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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Sword of Body and Mind
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from green and from blue. ((Remember the acronym debt.) This creature can't be damaged, enchanted, equipped, blocked or targeted by anything green or blue. Anything green or blue attached to this creature immediately falls off.)
Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills 10 cards. (They put the top ten cards of their library into their graveyard.)
1 month ago
5 months ago
Nobody is even mentioning the protection aspect of the swords. Protection from White means the creature can no longer be target of the ability of Ardenn, Intrepid Archaeologist or Sigarda's Aid and that's why those 4 are not high on my list, Sword of Hearth and Home the highest, because flickering a Stoneforge Mystic is amazing. Black and Green are deathtouch colors, Sword of Feast and Famine is great for keeping your creature alive through most combats. Protection from Red is great for surviving damage based boardwipes and such. Milling your opponent is more and more of a downside with all the graveyard options that exist nowadays, I'm not high on Sword of Body and Mind either. I'd say protection from blue is probably the least useful.
But the best thing you can do is collect and combine them, Voltron up, get blanket protection from all colors, and go to town. They're not made to look down upon each other, they get together and have a great time.
5 months ago
From a Modern perspective, I'd rank them as so:
- Sword of Fire and Ice
- Sword of Feast and Famine
- Sword of Light and Shadow
- Sword of Truth and Justice
- Sword of Body and Mind
- Sword of Hearth and Home
- Sword of Sinew and Steel
- Sword of War and Peace
but to be honest, in modern all the swords other than Sword of Fire and Ice and Sword of Feast and Famine are pretty situational/trash... so the order of everything after them doesn't really matter - it's too subjective to whatever jank they're built around.
5 months ago
The "swords of X and Y" are some of the most popular equipment in the game, and it is easy to see why that is, since they provide numerous useful abilities for a relatively low equip cost, so I have decided to rank them from worst to best, according to how powerful and useful I find them to be. I would like to emphasize that this ranking is purely my personal preference, and that I am not attempting to portray it as objective fact in any way. I also am aware that Joseph Megill at EDHREC ranked every equipment in the game (at that time), including these swords, but I have ranked the swords differently than how he has ranked them, and my rankings are not for any specific format, while his were specifically for EDH. I know that the cycle is still missing two swords, but there is no way to know when WotC shall print such cards, so I shall rank the current eight swords.
Sword of War and Peace is my least favorite of the swords, because its two abilities are highly situational, and each had already been used on a previous sword; the life-gaining ability had already been used on Sword of Light and Shadow and the damage-dealing ability had already been on Sword of Fire and Ice, both of which are vastly superior to this sword, in my mind.
I have this card in my Atraxa, Praetors' Voice EDH deck, which is my favorite EDH deck, so I am very fond of that sword, but it is useful only in very specific decks, which is why it is so low on this list.
This sword is very straightforward and lacking in subtlety; all it does is destroy permanents, which is useful in nearly every deck, but it does lack creativity. I would have ranked this sword higher if it destroyed creatures, rather than planeswalkers, because, as awesome as planeswalkers are, creatures are still used far more often by a significant margin, so being able to destroy creatures is usually more useful than is being able to destroy planeswalkers.
One of this sword’s abilities is very useful, as all decks can appreciate being able to put additional lands onto the battlefield, but its other ability is very situational, useful only in decks that rely heavily upon creatures with abilities that trigger when the enter the battlefield or if one’s opponents are stealing one’s creatures, and they player needs to take them back.
Both abilities of this sword are nice, but they are so different from each other that it is difficult to find a deck that can fully take advantage of both of them. I actually was tempted to switch this sword with Sword of Hearth and Home, but I ultimately put this sword ahead of that one, because the previous sword has an ability that is very situational, whereas both abilities of this sword are useful in a wide variety of decks.
Black and white are my two favorite colors in this game, so this sword is naturally my favorite sword of this cycle, which means that I am sad to rank it as only third on this list, but it simply is not sufficiently powerful for me to rank it any higher than that. The majority of decks rely upon creatures to some extent, so the reanimation ability is always useful, and gaining life is never a bad thing, but that ability simply does not have sufficient impact on a game, outside of decks that are dedicated to taking advantage of gaining life, so this sword is only third, but third place out of eight places is rather impressive. Also, as a side note, this sword is the only sword that is pointing downward in its normal artwork, so I hope that that remains the case when the final two swords are eventually printed.
This sword is a major powerhouse and is guaranteed to have an effect on the course of a game. Reducing an opponent's options while also untapping one's lands are both abilities that virtually every deck can appreciate, so this sword is one of the best, second only to my first choice.
It was a very close decision between this sword and Sword of Feast and Famine for the top choice in this list, but I ultimately ranked this sword as my favorite because of the sheer overall value that it provides. Drawing cards and dealing damage are useful in virtually every deck, so there is no better choice than this sword for all-around awesomeness, in my mind.
What does everyone else say about this list? How well did I do in my rankings? Again, this list is based purely upon my own opinion, so I am not saying that anyone who feels differently about the swords is wrong, and I will welcome any constructive discussions of this matter.
5 months ago
Ruin Crab loses a lot of its punch without Hedron Crab and fetch lands backing it up. It's still worth the playset but I just thought I'd let you in on this since the other guy didn't. The optimal version of this deck is heavily based around running both crabs with fetches (it also typically runs a second color, either white or black). You could try Evolving Wilds and/or Terramorphic Expanse to mimic this, but you're going to really slow the deck down. The optimal version is also heavily based around an expensive card called Archive Trap. Something like Sphinx's Tutelage could help fill this void.
Glacial Grasp, Thought Collapse and Vedalken Entrancer are terrible cards, you don't want them in your deck, trust me. I'd mainboard Dismembers for removal, use plain ol' Counterspells, and play literally any other blue creature respectively.
You could play the full 4 of Sanity Grinding.
Very spicy Sword of Body and Mind, but I really think this slot could be put to better use, especially given the $ value of the card. You don't have many good creatures to even equip it to. Now, if you had a few Jace's Phantasms, that might be a different story. A 5/5 flyer for 1 mana is already nuts, but now it's a 7/7 that mills for 10 and makes wolves.
You need some stronger control elements. I'd play more counterspells in the sideboard... Mana Leak, Negate, and Essence Scatter are all worth experimenting with. You'll get way more mileage out of those cards than something like Thought Scour or Jace Beleren. You could experiment with Unsummon effects too, they pair nicely with counters.
You should consider an alternate win condition. I know this is supposed to be a mill deck, but there are going to be matchups where this won't work (at least not in the budget version). You could accept that and not care, or you could make some concessions. To that end, I would propose just playing like an honest control deck and running 1-2 Prognostic Sphinx or Sphinx of the Final Word. It doesn't have to be mainboard.
Manic Scribe, Overwhelmed Apprentice and Wall of Lost Thoughts are low quality cards that happen to fit your theme. They're not as bad as the other three I singled out, but these would still be among the first places I made cuts.
5 months ago
I just have to chime in to thank wizards for the excellent gift Welcoming Vampire, who is the most welcome card printed for white this past year (other than Esper Sentinel). I am grabbing several copies now before the price spikes. Give us more of this, and re-print Smothering Tithe and Land Tax already.
6 months ago
Ohh oh wow, I was thinking the 0 mana wasn't there for Archive Trap! That's very nifty, and completely makes sense why you're running these cards.Fraying Sanity is definitely worth it. Turn 3 isn't that bad, most people who have the fastest decks there are aren't too good. Haha sorry, I misspoke when I said 'any and all mill' will be useful. 1 card milled is almost nothing compared to the deck size and relative amount you're going to have to mill and the mana you're spending.4 turns later if you cast Mesmeric Orb is only 4 cards. What most people do in MTG is get the lowest mana value for the greatest effect.And if they are not doing this even if they have a bunch of 5 MV cards, say, they're relying on the value that card has with its power and their ability to get that mana You can almost completely rely on this principle in most decks. But MTG has so many variants nad tactics that it's very difficult (or easy?) to build a non-linear deck. As long as you have things to keep you alive while you're milling it's good. Whatever you wish for: counterspells, blocking, tokens, bouncing, tapping, arresting, lifelink, lifegain, etc. I mean we're not making a toolbox deck, so of course everyone is specialized to some degree. And wouldn't you be using Scheming Symmetry and Assassin's Trophy for Archive Trap? The second seems great, as it is removal as well as useful for the use of the third. I am not that good at this game, so you can take my advice with a skeptical temperament. Sword of Body and Mind isn't /that/ bad. 10 cards is definitely worth it if you're doing that every turn after 4. Think of it as reassurance. Mill decks aren't the fastest things in the world, and are comparable to burn decks, but milling is probably harder to do. Thing in the Ice Flip is a very rewarding card if you have a lot of 1 mana drops that are instants and sorceries. Just look at it's P/T. 7/8 is usually vanilla at least 6 or greater mana. Because of this method of playing, like the Thing in the Ice Flip is why you'd play Vantress Gargoyle. And, if I would give you one something that MTG is about is not SPEED; it's FUN! :]
6 months ago
It might be a good idea to add Mesmeric Orb. It's all about speed. Also, something on turn 2 would be nice, right? Fraying Sanity might not be the best idea because it is kind of too slow. It's all about SPEED!
I realized that most modern decks have self-search. So should I take out Scheming Symmetry?
I looked through the Sword of Body and Mind combos. Looks too slow. I have to wait until turn 3, and that's not good enough.
In order to deal with damage, I think it's better to knock them out before they can do damage. Specialization, not generalization (jack of all trades, master of none!).
I already have removal with Assassin's Trophy. That's enough, I think. Is that right (do I need more removal)?
I decided to create a version without Fraying Sanity. Here: tappedout.net/mtg-decks/hell-mill-copy (SLUG is not working)