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.)

MusicGoat18 on Meria x Rocks

3 weeks ago

Profet93, I appreciate your thoughts! The statue has actually been fun to use during games with how frustrating it can be with automatic commander tax on everything and the poke at the endstep; although, I do have a Trinisphere in the deck, so I can probably do without it. As for adding Emmy, it sounds fun enough to use by herself and also with the interesting synergy, but it might only be a card I look at from a distance because it costs a bit of money. It is tempting because it has seen a decent price drop over the past couple months. If I ever can get my hands on one, I would be glad to put it in the list. I do have a Mindslaver so I could maybe make do with that temporarily although it isn't the same as have a 13/13 with additional abilities. Then again, I could double its effect with rings.

As I've already previously hinted, rings sounds like a good idea; the double fetch effect never crossed my mind and it's a good card in general that I forgot about, so I'll make room for it. Thanks to your comment, I realized the wording difference between Manifold versus Voltaic key which can be an important factor. I do like how Manifold can guarantee something Hellkite Tyrant or Blightsteel to hit an opponent. I will consider adding Voltaic key because there are a couple other cards it could interact with on top of the combo.

Local_Hethen on Sultai Graveyard Stubbornness

1 month ago

magwaaf, it's a slow win. I use a combination of control and combat damage.

If I have the mana and can get Mindslaver onto the field and also activate it, then it means the end of the game for someone. I will keep recasting it from the graveyard repeatedly.

Control Magic will sometimes give me their larger than life creatures to turn the tables on them.

Like I mentioned, it's a slow win if I do, but I play this deck to mostly have fun and aggravate my friends.

Azoth2099 on Esper Lounge Presents : Weaver of a Thousand Faces

9 months ago

JackNavi

Oi! Sen Triplets is so busted lol, great choice.

Consider more Tutors if you're looking to keep up with high-power pods more effectively, unfortunately there's really no way around it. Recruiter of the Guard could also pull a lot of weight here, considering all of the applicable pieces like Walking Ballista & Grand Abolisher.

Stuff like Paradox Haze, Mnemonic Betrayal, Praetor's Grasp, Mindslaver & Word of Command also offer value and pseudo-redundancy to this Commander, but they might be getting a little too cute with synergy too.

Card advantage pieces like Ad Nauseam, Dark Confidant, Dark Tutelage, Scroll Rack & of course Necropotence get around card draw Stax pieces like Notion Thief & Narset, Parter of Veils. You may also want to consider those two in this list! Lavinia, Azorius Renegade, Linvala, Keeper of Silence & Chalice of the Void will ruin a lot of game plans as well. If you were running Reanimator I'd also recommend Void Winnower, but this may not be the Commander for all of that...Definitely consider Silence & Angel's Grace, though! Perhaps some Rule of Law effects like Archon of Emeria as well, but it seems like you're trying to go fairly fast here so maybe not lol.

I know they're "boring", but cards like Brainstorm, Ponder, Careful Study, Tolarian Winds & Dark Ritual are just...really, really good haha.

Rhystic Study & Sensei's Divining Top are obviously absolute bangers. Same with Sea Gate, Reborn  Flip & Agadeem, the Undercrypt  Flip, can't recommend them enough.

Lastly, a piece that I don't see often but is definitely worth it in high-power pods: Deep Gnome Terramancer. This lil dude Ramps you so much you'll think you're playing a deck, it's actually absurd.

Cheers!

SaberTech on EDH - Kill 1 opponent …

1 year 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 year 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

1 year 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

1 year 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.

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