Intrude on the Mind 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.
Official card text
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. Create a 0/0 colorless Thopter artifact creature token with flying, then put a +1/+1 counter on it for each card put into your graveyard this way.
Complete guide
Intrude on the Mind is a versatile blue instant that combines card selection with a surprise aerial threat. It forces your opponent into a difficult mini-game where they must decide between giving you card advantage or facing a larger creature.
Separating the Piles
When this spell resolves, you reveal the top five cards of your library and divide them into two piles of any size. You can even create one pile with all five cards and one empty pile. You then choose one opponent to pick which pile goes to your hand; the remaining pile is sent to your graveyard.
Building the Thopter
After the cards are moved, you create a 0/0 colorless Thopter artifact creature token with flying. The spell then checks how many cards were moved to your graveyard specifically by this effect and places that many +1/+1 counters on the Thopter. If all five cards went to your hand, you still get a 0/0 Thopter, which will unfortunately die immediately as a state-based action for having 0 toughness.
Timing and Strategy
Because this is an instant, it is perfect for casting at the end of your opponent's turn. It allows you to keep mana open for counterspells or removal, and then develop your hand and board right before you untap.
Common Pitfalls
Remember that the +1/+1 counters only count the cards put into the graveyard by the resolution of Intrude on the Mind. You cannot count cards that were already in your graveyard or cards discarded earlier in the turn. Additionally, you cannot choose yourself to pick the pile; it must be an opponent.
Interaction examples
You cast Intrude on the Mind and reveal five cards. You place all five cards into Pile A and leave Pile B empty. Your opponent, fearing your hand size, chooses Pile B. You put all five cards into your graveyard, then create a Thopter token. It receives five +1/+1 counters, resulting in a 5/5 flier.
You reveal five cards, including a Force of Will. You put Force of Will in Pile A and the other four cards in Pile B. If your opponent chooses Pile A, you get your counterspell and a 4/4 Thopter. If they choose Pile B, you get four new cards and a 1/1 Thopter.
After creating a large Thopter token with Intrude on the Mind, your opponent casts Aetherize during your next attack. The Thopter token is returned to your hand, where it ceases to exist. Since it is a token, you cannot cast it again like a normal creature card.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Intrude on the Mind
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You decide which opponent chooses the pile while resolving Intrude on the Mind.
No other card is named in this ruling.
- #2· Wizards of the Coast
You may choose to put all of the cards into one pile and leave the other pile empty. If you do, the opponent will choose whether to put the revealed cards into your hand or your graveyard.
No other card is named in this ruling.
Related cards and tokens
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Meta decks with Intrude on the Mind
No archived Top 8 deck with this card yet.



Intrude on the Mind
Thopter
Force of Will
Aetherize