Mind Stone

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Legality

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

Mind Stone

Artifact

: Add .

, , Sacrifice Mind Stone: Draw a card.

keizerbuns on Assailing Archeology

1 week ago

aholder7, thanks for play testing it again! The results are a little disheartening, but pretty much what I expected. Like I said before though, this is meant more as a casual deck for me to play against my group of friends who also just play casual, and as it is I think this deck already has more removal than they like. I like how this deck feels right now in terms of my play group's power level so unless it ends up getting absolutely demolished by my friends, I think I'll keep it as is for now.

However, I was tinkering around with the deck a little more to address the weaknesses you stated, and I think I've made a deck list that could possibly hold its ground better against a lot of the decks you play tested mine against. Here's the decklist if you wanna see:

2x Call the Bloodline

3x Canyon Slough

3x Cathartic Reunion

3x Cityscape Leveler

4x Combustible Gearhulk

4x Dragonskull Summit

4x Fabled Passage

4x Fatal Push

2x Geier Reach Sanitarium

4x Lightning Bolt

3x Mind Stone

4x Mishra, Tamer of Mak Fawa

4x Myr Battlesphere

3x Talisman of Indulgence

4x Thrill of Possibility

6x Mountain

3x Swamp

SIDEBOARD:

4x Dreadbore

4x Inquisition of Kozilek

4x Terminate

I actually really like Call the Bloodline in here because it can be a fairly early game way to generate lifelink chump blockers while also doubling as a cheap discard outlet, but there's probably still better options out there.

keizerbuns on Dead Metal

1 week ago

Ya unfortunately this latest didn’t seem to add much in the way of cheating out artifacts other than Mishra, Tamer of Mak Fawa, but the artifact creatures it added seem pretty solid.

If you want some early game reliability and speed you could try out Mind Stone and/or Talisman of Conviction in place of Pentad Prism since they don't run out of uses. And I know you're running a couple of Ornithopters as a cheap way to combo off with Trash for Treasure but I think you might actually be better off using Ornithopter of Paradise in its place. I also like what you’re doing with Unmarked Grave and if you want to go with a more equipment artifact route then you could always add in a couple Stoneforge Mystic, but then you’d probably just be running into the same problem you’ve stated with your deck just feeling like a slightly weaker version of a different archetype.

Hopefully this helps!

Crow-Umbra on Dihada of the Multiverse

1 week ago

It's not the most budget suggestion, but Black Market Connections could be a potential upgrade to Phyrexian Arena. It gives you more options to work with, and is slightly easier to cast on color investment compared to Arena.

You could also stand to add a bit more ramp to your deck. Mardu needs all the help it can get in that department. Any of the two mana rocks are your friends: Talisman of Conviction and the others in that cycle, Rakdos Signet and crew, Mind Stone, and maybe Liquimetal Torque.

multimedia on Korvold Counters

2 weeks ago

Hey, make your deck here and link to it? Just seeing what you have so far for a deck list can help those who want to help you. What direction you're going and what the budget is, such as do you have or can you afford Dockside Extortionist?

Ratio 3:1, 3 fodder sources to 1 sac outlet. In my opinion a lower amount of quality sac outlets is better than a large quantity of lesser sac outlets. Sac fodder is more important for gameplay than sac outlets. Korvold can be a repeatable sac source if you have fodder, but to keep attacking with Korvold you need fodder. Sac outlets also need fodder to grow Korvold as well as draw more quicker and to combo which can be a wincon Goblin Bombardment.

Fodder doesn't have to come from just tokens it can come from one drop mana dorks Ignoble Hierarch, mana rocks Arcane Signet, lands Ramunap Excavator, creatures who can reanimate themselves Reassembling Skeleton and enchantments that can return to hand Rancor. Use dorks to help to ramp into Korvold first and then they can be fodder. If you draw them after you control Korvold then they're only 1 mana to be fodder. Rocks are worse as fodder than dorks because the better sac outlets only sac creatures.

Creatures and other permanents that can self-sac, not needing a sac outlet are helpful Viscera Seer, Sakura-Tribe Elder, Haywire Mite, Plaguecrafter, Mind Stone, Fabled Passage, etc. Treasures Tireless Provisioner and Eldrazi Spawns Pawn of Ulamog are nice value with Korvold, permanents to sac to make mana and draw. Repeatable sac outlets are best, but some nonpermanent spells that sac a permanent to give more value than the mana cost are good too Diabolic Intent, Victimize, Deadly Dispute, Eldritch Evolution, Harrow.

aholder7 on Assailing Archeology

2 weeks ago

I like the feel of this deck and it seems fun but I have some questions and comments.

First, is green bringing enough to the table? you are playing 8 green cards if you count the backside of the flip land. They are also cheaper cards which means you would need to assure having access to green early consistently. You are devoting more than just a small splash to it, but all you are getting out of it really is some minor ramp. something like Mind Stone or Talisman of Dominance would probably serve you better. without delerium, traverse could be replaced by a basic. With delerium its a great card but in order to do that you need to get all 4 of your types (Land, Sorcery, Artifact and Creature) into the grave. Artifact and Creature are fairly easy but with as few fetches as you are playing you need to have already gotten a Cathartic Reunion or similar off before you have a consistent chance at delerium.

second i think you need a bit more interaction. you have Bone Shards which is a nice way to also get cards in grave. but as a 3 of, you aren't going to be able to respond to many things. I'd suggest throwing in Lightning Bolts but there are a number of cheap removal options like Disintegrate or Go for the Throat if you prefer those.

I think Jaxis, the Troublemaker is one of your best cards here. 3 mana with no warning to drop a leveler or combustion. if you can keep him around you can provide value by continuing to drop threats.

I don't see you hard casting most of your larger threats so Chainer, Nightmare Adept seems like they'd only be able to be a discard outlet and you have plenty of those.

it sounds like you are enjoying Void Maw so i'll skip commentary on it.

overall i think you lack early game presence or a way to stabilize if you manage your way through it. This is especially true if you are using Bone Shards as a way to get value out of unearth targets instead of putting targets in the grave. some basic cards like Yarok's Fenlurker/Burglar Rat/Dusk Legion Zealot can be a blocker and manage resources a bit.

I also don't think your tutors are entirely required with threats and filtering.

tl;dr

-1 chainer

-3 solemn

-4 rampant growth

-2 traverse

-2 profane tutor

+2 Jaxis

+1 combustible

+4 Mind Stone

+2 Sundering Titan as a scarier unearth target.

+3 Terminate

Max_Hammer on Shorikai go vroom

3 weeks ago

So, right now, Commander included, you've got 126 cards. Seeing as you're only 26 over the cap, this shouldn't be too bad.

This is a low mana cost deck with a lot of draw, you probably only need 34-36 lands if you're being generous. If I were you, I'd drop some of the slower lands, such as Temple of Enlightenment, Skybridge Towers, Prairie Stream, Azorius Chancery, Castle Ardenvale, Castle Vantress, or even Port Town.

You might also want to include more fetch lands, too. Flooded Strand, Fabled Passage, and Flood Plain all come with a pretty high price tag, but they're all good.

On the other side of the coin, Brokers Hideout, Obscura Storefront, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Esper Panorama, and Bant Panorama are all cheaper fetch lands that you could use.

Drawing mana late game can be a dead draw a lot of the time, so being able to remove that excess from your deck can be a really nice tool to have, so you can draw just what you want. Maybe take out cards that are fast, but not necessary such as, Skycloud Expanse, Sea of Clouds, Mishra's Factory, and Crawling Barrens.

Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.

As for non-land ramp, you have a lot. I’m going to say you want to kick out Silver Myr, Gold Myr, Mind Stone, and Ornithopter of Paradise. Normally I’d say more, but for this specific deck that seems to love ramp, this seems more than fine.

118 left.

For the rest, I’d say Ondu Inversion  Flip, Access Denied, Tezzeret the Seeker, Tezzeret, Artifice Master, Phyrexian Metamorph, Cultivator's Caravan, Invoke Justice, and An Offer You Can't Refuse, all mostly because they’re too expensive.

That leaves you with 109

Okay, so, this decklist is surprisingly tight for being 30~ cards over and I don’t know where to kick the last 9 off. Maybe Artificer Class? Maybe some of the creatures/vehicles? Idunno, good luck.

DreadKhan on Ghyrson Starn, Kelermorph [Gunslinger]

1 month ago

Not sure if they're worth bothering with due to their slowness, but you can get a ton of damage out of Arc Mage and Inferno Titan if you're adding 2 to each ping for 1. Electrickery is pretty good value with your Commander in metas where people run smaller creatures, not sure how common that is, Electrickery also removes bigger stuff if you've got Deathtouch. For Arc and Electrickery I would replace a variation of Prodigal Sorcerer, and for the Titan I would think about switching out the Frostwielder. Inferno Titan is a crazy card with your Commander, 9 extra damage whenever you swing is pretty silly for one card and your Commander.

It's also slow and clunky (and you can't cast it atm), but Endbringer's ability to untap itself is pretty sick even if you don't have much colourless, the ability to ping on each turn is not nothing. This would be a card to look at if you decide to run a bunch of utility lands that make colourless, a good first one to consider that makes colourless is Shivan Gorge, which can ping each opponent. Tower of the Magistrate can do weird things, you can target an opponent's creature too fwiw, removing equipment and messing with targeted effects. There is also the odd dual that can make colourless you could sneak in, Shivan Reef or Cascade Bluffs are good examples that enter untapped. There are also some good colourless mana rocks, Talisman of Creativity or Mind Stone or Thought Vessel, but I do appreciate that your deck is designed atm to play low MV spells (which don't need ramp as much), but ramp can be very good. The lands and ramp you could probably remove basics for, though I wouldn't lower your land count very much, I feel like 36 is a bit high for a deck with an average MV well under 3 but hardly absurd for a deck without much ramp. I'm still a bit blown away that I actually suggested Shivan Gorge. If you decide to run a bunch of colourless stuff, I could probably figure out something to pull for Endbringer.

Love this deck idea, hope some of ithese were helpful!

Faux-Foe on Legend of the Dynamo

1 month ago

Taking the suggestions into account, I have removed Temporal Aperture, Conduit of Ruin, Grimoire of the Dead, and Lightning Greaves.

I have added Mind Stone, Worn Powerstone, Solemn Simulacrum, and Swiftfoot Boots.

Still pilots like a 4-wheeler going down a steep hill, with too many things to keep track of and holding on for dear life.

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