Mindbreak Trap

Mindbreak Trap

Instant — Trap

If an opponent cast three or more spells this turn, you may pay {{0}} rather than pay Mindbreak Trap's mana cost.

Exile any number of target spells.

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Printings View all

Set Rarity
Zendikar (ZEN) Mythic Rare

Combos Browse all


Format Legality
Oathbreaker Legal
Noble Legal
Commander / EDH Legal
Unformat Legal
1v1 Commander Legal
Casual Legal
Legacy Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Leviathan Legal
Canadian Highlander Legal
2019-10-04 Legal
Penny Dreadful Legal
Magic Duels Legal
Duel Commander Legal
Vintage Legal
Modern Legal

Rules Q&A

Mindbreak Trap Discussion

SynergyBuild on The Battle of the Counterspells!

3 weeks ago

I mean, Mental Misstep is the best though, while narrow, every format it's been has warped around it. Arguably Force of Will is the closest, with it's much worse cousin Force of Negation still being incredibly powerful.

Mana Drain is honestly not that amazing. Is it busted? Sure, but Counterspell is often similarly powered in most situations. Swan Song is only great in EDH, whereas Spell Pierce, and occasionally Flusterstorm (Spell Snare, perhaps the new Miscast, and even Dispel could fall near here) see actual play in the more competitive formats like Legacy to Vintage (Where Mindbreak Trap deserves much more of a mention than the rest.)

Pact of Negation is only good in a few decks, cEDH lists for sure, but then there was Amulet Bloom, Ad Nauseam, and only a couple modern lists I can think of that used it. Older formats have better cards to run. Spell Pierce is better most of the time.

But then, the value countermagic matters too. Cryptic Command and the new Archmage's Charm fit here. Charm hasn't been around enough for me to argue it's validity, but looks promising. Command is amazing. Historically one of the most busted counterspells.

Obviously Pyroblast and Red Elemental Blast are good too, and are extremely good reasons to run red in older formats, but they are equally used as removal in my experience as countermagic, and fall short a bit having only assuming the use of their countermagic.

Now onto Chalice of the Void. It's busted. Straight up dominates multiple formats. Modern Eldrazi Tron, Legacy Karn Echoes (used to be much more dominant in Legacy, still is strong), Golos and Ravager Stax lists in Vintage, Chalice is basically Mental Misstep on everything or Spell Snare on everything. It's amazing, absurd, and busted. Only reason it's not the best is because of the deck-building requirement for it.

Top 10?

  1. Mental Misstep

  2. Force of Will

  3. Force of Negation

  4. Chalice of the Void

  5. Spell Pierce

  6. Flusterstorm

  7. Mana Drain

  8. Mindbreak Trap

  9. Cryptic Command

  10. Spell Snare

Want evidence of Mental Misstep's supremacy? Check where it's banned and restricted. Everywhere. It has the same banned/restricted list as Mana Crypt, a better mox.

Tylord2894 on The Deck that Death Forgot

2 months ago

Ok, let's start with ramp. I think running 33 lands is good, but you need plenty of early ramp, luckily, there are lots of why to ramp in .

All told, that's 10-11 cards of pure value, most of which are less than a dollar. Next is card draw. Blue and Black have some fantastic card draw. While I prefer cantrip because they are better for finding combos, the door is wide open. I'll list some go-tos below from cheapest to more expensive.

Now, let's talk about interaction and removal.

I'm not going to talk about the mana base for now. This is where the bill will quickly add up. I'd be more than happen to talk about it, though. Solid mana bases for EDH are a passion of mine. Once you buy the pieces for a good mana base in a color combo, you don't really need to do it again (unless you play a lot of these colors).

I that's a lot, but I hope it helps!!

enpc on Mana Requirements?

3 months ago

Without access to green, you will probably look at a more even distribution of mana (in that it will more closely match the costs). It's also worth taking note of the "hardness of costs" as well across your spells. This is basically how many times a mana symbol appears in the cost of a spell, eg. Mindbreak Trap and Cryptic Command both cost 4, but cryptic is a harder costed spell since you need more blue. The more hard costs you have, the more you need to lean into that colour.

This also affects the nubmer of utility lands you can run (i.e. ones with abilities but which typically produce colourless). This is why the more competitive decks (typically) run next to zero utility lands and more lands purely focused on better fixing, especially when it comes to 3+ colour decks.

Magnanimous on Cacophony of Silence

3 months ago

This just seems objectively worse than Mindbreak Trap, excluding color restrictions. Spells typically resolve 1 at a time while permanents build up on the board, which is why Cyclonic Rift is good. If you want this to be the high power level card you seem to think it is, I'd recommend making it a permanent with an activated ability that exiles spells or abilities.

m_to_the_three on You Just Activated My Trap Card!

3 months ago

have you considered Mindbreak Trap. A pretty solid counterspell but it also fits in the trap theme of the deck.

jaymc1130 on Balan and instant speed equipment

4 months ago

A creature spell on the stack isn’t in play and therefore isn’t a legal target for equip abilities. A creature must resolve and be in play in order to be equipped or enchanted with an aura.

Instant speed equipping can save a creature from removal effects (depending on the circumstances) but not from permission elements such as Counterspell, Remand, or Mindbreak Trap.

enpc on Best Counterspells in Commander?

6 months ago

It entirely depends on what you're playing against. If you're going up against creature heavy metas, you want counterspells that can deal wiht more options. But if you're mainly just trying to stop a player from comboing off (or protecting your combo), cheap, non-creature counterspells are the way to go.

And generally at higher levels of play, Cryptic Command doesn't get run - 4 CMC and trip blue are just too high a price.

As a general rule though, Swan Song is an auto-include in most control decks, Muddle the Mixture is good if it can interact with your win condition (i.e. if you're packing Isochron Scepter/Dramatic Reversal or similar) and Flusterstorm as mentioned is strong.

If this isn't for cEDH, then Disallow and Render Silent are some cards I would lean into since they give you catchall answers. Don't forget you also have stuff like Silence and even Orim's Chant which aren't counterspells but can be used to shut players out of a turn. I also like Mindbreak Trap against storm. It's expensive as far as counterspells go but it's also really good at shutting down uncounterable stuff.

Also worth mentioning, if you're looking to pack a bunch of counterspells, you should also have a proportionally high amount of card draw, especially if you're playing a control deck. Becuase most counterspells are one-for-one, without a good card draw engine you will quickly flounder.

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