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Home > Magic: The Gathering > Magic 2010 (M10)

 

Hive Mind (Magic 2010 (M10))

Rarity : Rare
Card Type : Enchantment

 
Product Review Rating : **** (6 reviews)
Near Mint English Magic the Gathering Card $0.99  156 in stock     Quantity to PUT IN CART 
Shipping weight: 0.004 pounds

Blue Rare Enchantment 



Customer Reviews Write your own review

**** im sorry but just think if your deck has no instants or sorcerys this card has massive power

  -- By Layne Drew from seatown on January 23, 2011


**** The potential of this card is virtually untapped. How about some very basic ideas. For example, use Tormod's crypt with Paradigm Shift. That's tasty, remove their library from the game and they have to shuffle their non-existant graveyard into their library. Stasis can help that idea, but its kind of a cop out. Take some chances. Hey, do you know what the most effective two-card mill combo there is? Hive Mind and Doomsday. Even if your opponent plays a deck with ONE MILLION cards in it, they are only left with five. For more mayhem, cast One With Nothing after Doomsday resolves. Your opponent will be frantically trying to get 5 cards to work with his or her hand to win the game, so if you eliminate their hand, you've just crushed their combos and ideas.

  -- By Casual Nihilist from Central City on March 24, 2010


*** I need to revise my last statement on this card final fortune will still leave you being the first to take extra turn. so cast the fortune and let everything resolve the cast something like Eater of Days to skip your extra turn leaving you safe to watch you opponents franticly try to use there extra and final turn to lay waste to any and everything they can. Sit back and watch the show lol.

  -- By Timothy from Richwoods,Mo on February 06, 2010


*** This card allows your opponents to choose the target of there copy if the spell has one or give a target choice. The copies will trigger before the original spell resolves going around the table clockwise and resolving backwards(last in 1st out) back to you where the original spell will then resolve. That said, "Final Fortune" for the win. If all other player lose before your Fortune resolves you win. Each opponent will take an extra turn lose then pass to the next player the spell resolved with.

  -- By Timothy from Richwoods,Mo on February 06, 2010


***** Or, play this, then play every one of the zero cost pacts... then, they have them copied, can't pay, and it's game.

  -- By Barachai from Ravnica Sewer System on January 13, 2010


***** Can rock with megrim in play. Add card drawing, burning inquiry, maybe mind spring to force cards and megrim damage. Add regular black discard effects and make their hand a pool of damage they cant control.

  -- By Dinosaur from Capron, IL on August 03, 2009




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