Mindslaver

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Mindslaver

Legendary Artifact

{{4}}, Tap, Sacrifice Mindslaver: You control target player during that player's next turn. (You see all cards that player could see and make all decisions for the player.)

SaberTech on EDH - Kill 1 opponent …

1 month ago

One of the first few Commander decks that I ever made was a Glissa, the Traitor deck that could keep recycling Mindslaver with the help of Forbidden Orchard. Give the opponent a token with the Orchard so that they always had a creature you could run into Glissa to get Mindslaver back.

I'm personally not a fan of Telepathy, despite being the one who mentioned it. Like I said, I find that it often slows games down and I don't like that. It's also a card in the deck that doesn't really affect the board state at all if you are behind. What it does do is not let the sneaky opponents hide just how close they are to comboing off.

Glasses of Urza is a similar sort of card but since it only lets you see the opponent's hand it's better for letting you barter information. It also doesn't slow the game down as much since opponents will still be taking risks due to not knowing if opponents have removal or counters in hand. Still, most people would rather run something like Gitaxian Probe if they want a chance to peek at someone's hand and get some sort of additional benefit.

I do like that playing politics is a part of Commander gameplay. It helps distinguish the format from others and it can give players who are behind a potential avenue to still feel relevant in the game. A person who is new to the game and doesn't have much of a card collection yet can just play a cheap deck with a bunch of clones, steal spells, and disruptive instants so that they can take advantage of the strong spells other player are playing and cut deals to help stay in the game.

Profet93 on EDH - Kill 1 opponent …

1 month ago

SaberTech

Telepath is cool, but you wanna know some other cool tech?

Worst Fears , Mindslaver , Emrakul, the Promised End - Why should I politic my opponent when we can play MTG, "together." With Emrakrul, I ask, "who wants an extra turn!?" and then just smile with a sadistic glee. Most people shy away from attacking you when you can just easily tutor for and cast a mindslaver effect and ruin them. Whether its exiling their own commander, or using their own necropotence for suicide, most people don't risk it. It's an all or nothing approach that has a 50/50 success rate.

But on a serious note, I think a lot of politics boils down to the carrot and the stick mentality, a lot like real life politics.Consequences for every action, determining how to navigate threats and advocate for yourself in the face of the adversity of others.

Profet93 on Mind taking with Memnarch

3 months ago

mystic forge + top + artifact cost reducer Cloud Key/Semblance Anvil/Ugin, the Ineffable/etc.... = Draw your entire deck.

Everflowing Chalice (4 counters) + Voltaic key + rings = Infinite colorless mana

Voltaic Key + Rings + Metal Worker (with 2 artifacts in hand) = Infinite colorless mana

Mindslaver + academy ruins = Ruins an opponent, permanently.

Power artifact + Basalt/Grim Monolith = Infinite colorless mana

Karn, the Great Creator + Myconsith lattice = GG

Basalt + Rings = Infinite Colorless Mana --> Add top for infinite draw

Im sure you know the ones in your deck but given you didn't list them, I wanted to make sure.

All my suggestions are synergystic with the deck itself ensuring little to no dead cards, unlike Grand Architect and Pil Pala. The reason more competitive mono decks dont utilize the architect pila pala combo is because the pieces themselves are not that impactful outside the combo. Given all of the disruption in higher power metas, you want to ensure that your pieces still provide enough benefit to warrant a slot with the utilization of the combos associated with them. Although, I suppose that depends on the meta and their amount of removal as well.

Let me know if you're interested in cuts or if you have questions regarding my comments. Looking forward to hearing your response to _each _suggestion.

+1

hootsnag on Oloro White Blue Black Creatureless Control

3 months ago

Glad you enjoy seeing the decks I make. I will answer your questions and give some insight into my decision making. First, I considered Expedition Map a long time ago and decided to go with more normal tutor cards such as Demonic Tutor etc. The map only grabs a land so it is limited in use. Mindslaver is one of those cards that can definitely cause all kinds of chaos but I chose to go for a faster win condition and less of cards like this. It takes too long to set up and get going. Lethal Vapors isn't a card I would run honestly. I would prefer a card like Spreading Plague or The Abyss instead. I chose exile as my main removal in this deck. Doing so counters graveyard strategies somewhat and indestructible. As for Static Orb and Winter Orb, these also interfere with my own win conditions. I'm trying to cast Approach of the Second Sun as fast as possible. This deck is very much control based and not really built to be a stax deck. Lastly, I've been asked before about why I don't run Yawgmoth's Will. I just don't think this particular deck is built to get value from it. It's an amazing card but I just didn't build this deck to support using such a card. Honestly, it would be more of a filler card for me.

Now, for the next set of questions. You are correct when you say that someone can still play one creature with Ward of Bones in play. The idea is to stop people from flooding the board with more than one. It is just a card to stall my opponents until I can draw or tutor my win conditions. This is the same reason why I use Portcullis. It keeps more than two creatures from being on the battlefield. Any creatures played on the battlefield beyond two get exiled until Portcullis leaves the battlefield. Again, I'm just slowing down and stalling my opponents so I can tutor or draw my win conditions. I feel that any creatureless deck should always run Portcullis. The value is just too insane. Energy Field is a card that I use to stall as well. It may last a couple of turns and that may be just enough to survive and tutor/cast my win condition. Null Brooch is such a fantastic card. A colorless artifact ability that just counters a non-creature spell is insane. It also combos crazy good with Ensnaring Bridge so that no creatures can attack because you have zero cards in hand. Witchbane Orb is just nice to have. It prevents a lot of bad things targeting you. It comes in handy more than you realize. You can't die to Grapeshot or other things with it in play. Norn's Annex forces people into a bad decision. They either pay white mana, lose life, or they can't attack you at all. Also, because of the Phyrexian Mana cost, you can play this fast to get value out of it quicker. Remember, if you make someone lose at least 8-10 life just to attack you, they are more vulnerable to other players killing them. The only other card I would put in place of this is No Mercy. Lastly, Mox Tantalite and Lotus Bloom are great for this deck. If I play them early enough, they allow me to cast Approach of the Second Sun very fast. Also, both suspend cards synergize with Tolaria West. Since the cards have a mana value of zero, you can use transmute from Tolaria West to search for them. I hope that shows you some of my reasoning and decision making. If you need to know anything further, feel free to ask.

Profet93 on Oloro White Blue Black Creatureless Control

3 months ago

hootsnag +1, nice deck, always a pleasure to see the decks you make.

Expedition Map - Find urborg for mana fixing, tabernacle against token/creature decks, academy for combo, less likely to miss landrop, etc....

Mindslaver - Combo/synergy with academy ruins to effectively lock out one player out of the game given enough mana. While I understand your goal is to stop all opponents, usually in my experience, one opponent has a better position than another. Utilizing mindslaver with the mentioned combo is great, but its on it's own regard should not be discounted. Being able to effectively not only skip their turn at worst, but being able to make their commander unnaccessible, tutor for their necro for suicide, etc.... highly versatile card.

Lethal Vapors - While this does not stop ETB's, it can be a very useful tool. At worst, it eat removal. Normally, 1 of 3 opponents will skip their own turn. At upper ground, in conjunction with mindslaver 1 of 2 things will happen with vapors on board and mindslaver on cast..... 1) They will sac their turn in response to cast so they lose on turn, then you can activate mindslaver to take their next, effectively denying them of two turns 2) They don't respond and you activate mindslaver, take their turn, then on their turn activate the effect of vapors and hold priority to do so X amount of times to lock them out of their turns indefinitely.

Static Orb/Winter Orb - Not an entirely serious suggestion, but am curious why are these not included? Do you feel you can't break parity?

Yawgmoth's Will - While I understand your potential concern of GY exile, I feel the ceiling of this card is high enough to warrant that risk. Thoughts?

Ward of Bones - I initially misread this card when I attempted to add it to my creatureless deck, I want to ensure you don't make the same mistake as me. So if you have no creatures in play, your opponents can still play a creature. I recognized that when most people realize this, they usually cut it, especially if they don't ramp into it. Were you aware of this and also, what are your thoughts on the card itself, how has it played for you?

Portcullis - I don't understand how this works, but its potential in creatureless decks is good. Can you explain it to me simply? Moreover, what symergies if any do you have with this card, or do you utilize it simply for value? I really want to add this card to my deck but don't understand it.

Energy Field - I know this synergizes with auto GY exiling, what synergy with other cards, if any, is there in this deck? Or do you use it simply as a one of use?

Null Brooch - How has this played for you?

Witchbane Orb - Meta call? How often do you need hexproof?

Norn's Annex - Given you already removed various propoganda effects, why does this one stay, especially given you have no walkers? Won't most opponents pay the life, what way do you have to take advantage of their life loss if any?

Mox Tantalite/Lotus Bloom - How have the suspense cards worked for you, the suspense is killing me!

Please be sure to let me know what you think of each idea, looking forward to your response.

Profet93 on Karn, Silver Golem (upgraded)

4 months ago

How is your land count been treating, do you feel you have enough ramp to justify 32 lands and a avg 4.25 CMC?

Can you list out a deck description so I can provide the best suggestions for your deck?

Given you are likely going the LD route, have you considered something equally as heinous such as Emrakul, the Promised End and Mindslaver? The former is nice because its a body with built in protection and evasion, cost reduces itself and is more tame. The latter is more consistent and is less tame because you do not replace the turn you took. Imagine Crucible of Worlds + Buried Ruin + Rings + mindslaver. Crucible and ruin recur each other, which allows you to recur the other 2.

Profet93 on Druken Distortion

4 months ago

Blinkmoth Urn - HUGE ramp, can be even better with a tapping effect such as Clock of Omens or whatever tickles your fancy. Could even utilize a land such as Blinkmoth Well.

Mycosynth Lattice - Synergy with the above and Karn, the Great Creator. Not an entirely serious suggestion, but worth considering

Warping Wail - Additional counterspell.

Wurmcoil Engine - Not entirely serious but Wurm + Klan Ironworks + Nimdeathmantle = Infinite creatures and mana(?), I'm too tired to do math at the moment but I think it checks out

Cryptic Caves > Springjack pasture. Draws cards which is relevant for your commander and in a pinch. Can be copied with rings as well and recurred with crucible.

Field of the Dead > Rogue's passage. Do you often find yourself at a stalemate where rogue's passage would be actually beneficial? Field, while comes in tapped, can easily produce some zombie tokens to protect your boardstate, sac to trading post and more.

Cavern of Souls > Nephalia Academy. Do you find your opponents making you discard in your meta? If not, I dont see the purpose as you can't utilize your commander. Would you not be better served by protecting your creatures from counterspells despite getting the cast trigger? Budget restriction? No1 plays blue in the meta?

Skullclamp - Draw, is there a specific reason you're not running it?

Mindslaver - Given you run Emrakrul, it doesn't seem like you're against mind control effects. If so, then this is a worthwhile inclusion. Being able to effectively not only time skip them at worst, but make them lose (looking at u necropotence), keep their commander in exile, or just make them in such an unwinnable position that your victory is assured, the flexibility is strong and should not be overlooked. Also, politics! You did state the deck is archenemy, so perhaps no politics, but if you're already the enemy, might as well end their misery.

Also, Scorched Ruins + Rings + Deserted Temple = Infinite colorless mana.

To respond to your previous comment, I do not believe it is a worthwhile inclusion.

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