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Mind Games

Mind Games

Instant$0.36

Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Tap target artifact, creature, or land.

Legal in Commander

Is

Does

Combos 16

  • Mind Games + Orvar, the All-Form + Peregrine Drake

    • Infinite creature tokens

    6,718 decks on Commander Spellbook

    How it works

    Before you start

    You control up to five lands that can tap to produce at least {2}{U}{U}.

    Steps

    Activate up to five lands you control by tapping them, adding at least {2}{U}{U}. Cast Mind Games with buyback by paying {2}{U}{U}, targeting Peregrine Drake. Orvar's first ability triggers, creating a token copy of Peregrine Drake. When the Peregrine Drake token enters the battlefield, it triggers, untapping up to five lands. Resolve Mind Games, returning it to your hand. Repeat. If you control up to five lands that can tap to produce at least {3}{U}{U}, this combo nets infinite mana, which you can then target any creatures you control in step 2 to create infinite token copies of them.

    Commander Spellbook ↗
  • Mind Games + Orvar, the All-Form + Spark Double

    • Infinite copies of artifacts, creatures and lands you control
    • Infinite creature tokens
    • Infinite mana lands you control can produce
    • Infinite proliferate

    Mana needed: 4,597 decks on Commander Spellbook

    How it works

    Before you start

    You control an Island that enters the battlefield untapped. {6} plus six

    Steps

    Cast Mind Games with buyback by paying {2}{U}{U}, targeting Spark Double. Orvar triggers, creating a token copy of Spark Double that enters the battlefield as a nonlegendary token copy of Orvar. Resolve Mind Games, returning it to your hand. Cast Mind Games with buyback by paying {2}{U}{U}, targeting Spark Double. Orvar and the Spark Double token trigger, creating two token copies of Spark Double that enters the battlefield as a nonlegendary token copy of Orvar. Resolve Mind Games, returning it to your hand. Cast Mind Games with buyback by paying {2}{U}{U}, targeting any Island that enters the battlefield untapped. Orvar, Spark Double and the three Spark Double tokens trigger, creating five token copies of the Island. Resolve Mind Games, returning it to your hand. Activate four of the Island tokens by tapping them, adding {U}{U}{U}{U}. Repeat from step 7. Once you have infinite mana, you can then target any artifact, creature or land using Mind Games to get infinite tokens of them.

    Commander Spellbook ↗
  • Mind Games + Orvar, the All-Form + Sakashima of a Thousand Faces

    • Infinite copies of artifacts, creatures and lands you control
    • Infinite creature tokens
    • Infinite mana lands you control can produce
    • Infinite proliferate

    Mana needed: 3,589 decks on Commander Spellbook

    How it works

    Before you start

    You control an Island that enters the battlefield untapped. {6} plus six

    Steps

    Cast Mind Games with buyback by paying {2}{U}{U}, targeting Sakashima of a Thousand Faces. Orvar triggers, creating a token copy of Sakashima of a Thousand Faces that enters the battlefield as a token copy of Orvar. Resolve Mind Games, returning it to your hand. Cast Mind Games with buyback by paying {2}{U}{U}, targeting Sakashima of a Thousand Faces. Orvar and the Sakashima of a Thousand Faces token trigger, creating two token copies of Sakashima of a Thousand Faces that enters the battlefield as a token copy of Orvar. Resolve Mind Games, returning it to your hand. Cast Mind Games with buyback by paying {2}{U}{U}, targeting any Island that enters the battlefield untapped. Orvar, Sakashima of a Thousand Faces and the three Sakashima of a Thousand Faces tokens trigger, creating five token copies of the Island. Resolve Mind Games, returning it to your hand. Activate four of the Island tokens by tapping them, adding {U}{U}{U}{U}. Repeat from step 7. Once you have infinite mana, you can then target any artifact, creature or land using Mind Games to get infinite tokens of them.

    Commander Spellbook ↗
  • Mind Games + Orvar, the All-Form + Palinchron

    • Infinite copies of creatures you control
    • Infinite creature tokens
    • Infinite mana lands you control can produce
    • Infinite untap of lands you control

    327 decks on Commander Spellbook

    How it works

    Before you start

    You control up to seven lands that can tap to produce at least {2}{U}{U}.

    Steps

    Activate up to seven lands you control by tapping them, adding at least {2}{U}{U}. Cast Mind Games with buyback by paying {2}{U}{U}, targeting Palinchron. Orvar's first ability triggers, creating a token copy of Palinchron. When the Palinchron token enters the battlefield, it triggers, untapping up to seven lands. Resolve Mind Games, returning it to your hand. Repeat. If you control up to seven lands that can tap to produce at least {3}{U}{U}, this combo nets infinite mana, which you can then target any creatures you control in step 2 to create infinite token copies of them.

    Commander Spellbook ↗
  • Mind Games + Orvar, the All-Form + Great Whale

    • Infinite copies of creatures you control
    • Infinite creature tokens
    • Infinite mana lands you control can produce
    • Infinite untap of lands you control

    233 decks on Commander Spellbook

    How it works

    Before you start

    You control up to seven lands that can tap to produce at least {2}{U}{U}.

    Steps

    Activate up to seven lands you control by tapping them, adding at least {2}{U}{U}. Cast Mind Games with buyback by paying {2}{U}{U}, targeting Great Whale. Orvar's first ability triggers, creating a token copy of Great Whale. When the Great Whale token enters the battlefield, it triggers, untapping up to seven lands. Resolve Mind Games, returning it to your hand. Repeat. If you control up to seven lands that can tap to produce at least {3}{U}{U}, this combo nets infinite mana, which you can then target any creatures you control in step 2 to create infinite token copies of them.

    Commander Spellbook ↗
  • Mind Games + Displacer Kitten + Throne of Eldraine

    • Infinite storm count
    • Infinite magecraft triggers

    Mana needed: 181 decks on Commander Spellbook

    How it works

    Steps

    If able, activate Throne of Eldraine's first ability by tapping it, adding {U}{U}{U}{U} that can only be spent to cast blue monocolored spells. Cast Mind Games with buyback by paying {2}{U}{U}, targeting Displacer Kitten. Displacer Kitten triggers, blinking Throne of Eldraine. Choose "Blue" as it enters the battlefield. Resolve Mind Games, returning it to your hand. Repeat.

    Commander Spellbook ↗
  • Mind Games + Displacer Kitten + Chromatic Orrery

    • Infinite card draw
    • Infinite colored mana
    • Infinite colorless mana

    37 decks on Commander Spellbook

    How it works

    Steps

    Activate Chromatic Orrery's first ability by tapping it, adding {5}. Cast Mind Games with buyback by paying {4}. Displacer Kitten triggers, blinking Chromatic Orrery. Resolve Mind Games, returning it to your hand. Repeat. Once you have infinite mana, you may instead use Chromatic Orrery's second ability to draw infinite cards.

    Commander Spellbook ↗
  • Mind Games + Stormsplitter + Sorcerer Class

    • Infinite damage
    • Infinite creature tokens with haste
    • Infinite blue mana that can only be spent to cast instant and sorcery spells
    • Infinite red mana that can only be spent to cast instant and sorcery spells

    Mana needed: 14 decks on Commander Spellbook

    How it works

    Before you start

    Sorcerer Class is at least level 2.

    Steps

    Activate any creature you control that does not have summoning sickness by tapping it, adding {U} that can only be spent to cast an instant or sorcery spell, or to gain a Class level. Repeat step 1 until you control no untapped creatures without summoning sickness, or until you have {2}{U}{U} available, whichever comes first. Cast Mind Games with buyback by paying {2}{U}{U}. Each Stormsplitter you control triggers, and Sorcerer Class's third ability triggers if it is level 3. Resolve the Stormsplitter triggers, creating that many token copies of Stormsplitter. Resolve the Sorcerer Class trigger, if applicable, dealing damage to any target equal to the number of instant and/or sorcery spells you've cast this turn. Resolve Mind Games, returning it to your hand. Repeat.

    Commander Spellbook ↗
  • Mind Games + Orvar, the All-Form + Biovisionary

    • Win the game

    Mana needed: 12 decks on Commander Spellbook

    How it works

    Steps

    Cast Mind Games with buyback by paying {2}{U}{U}, targeting Biovisionary. Orvar's first ability triggers, creating a token copy of Biovisionary. Resolve Mind Games, tapping Biovisionary and returning Mind Games to your hand. Repeat two additional times, foregoing paying the buyback cost on the final iteration. At the beginning of your end step, each Biovisionary you control triggers. Resolve the first trigger, causing you to win the game.

    Commander Spellbook ↗
  • Mind Games + Vesuvan Duplimancy + Biovisionary

    • Win the game

    Mana needed: 7 decks on Commander Spellbook

    How it works

    Steps

    Cast Mind Games with buyback by paying {2}{U}{U}, targeting Biovisionary. Vesuvian Duplimancy triggers, creating a token copy of Biovisionary. Resolve Mind Games, tapping Biovisionary and returning Mind Games to your hand. Repeat one additional time. Cast Mind Games by paying {U}, targeting Biovisionary. Vesuvian Duplimancy triggers, creating a token copy of Biovisionary. Resolve Mind Games, tapping Biovisionary. At the beginning of your end step, each Biovisionary triggers. Resolve the first trigger, causing you to win the game.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Kitsa, Otterball EliteMind Games is an Instant or sorcery, which Kitsa, Otterball Elite can use.
  2. Stella Lee, Wild CardStella Lee, Wild Card copies your spells and Mind Games is an Instant or sorcery.
  3. Naru Meha, Master WizardNaru Meha, Master Wizard copies your spells and Mind Games is an Instant or sorcery.
  4. Gandalf the GreyGandalf the Grey copies your spells and Mind Games is an Instant or sorcery.
  5. Lutri, the SpellchaserLutri, the Spellchaser copies your spells and Mind Games is an Instant or sorcery.
  6. Rootha, Mercurial ArtistRootha, Mercurial Artist copies your spells and Mind Games is an Instant or sorcery.
  7. Uyo, Silent ProphetUyo, Silent Prophet copies your spells and Mind Games is an Instant or sorcery.
  8. Jin-Gitaxias, Progress TyrantMind Games is an Instant or sorcery, which Jin-Gitaxias, Progress Tyrant can use.
  9. Prismari, the InspirationMind Games is an Instant or sorcery, which Prismari, the Inspiration can use.
  10. Storm, Force of NatureMind Games is an Instant or sorcery, which Storm, Force of Nature can use.

View Mind Games on Scryfall