expensive mana rocks, such as Commander's Sphere, Chromatic Lantern, Hedron Archive, Thran Dynamo, or Gilded Lotus absolutely can be useful in certain situations, and I have the experience to say that. Too many players seem to be thinking of mana rocks in the same way that they think of sources of temporary mana acceleration, such as Dark Ritual or Seething Song, when their true use comes from their ability to be used repeatedly over the duration of a game.

What does everyone else say about this subject? Why do some players seem to dislike mana-generating artifacts that cost more than 2 mana?

DemonDragonJ on Do You Prefer Artifact-Based or …

1 month ago

Recently, I became involved in a conversation about the differences between artifact-based mana acceleration and land-based mana acceleration, and which type was better for certain decks, so I wish to start a thread to discuss those strategies/archetypes.

I shall presume that everyone here is familiar with those terms, but if they are not, artifact-based mana acceleration is the use of artifacts that generate mana, such as Sol Ring, Arcane Signet, Thought Vessel, Mind Stone, and so forth, whereas land-based mana acceleration is the use of cards hat put lands onto the battlefield, such as Rampant Growth, Explosive Vegetation, woods elves, Farhaven Elf, and so forth.

I, myself, prefer to use artifacts for my mana acceleration, because artifacts are usually colorless and, thus, can be put into (nearly) any deck, but I will use land-based mana acceleration for decks that are specifically designed to take advantage of such cards (such as my Chulane, Teller of Tales EDH deck, which focuses on creatures with abilities that trigger when they enter the battlefield and includes both the aforementioned Wood Elves and Farhaven Elf).

What does everyone else say about this? Do you prefer artifact-based or land-based mana acceleration?

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