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Transgress the Mind (Battle for Zendikar)

Transgress the Mind

Battle for Zendikar — Uncommon

Sorcery

Transgress the Mind is legal in the following formats:

Modern
Legacy
Vintage
Highlander
French Commander
Tiny Leaders Commander
Modern Duel Commander
Commander

Transgress the Mind (Battle for Zendikar)
Price: PaperMTGO

TCGPlayer avg. price:

$0.48

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Rating:

8.46/10

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Cards like Transgress the Mind in Standard format:

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Target opponent reveals his or her hand. You choose a nonlegendary, nonland card from it. That player discards that card.

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Gain control of target creature with converted mana cost X.

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Failure    Comply
//

Failure // Comply

Instant // Sorcery

Return target spell to its owner's hand.

//

Aftermath (Cast this spell only from your graveyard. Then exile it.)

Choose a card name. Until your next turn, your opponents can't cast spells with the chosen name.

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Leave    Chance
//

Leave // Chance

Instant // Sorcery

Return any number of target permanents you own to your hand.

//

Aftermath (Cast this spell only from your graveyard. Then exile it.)

Discard any number of cards, then draw that many cards.

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Consign    Oblivion
//

Consign // Oblivion

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Return target nonland permanent to its owner's hand.

//

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Doomfall

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Cut    Ribbons
//

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Sorcery // Sorcery

Cut deals 4 damage to target creature.

//

Aftermath (Cast this spell only from your graveyard. Then exile it.)

Each opponent loses X life.

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Destined    Lead
//

Destined // Lead

Instant // Sorcery

Target creature gets +1/+0 and gains indestructible until end of turn.

//

Aftermath (Cast this spell only from your graveyard. Then exile it.)

All creatures able to block target creature this turn do so.

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Grind    Dust
//

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Sorcery // Sorcery

Put a -1/-1 counter on each of up to two target creatures.

//

Aftermath (Cast this spell only from your graveyard. Then exile it.)

Exile any number of target creatures that have -1/-1 counters on them.

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Compelling Argument

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Prepare    Fight
//

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Untap target creature. It gets +2/+2 and gains lifelink until end of turn.

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Target creature you control fights target creature an opponent controls.

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Driven    Despair
//

Driven // Despair

Sorcery // Sorcery

Until end of turn, creatures you control gain trample and "Whenever this creature deals combat damage to a player, draw a card."

//

Aftermath (Cast this spell only from your graveyard. Then exile it.)

Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, that player discards a card."

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