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The Mindskinner

The Mindskinner

Legendary Enchantment Creature — Nightmare

The Mindskinner wants a deck that wins by emptying its opponents' decks. It also works in a deck built around Nightmares.

  • Mana costblueblueblue
  • Blue ()
  • Power / toughness10 / 1
  • RarityRare

The Mindskinner can't be blocked.

If a source you control would deal damage to an opponent, prevent that damage and each opponent mills that many cards.

Build a deck with The Mindskinner Find it in the app

Archetypes
Themes

Cards That Fit The Mindskinner

Picked for what they do in The Mindskinner's deck. When two cards do the same job, the one with the lower comes first. All of them fit The Mindskinner's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what The Mindskinner does6

The 6 Cards

Rulings for The Mindskinner

explain how The Mindskinner works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 20 Sep 2024

If you somehow control more than one of The Mindskinner, the multiple replacement effects will have no effect. Damage dealt to an opponent by a source you control will be replaced only once with that opponent milling that many cards.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with The Mindskinner, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.MillMill decks win by emptying opponents' libraries, the decks they draw from: a player who has to draw from an empty library loses the game. Milling means putting cards from the top of a library straight into the graveyard.Open the Mill pageMillPuts cards from the top of a player's library, the deck they draw from, straight into their graveyard. Aimed at opponents it can win the game, because a player who has to draw from an empty library loses.Open the Mill pageProtectionA creature with protection from something, like a color, is safe from anything with that quality. It cannot be damaged, enchanted or equipped, blocked, or targeted by it, and players remember the four with the word DEBT. It does not stop effects that neither target nor damage, like a board wipe that destroys every creature. ProgenitusOpen the Protection pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion page