Mind's Eye

Mind's Eye

Artifact

Whenever an opponent draws a card, you may pay . If you do, draw a card.

Latest Decks as Commander

Mind's Eye Discussion

Scytec on Help me convert this out …

2 weeks ago

You also have the option of using Athreos, God of Passage as your commander, because unfortunately Kaya is not a legal commander. The only planeswalker that are legal as commanders are the ones that specifically state they are on the card itself Commander works a little differently though, because there are traditionally more people at a table (4 people in a standard pod) lifegain doesnt mean quite the same thing as it does in brawl. Not saying it is bad, depending on the level youre playing at, doubling your starting life total can be really solid. Some options you could consider running alifegain list to win would be things like Approach of the Second Sun, Felidar Sovereign, and Aetherflux Reservoir. there are many other options as well, those are just the ones i would consider. Oloro, Ageless Ascetic is another very popular commander that deals with lifegain if that is the route you want to take. If you want to lean more heavily into the tribal side of things, especially with a focus in angels, I would consider Kaalia of the Vast. She is a really powerful commander. In the deck you tagged here, if you wanted to choose a commander from that list i would go with Firja, Judge of Valor. Selective card draw is really good in commander, and this one you should be able to trigger quite frequently. A phenomenal resource for any player new to the commander format is edhrec.com. This link should take you straight to the page for Firja, Judge of Valor as I threw it in the search bar before I tagged the link, that should give you an idea of what to expect from the site. I will be honest, Orzhov is generally outside my comfort zone, but you're welcome to tag me in anything you put together and I will happily take a look. Since you're building a 100 card singleton deck, I highly recommend having in the ballpark of:

10-12 Ramp of some kind Sol Ring, Arcane Signet, etc.

10ish Card Draw/Engines of some kind Mentor of the Meek, Mind's Eye, etc.

8-10 Pieces of Single target removal Swords to Plowshares, Path to Exile, etc.

3-5 Pieces of Board control Damnation, Wrath of God, Merciless Eviction, etc.

This will set your deck up to work consistently, and there are some card that will kind of fit multiple roles for you such as Magister of Worth and the like. I like to start by choosing my commander and working from there, but many people build the deck they want and then choose the best option from every viable commander they can. It is all personal preference. Let me know if anything I said doesnt make sense, or if you want me to clarify anything. Hope you decide to join us for the best format in the game.

Scytec on Lathril

1 month ago

Ok, to be honest there are only four cards I would remove without being too concerned here: Grizzled Outrider, Sarulf's Packmate, Snarespinner, and Pride of the Perfect. They aren't all bad, they just aren't as good as your other options essentially. When I broke it down, you have a pretty fair amount of each archetype I look for. Not including the four I mentioned above, you have 16 "Ramp" spells, 12 "Interaction" spells, 10 "Draw" spells, and 19 "Raw Value" spells. Not all of these are as efficient as you may want, but each are what I would consider acceptable for sure. One thing I would recommend is looking for additional means of recurring draw, or large draw spells. More cards like Beast Whisperer and Pact of the Serpent. I would also be wary of cards that draw for a death trigger like Twinblade Assassins and Miara, Thorn of the Glade. They are good recurring draw spells, but you really only run one sacrifice outlet with Pyre of Heroes, so you will be relying on your opponents to kill your things for you which isn't ideal. They are still solid options unless you find another card similar to Beast Whisperer which triggers on casting a creature spell. Any time you have a consistent means to keep your hand full is a great time given how many spells you want to be casting each turn and how much mana you will have access to at any given time. I would honestly look at increasing your draw capabilities so you dont empty your hand and just have to sit there playing whatever you draw each turn. Effects like Mind's Eye are good, but slightly worse for you because it isnt also on an elf, so you wont get full value like you will with something like Beast Whisperer. I wrote all the cards down on a sheet of paper to do this, I will throw it in my carrying case so I can give it to you either friday or if i see you before, then. From my earlier recommendations, based on where your deck is currently, I would drop Elves of Deep Shadow and Harvest Season. Both are good cards, but you have plenty of ramp, and most of it is also on an elf which makes it better for you in this list. Tutors (anything that allows you to search your library for a specific card) inherently make a deck more powerful, because you can fetch whatever you need at any given time, so the more of those you include, especially the ones already on elven bodies the more consistently you will hit the cards you really want to see every game. Prime examples would be Elvish Archdruid, Ezuri, Renegade Leader when you get him, and Ruthless Winnower would be the ones that pop up in my mind as amazing cards pretty much every game. Realmwalker would be a really good spell that would fall under the "draw" category because it essentially lets you use the top card of your library as if it were in your hand whenever that card is an elf. I still like Copperhorn Scout and Seedborn Muse here, especially if you do decide to pick up Yeva, Nature's Herald. You dont run many instants, but scout would let you tap down your elves for Lathril's ability your first main phase, you can go to combat swing scout, then untap all your elves and just do it again. Assuming you just do that twice, you drain each opponent for 20 life and gain 20 life yourself. With Seedborn Muse, you can do it at the end of each of your opponents turns, in one rotation of the board, you can drain 30 life and gain 30 life. With Yeva, Nature's Herald you would be able to utilize your land on each opponents turn to cast any green creature spells currently in your hand in addition to tapping them all with Lathril and dealing damage. The synergies that are possible in this deck are somewhat terrifying if I am being honest. Haha. There may come a time when you have to decide if you want to dedicate to combat or tapping with Lathril to really focus the deck down and get it to that next level, but honestly you could make this deck very scary without having to do that. Elves are so good that you can make this at least a 7 on my power scale with a little work (and unfortunately money, elves are a really powerful tribe, and they are popular enough that the good cards for them reflect that in their price). For reference, that is as strong as my Meren of Clan Nel Toth deck and I have spent literal years tuning that one, it is my strongest deck with the exception of my competitive list i built. Haha. Elves are good man.

bxli on

4 months ago

Already made some changesDemMeowsephs

  1. Some Creatures changes I end up adding: Yawgmoth, Thran Physician , Anafenza, Kin-Tree Spirit , Elenda, the Dusk Rose and Luminarch Aspirant . Also changed Citadel Siege for Felidar Retreat as it can give me tokens to sac and more counters not just 2

  2. Cut Mind's Eye , Black Sun's Zenith , Blot Out the Sky , Infernal Offering , Secret Rendezvous and Debtors' Knell

  3. More added: Sword of Truth and Justice , Sign in Blood , Beacon of Unrest , Command the Dreadhorde , Ambition's Cost and Victimize

  4. Doubts with: Custodi Soulbinders as it can give me a lot of tokens but I have to be set up already with my tokens or wait for oponents to set up their own table. I think I can swap it for something more usefull. Scheming Symmetry maybe I can get Profane Tutor until I have a more solid tutor.

Maybe quit some lands for other cards as: Phyrexian Altar The Ozolith Coat of Arms

Profet93 on Norin the Wary

5 months ago

There are gonna be a lot of suggestions, feel free to choose what you think works best. First a question, what is the purpose of braid of fire, what are you spending the mana on during your upkeep? Be sure to let me know what you think of each suggestion, I am curious to hear your thoughts.

Outpost Siege - Draw, works nice with top so you can guarantee you can cast it

Ignite the Future / Light Up the Stage - Similar to the above, but more immediate. Flashback has won me 3 games in my meta, although my avg CMC is 3.58 so its a bit higher. Light up the stage might be a better fit due to cmc .

Chain Reaction / Blasphemous Act - Board wipe

Wheel of Fortune - Draw + Nice card you tutored for, I hope you have recursion

Dualcaster Mage - Amazing utility! Goes infinite with Heat Shimmer and 1 or 2 other cards should you wish. Both pieces are useful on their own as well

Feldon of the Third Path - Useful in an ETB build

Etali, Primal Storm - Not a synergistic suggestion, but a fun, somewhat chaos based one. It's nice to cast a rishkar's expertise for 6 and then drop a memory jar after topdecking Etali and giving it haste with hanweir battlements

Flametongue Kavu - Removal, do note if there are no other creatures it kills itself. Nice with ETB doublers

Humble Defector - Politics, synergy with Homeward Path , which also is janky with confusion in the ranks for more politics. It's worked well for me, meta dependent.

Imperial Recruiter - Tutor in red? Sign me up! Nice to search for kiki-jiki

Kiki-Jiki, Mirror Breaker + Zealous Conscripts = Both good on their own, infinite together. I know the CMC is a bit high, but I think it's worth it. After all, what's the point of all that ramp if you don't have much to ramp into IMO

Inventors' Fair - Tutor 1/4th your deck, lifegain has helped me a few times.

Nevinyrral's Disk - Enchantment removal/wipe

Skullclamp - Genesis chamber tokens, hell, I've clamped norin sometimes making him cost 7.

Mind's Eye / Memory Jar - I run both, but you might prefer memory jar. I like mind's eye personally because with Honor worn shaku + norin, you can tap norin during each opponent's draw step to draw a card.

Sword of the Animist - Quick Norin, the enemies are coming, grab a sword, now swing.... Norin....where did you go and why is there a land? It's cool when norin swings with the sword and ramps you. Very stable ramp, although the 2 equip cost is a slight pain, the ramp eventually more than makes up for it. I understand looking at your list you prefer artifact ramp, but I think ramping lands is quite helpful given all of the artifact destruction in EDH. Moreover, it's nice with valakut. I've burned people to deal with valakut + sword. Also, Feldon + Burnished heart was a fun little trick, albeit expensive mana wise. Anywise, I digress...

Wayfarer's Bauble - Similar to the above, kind of. Not needed, I like it. Thought it was worth mentioning.

Endless Atlas - Continuous draw is nice to have

Lastly.....not an entirely serious suggestion but Ugin, the Ineffable + Top + Experimental Frenzy / Mystic Forge = Draw your entire deck. With all 3 on field, tap top to draw, then place top on the deck. Mystic forge allows you to cast it and ugin makes the cast free. Rinse and repeat. Forge is obviously a better fit in the deck, Ugin ineffable provides enchantment removal and card draw, both needed. Thought it was cute when I discovered it, thought it was worth mentioning.

I'm looking forward to your detailed response :)

Sephyrias on Ulamog

5 months ago

Alright, colorless on a budget. Here we go.

The lands are fine. Looks like basic Wastes really need a reprint.

I'm counting 19 mana artifacts. If I cut those above a mana value of 3, that's still 16. Plus a few big mana Edlrazis on top. Mana-wise you definitely won't have issues, though we can optimize the selection a little. Manakin and Foundry Inspector have priority over Kozilek's Channeler, Walking Atlas and Warden of Geometries. Sisay's Ring is a second copy of Ur-Golem's Eye.

You have Myr Retriever and artifact synergy cards in there. Consider adding Scrap Trawler too. If you want to get infinite mana, Spawning Pit and Thermal Navigator can make it possible. Might cause some salt on casual tables though. Workshop Assistant is pretty much the same card as Junk Diver and fits in there as well.

Cards that I would cut are: Kozilek's Pathfinder, Ulamog's Despoiler, Ruin Processor, Desolation Twin, Deathless Behemoth

Fun budget cards to consider: Nevinyrral's Disk , Mimic Vat , Duplicant , Transmogrifying Wand , Chaos Wand , Tormod's Crypt or Scrabbling Claws , Sunset Pyramid , Darksteel Pendant , Ichor Wellspring , Shimmer Myr , Crashing Drawbridge .

Aside from those, I imagine this deck wants Mind's Eye a lot, but it's not a cheap card.

Tzefick on None

6 months ago

While the effect in essence is powerful, especially for white. I don't think this is a good route to achieve it for white. It becomes too mana intensive to achieve card draw, and the worst part would be to cast this, only to have another player nuke it with a Reclamation Sage or well... a Counterspell .


Personally I always found it a bit puzzling, seeing as white is bad at card draw and mana acceleration, the "solution" is often to pair card draw with high mana costs - either through straight cost ( Staff of Nin , Mind's Eye ) or through activations - like Dawn of Hope .

Red gets their impulse draw on a 4-mana enchantment Outpost Siege with no additional investment and red is the second worst color in Magic to draw cards.

If WotC had made Dawn of Hope with a 1 mana activation, I think it would have been an interesting card. As it is, it's pretty poor. And yes it can create tokens at a very poor rate as well, but that is unrealistic to matter in constructed formats, so that isn't much of a positive.


I believe it would be more interesting to attempt to craft a better solution for white's lack of card draw than simply putting high costs and drawbacks on it.

White has always been a combat focused color and I think it would be appropriate to create at least some kind of synergy that results in card advantage. We have cards like Sun Titan and Bishop of Rebirth that directly reanimates smaller permanents/creatures whenever they attack. However this is bound behind there being anything in your graveyard and seeing how white doesn't deal in discarding, or selfmilling, or having an oversized hand the only way they get cards into their graveyard is by casting them and having them destroyed - or utilize a small array of artifacts like Key to the City .

What if we made other mechanics that combines with White's strengths and ideology?

Now we're just entering brainstorm mode

brainstorm Show

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