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Rules guide · Legendary Enchantment Creature

Arvinox, the Mind FlailHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Duskmourn: House of Horror Commander· September 27, 2024
Carte Magic Arvinox, the Mind Flail

Arvinox, the Mind Flail is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Arvinox isn't a creature unless you control three or more permanents you don't own. At the beginning of your end step, exile the bottom card of each opponent's library face down. For as long as those cards remain exiled, you may look at them, you may cast permanent spells from among them, and you may spend mana as though it were mana of any color to cast those spells.

Complete guide

Arvinox, the Mind Flail is a terrifying legendary horror that turns your opponents' decks against them. It enters the battlefield as a powerful enchantment and eventually awakens as a massive creature once you have stolen enough of your enemies' resources.

What It Does

Arvinox, the Mind Flail has two primary functions: it acts as a noncreature enchantment until you control three or more permanents you don't own, and it exiles the bottom card of each opponent's library during your end step. You gain the ability to look at these face-down cards and cast any permanent spells from among them using mana of any color.

Step-by-Step Resolution

When your end step begins, Arvinox's ability triggers. First, you exile the bottom card of each opponent's library face down. Second, the effect grants you permission to look at these cards at any time. Third, you may cast any permanent spells (creatures, artifacts, enchantments, or planeswalkers) from this exile zone. Note that you cannot play lands from exile with this ability, as the card specifies casting spells.

Common Mistakes

A frequent error is trying to play a land card exiled by Arvinox; however, the ability only allows you to 'cast permanent spells,' and lands are never spells. Additionally, players often forget that Arvinox only counts permanents you 'don't own.' These can be permanents you have cast from exile using Arvinox's ability or permanents you have stolen with other effects.

When to Play It

Deploy Arvinox when you have a stable board state that allows you to reach your end step safely. Since it isn't a creature initially, it is immune to creature-only board wipes and targeted removal like 'Destroy target creature.' Once you have cast three permanents from your opponents' libraries, it becomes a 9/9 threat ready to end the game.

Interaction examples

Stealing a Finisher

During your end step, Arvinox exiles the bottom card of your opponent's library, which happens to be Massacre Wurm. On your next turn, you may cast Massacre Wurm using your own mana. Once it enters the battlefield under your control, it counts as one of the three permanents you don't own required to turn Arvinox into a creature.

Awakening the Horror

If you already control two permanents owned by your opponents and then cast Sheoldred, Whispering One from exile using Arvinox's ability, you now control three permanents you don't own. Arvinox immediately becomes a 9/9 Legendary Enchantment Creature. Because Sheoldred, Whispering One is now on your side, she will also force your opponents to sacrifice creatures during their upkeeps.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Arvinox, the Mind Flail

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    For the purposes of deck construction, format legality, and all rules, abilities, and effects that refer to a card’s name, this card’s name is the same as that of Mind Flayer, the Shadow.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerduel
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