Mind's Eye

Mind's Eye

Artifact

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

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Legality

Format Legality
Duel Commander Legal
Vintage Legal
Casual Legal
Leviathan Legal
Block Constructed Legal
Modern Legal
Legacy Legal
Unformat Legal
Oathbreaker Legal
1v1 Commander Legal
Limited Legal
Highlander Legal
Canadian Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
2019-10-04 Legal
Custom Legal

Mind's Eye occurrence in decks from the last year

Latest Decks as Commander

Mind's Eye Discussion

Maino on Cruel Sun

1 week ago

I completely agree, in fact Mind's Eye was in the first version of the deck but then I've removed it from the list for a long time, since it is very heavy to cast and you are really never happy with the "mana spent / cards drawn" ratio with such an excessive initial mana investment. That said, I've recently re-included it because the deck has become more and more efficient with prolonging the game, and Mind's Eye gives the luxury of repeated card draw without major conditions to satisfy. Plus, I can guarantee that in combination with Fires of Invention it is fenomenal and if I have one of those two cards in hand and I have the possibility to tutor the other, I almost always do.

Unfortunately, I don't really like Commander's Sphere anymore. Sure, it can sacrifice for free for the draw, but as a mana rock it really is lackluster. Good draw when you need it, but too slow for the early game when you need some speed to survive.

poulsenb123 on Livio, Alena Secret Lovers

4 weeks ago

Thanks man, The Alena likes to go infinite with Sword of the Prans or Staff of Dominence. The biggest problem that I am running into is card draw. I've tried the exile stratgy to get around it. Any suggestion?

I am thinking of putting Staff of Nin or Mind's Eye

Nolo24 on Baby Belbe EDH

1 month ago

Looking into building my own Belbe decklist atm and a card I saw on someone else's was Mind's Eye. Not sure if its worth running here but could be worth a thought

atingtdm on Built From Scratch Upgrade

1 month ago

hunter17 First of all, thank you for your suggestions.

The reason why Soul-Guide Lantern was chosen is that this card will only remove the opponent’s graveyard without affecting me. It's very important to operate this deck. Before that, I chose Tormod's Crypt.

The second is The Immortal Sun, which will directly turn our commander into a brick. Chromatic Orrery is an excellent grave digging target, using other tapped mana rock for exchange can give great mana progress, which can be used to activate Planar Bridge or use more than two spells at the same time. Especially I use a lot of red spells like Kiki-Jiki, Mirror Breaker or Cavalier of Flame, and I no longer need to worry that mana rock can only give me colorless.

Mind's Eye Not bad, although I prefer spells that draw cards directly.

jakeyuki12 on I got 99 swords but feast and famine aint one

1 month ago

Hiya! You've already made sure to have good ratios of card draw, ramp, and removal, and you've already got a really nice mana-curve going. That's like, 95% of the problems I see with most decks.

So for your deck, I've got a few thoughts: Your land-base has FAR too many colorless lands. I would cut down on those utility lands and get some colored lands, even just more basics. I think the essential utility lands are Myriad Landscape (good ramp), Scavenger Grounds (graveyard removal), and a land that gives haste, either Slayers' Stronghold or Hanweir Battlements  Flip. I suggest cutting the rest of the utility lands and also cut down on a lot of the tap lands and add in more untapped lands. This includes cutting Evolving Wilds and Terramorphic Expanse- these are only good if you have landfall synergies, otherwise they are worse than a tap land that taps for both.

The other big problem is that while you run all the right ratios, the specific cards you run for stuff like card draw, ramp, removal, etc., are not the greatest. A lot of them are either far too clunky (Mind's Eye), aren't reliable (Explorer's Scope), and/or have better alternatives. So I suggest looking into better options for card draw and ramp.

Then finally, if you're going for voltron, you need more haste, more protection, and the best of equipment.

hunter17 on Built From Scratch Upgrade

1 month ago

A couple of ideas. Don't play Soul-Guide Lantern, I feel like singular hate is very mediocre. If you want hate replace it with Relic of Progenitus. Add Mind's Eye and The Immortal Sun for better card draw. Replace Chromatic Orrery with Treasure Nabber for more efficient ramp, because Chromatic Orrery only will draw one card and at 7 mana it won't help in a mono-red deck because red does not have a lot of card draw. I do like the deck though, very nice job!

articred on Colorless Eldrazi

1 month ago

hey Kashedbowl

Man do I love my eldrazi! The players in my group not so much.

So we know that the Eldrazi are big, beefy and love to stomp, they need tons of ramp especially going pure colourless, but they also need a bit of help to reduce the cost to get them out. Jhoira's Familiar is cheap and drops the price down.

Metalworker is going to be a must for you imho, if you are going to be running that many artifacts, chances are you are going to have a few in your hand and this little gem will help bring out those fatties fast! I've dropped Ulamog, the Ceaseless Hunger turn 4 in my voltron deck with Metalworker.

Sandstone Oracle can help out with card draw

Tutors really are a bane for colourless, even more so for Eldrazi. Planar Portal, Mind's Eye and Citanul Flute can help with that. Planar Portal can help you pick up your Urza's lands, if you are going to run with Tron.

Running with Scorched Ruins and throwing away 2 Wastes is a pretty sweet ramp, dump 2 lands, get 4 mana.

Hope this helps in any way.

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