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Not all of the old Card of the Day files are working right now. All of the old files should be running soon. About 80-95% are working now. Sorry for the delays getting new cards done too. Things are getting back to normal rather well.
In this web page, I hope to present to you strategies, combos, and obscure uses for a new
Magic: The Gathering card every single day.
The Card of the Day is...
Mind Games
Stronghold Common
U Instant
"Buyback 2U (You may pay an additional 2U when you play this spell. If you do, put it into your hand insted of your graveyard as part of the spell's effect.)
Tap target artifact, creature, or land."
A brief rundown of the card:
This is a seemingly harmless little spell that can more than pay for itself in no time. Ask yourself: Do I need to "shut off" an artifact every turn (for me OR my opponent)? How about keep an opponent's creature from attacking or blocking every turn. Maybe you just need to keep an opponent from using a particular land for anything other than casting fast effects? Oh yes, Mind Games (and many other cards) can do that for you but Mind Games has some advantages over some others. You keep your hand full when using Mind Games to keep tapping something. Icy Manipulator may cost less to use each turn, but it can be not only countered, but destroyed in about 100 other popular means. Mind Games can only be countered and discarded to become totally useless. Mind Games also has the luxury of possibly giving you bonuses just for staying in your hand (more on that later). Yet one more benefit of this card is the fact you don't have to keep using it every turn (some methods of tapping have upkeeps). Don't need to tap anything for a turn or two? Don't use it. Oops, one more reason...you can cast Mind Games many times in a turn if you have lots of extra mana around. Besides all of those reasons Mind Games should be considered, here are a few more specific uses:
- Ivory Tower/Thumbscrews/Library of Alexandria...
Need I go on about the benefits of having a full hand?
- Artifact Possession/Stinging Licid/Psychic Venom...
Throw one of these handy local enchantments on the appropriate card of your opponents and tap away with Mind Games. All the ones listed here just happen to deal 2 per tap each. That really adds up.
- Mind Whip+Siezures
Make sure to tap the poor creature that has this evil combo on it during your opponent's upkeep. Your opponent may either pay 3 mana or take 2 damage and the creature is tapped. No matter what your opponent does, Siezures will deal 3 damage if your opponent doesn't pay another 3 mana to prevent the damage---be it tapped by Mind Whip or Mind Games. Mind Games will assure your opponent will eat up 6 mana or 5 damage (or some combination) every turn.
- Royal Assassin/Tetsou Umezawa/Death Stroke
These cards all turn tapped creatures into dead creatures.
- Winter Orb/Vibrating Sphere/Mightstone/Meekstone...
There are many artifacts that work extra well when you can control who they effect. Either keep nasty artifacts tapped during your turn, or helpfull ones tapped during your opponent's turn with Mind Games.
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