Mindslaver seems to be
a card that can inspire some interesting
questions. Late the other evening, Scott and I
discussed the following: You play Mindslaver.
You activate it and target your opponent, Fred. On
Fred's turn, you play his Wild Mongrel. You then
discard Fred's Guerrilla Tactics to his Mongrel.
Since Guerrilla Tactics reads:
"When a spell or
ability an opponent controls causes you to
discard Guerrilla Tactics from your hand,
Guerrilla Tactics deals 4 damage to target
player or creature."
Since Mindslaver is
causing you to "control" your opponent's turn, and
since you caused the Tactics to be discarded, then
can you decide to do 4 damage to Fred's dome with
And then there are
other issues not addressed in the card text.
Since you control your opponent's decisions, can
you decide to concede the game for them? (The
answer is no, by the way...) And so on...
But on to
playability. At face value Mindslaver would
seem too expensive to make a tournament
constructed deck. However, it is my
contention that this card will prove too tempting
to the Blue freaks out there. Its control nature
screams, "BREAK ME!!!!" and they will head it's
call if at all possible. If there is a way
to make this work, someone is going to find it. It
may not be pretty, but...
In limited, this is
one of those high casting cost cards that
can turn the tide of a game. Since the
limited format has the propensity for long, drawn
out games and/or creature standoffs, you should
always consider cards that can have a high impact
even if they will cost you in terms of mana.
Forcing your opponent's weenies to go on a suicide
attack, wasting their board activated abilities,
blowing their in-hand instant and sorcery
resources, tapping them out for their next
turn...that should turn the direction of the game
enough to either finish them off the next turn or
at least cripple them enough to lead to a win for
TBD but for now, 2
Casual: 4 for fun value
Current Price: $8
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