Maybeboard

Creature (4)

Enchantment (2)

Instant (4)


The Problem of Other Minds: Given that I can only observe the behavior of others, how can I know whether they have minds?

Instead of trying to solve this question, I prefer to just wipe away the minds of others, if they have one. Perhaps you will let them Glimpse the Unthinkable or gaze into the Mesmeric Orb.

Cards:

Mill:

Glimpse the Unthinkable: The best mill card ever printed. Casting this on turn 2 is ~1/5 of their deck, so I'll probably be hitting them for something they wanted.

Breaking: Slightly worse version of the best mill card ever printed.

Archive Trap: In the world of fetchlands, this will almost never be cast for 5. Also, once they know you have it, you can bluff even better than if you had a counter spell.

Mind Funeral: Hits their next four land drops and everything in between. Casting a Surgical Extraction will even let you see when the best time to play it will be.

Jace, Memory Adept: Cast a Glimpse the Unthinkable for free every turn.

Mesmeric Orb: Once this hits the field, your opponent will have to decide whether tapping those lands is really worth it. A small drawback is that you have to do it too, but you should be in a winning position before too much happens.

Mind Sculpt: A slightly worse version of the slightly worse version of the best mill card ever printed.

Tome Scour: Baby Glimpse

Talent of the Telepath: Seven cards for four mana is a little "meh," but casting a thing or two is fun and adds variety to the game.

Sands of Delirium: Not meant to be played early, more of a late game win-con in case everything went terribly wrong.

Support:

Surgical Extraction: Drop a threat in their graveyard? Remove it and the others like it for free.

Haunting Echoes: Casting this will probably end the game, even as soon as possible on turn 5, if you've been doing your job right. Exiling everything but lands (actually, eveything but basic lands) from their graveyard AND library is... indescribable.

Crypt Incursion: Extra life in case you are hurting while playing against creatures.

Visions of Beyond: In this kind of deck, reads as "Ancestral Recall."

Lands:

Swamp: Black mana

Island: Blue mana

Watery Grave: Both

Ghost Quarter: Enables Archive Trap

Nephalia Drownyard: A land that mills in the late game.

Possible Changes:

Thought Scour instead of Tome Scour. I can't decide if I want that extra draw.

Taking out whatever for Hedron Crab and Polluted Delta. I decided to try making this without the crab, and want to see how it goes. If it gets put in, the Deltas go with it for more than one land a turn.

Thank you for viewing. Suggestions welcome. The link at the beginning goes to the Wikipedia page about the Problem of Other Minds, if anyone is interested.

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Date added 8 years
Last updated 3 years
Exclude colors R
Legality

This deck is Modern legal.

Rarity (main - side)

1 - 0 Mythic Rares

34 - 0 Rares

6 - 0 Uncommons

9 - 0 Commons

Cards 60
Avg. CMC 3.00
Folders Decks that I care about
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