The Mind Stone 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
Indestructible: Add
.
,
: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.) ∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
Complete guide
The Mind Stone is a legendary artifact that offers both reliable mana acceleration and late-game utility through its unique Harness mechanic. Once empowered, it transforms into a repeatable engine for protecting your permanents and triggering enter-the-battlefield abilities. This Infinity Stone is particularly potent in decks that value resilience and tactical re-positioning.
What it Does
The Mind Stone serves two primary purposes: it is an indestructible mana rock that provides white mana and a powerful flickering tool. Being Indestructible means most removal spells that say 'destroy' will fail to remove it from the board. Its Harness ability requires a one-time payment of six mana to unlock its 'Infinity' (∞) trigger, which remains active for the rest of the game as long as the Stone is on the battlefield.
How it Resolves Step by Step
First, you cast The Mind Stone for two mana. Once it is on the battlefield, you can tap it for white mana immediately if it is your turn and it doesn't have summoning sickness (though as a non-creature artifact, it can tap immediately). To Harness it, you must pay five generic and one white mana and tap the artifact. Once that ability resolves, the Stone becomes 'harnessed'. From then on, at the beginning of each of your end steps, you choose up to one other target nonland permanent you control to exile and immediately return to the battlefield.
Common Mistakes
A common mistake is trying to target The Mind Stone itself with its own Infinity ability; the text specifically says 'other target nonland permanent,' so it cannot flicker itself. Additionally, players often forget that the Harness ability is an activated ability that requires tapping the artifact, meaning you cannot use it for mana and harness it in the same turn without a way to untap it. Finally, remember that the harnessed status is tied to that specific permanent; if it leaves the battlefield and returns, it will no longer be harnessed.
When to Play It
You should play The Mind Stone early if you need the mana ramp, as its Indestructible keyword makes it a very safe investment. Hold onto your mana to activate the Harness ability when you have permanents with powerful 'enters the battlefield' effects or when you need to remove negative counters or Auras from your own permanents.
Interaction examples
With Sol Ring on the battlefield, you can use its two colorless mana to help pay for the Harness cost of The Mind Stone. This allows you to unlock the Infinity ability much earlier in the game than if you relied on land drops alone, enabling your end-step flicker effect by turn four or five.
If you are playing a multi-color deck, Arcane Signet ensures you have access to the specific white mana required to activate the Harness ability of The Mind Stone. Once harnessed, you can use the Stone to flicker the Arcane Signet itself if you need to reset it for any reason, though usually you will target creatures with impactful abilities.
Even without other cards, The Mind Stone provides a 'flicker' loop. At your end step, you can target a creature you control that was targeted by an opponent's spell that turn (if the spell hasn't resolved) or simply to refresh a creature that attacked, as it returns to the battlefield untapped and as a new object.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : The Mind Stone
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Popular combos
Real combos played by the community, sorted by popularity.
Infinite Guideline Station + Time Sieve + The Mind Stone
- 1Cast Infinite Guideline Station either from your hand or from the command zone by paying
plus commander tax if applicable.
- 2When Infinite Guideline Station enters, it triggers, creating a 2/2 Robot artifact creature token for each multicolored permanent you control.
- 3Activate Infinite Guideline Station's station ability by tapping any number of creatures with total power 12 or greater, putting at least twelve charge counters on Infinite Guideline Station, causing it to become a creature.
- 4Activate Time Sieve by tapping it and sacrificing five Robots, causing you to take an extra turn after this one.
- 5At the beginning of your end step, The Mind Stone triggers, blinking Infinite Guideline Station.
- 6When Infinite Guideline Station enters, it triggers, creating a 2/2 Robot artifact creature token for each multicolored permanent you control.
- 7Repeat from step 3 each turn.
Thor, God of Thunder + Time Warp + The Mind Stone
- 1Cast Time Warp by paying its mana cost.
- 2Thor's second ability triggers, dealing damage to any target.
- 3Resolve Time Warp, causing you to take an extra turn after this one
- 4Blink Thor using The Mind Stone.
- 5When Thor enters, it triggers, exiling Time Warp from your graveyard and allowing you to cast it from exile until the end of your next turn.
- 6Move to your next turn.
- 7Cast Time Warp from exile by paying its mana cost.
- 8Repeat from step 2.
The Legend of Kuruk // Avatar Kuruk + Spark Double + The Mind Stone
- 1Activate Spark Double using Avatar Kuruk's ability by paying
minus
for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- 2At the beginning of your end step, The Mind Stone triggers, blinking Spark Double. Choose to have it enter the battlefield as a copy of Avatar Kuruk.
- 3Repeat each turn.
Timestream Navigator + Recruiter of the Guard + The Mind Stone
- 1Activate Timestream Navigator by paying
, tapping it and putting it from the battlefield onto the bottom of your library, causing you to take an extra turn after this one.
- 2Blink Recruiter of the Guard using The Mind Stone.
- 3When Recruiter of the Guard enters, it triggers, searching your library for Timestream Navigator and putting it into your hand.
- 4Cast Timestream Navigator by paying
.
- 5Repeat each turn.
Niko, Light of Hope + Timestream Navigator + The Mind Stone
- 1Activate Niko by paying
and tapping it, exiling Timestream Navigator and causing Shards you control to become a copy of Timestream Navigator until the end step.
- 2Activate a Shard by paying
, tapping it and putting it from the battlefield onto the bottom of your library, causing you to take an extra turn after this one.
- 3At the beginning of the next end step, Timestream Navigator is returned from exile to the battlefield. The Mind Stone then triggers, blinking Niko.
- 4When Niko enters, it triggers, creating two Shard tokens.
- 5Repeat each turn.
The Legend of Kuruk // Avatar Kuruk + Sakashima of a Thousand Faces + The Mind Stone
- 1Activate Sakashima of a Thousand Faces using Avatar Kuruk's ability by paying
minus
for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- 2At the beginning of your end step, The Mind Stone triggers, blinking Sakashima of a Thousand Faces. Choose to have it enter the battlefield as a copy of Avatar Kuruk.
- 3Repeat each turn.
The Legend of Kuruk // Avatar Kuruk + Barbara Wright + The Mind Stone
- 1Activate Avatar Kuruk by paying
minus
for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- 2At the beginning of your end step, The Mind Stone triggers, blinking Avatar Kuruk and causing it to return to the battlefield as The Legend of Kuruk. Choose to have it enter with three lore counters due to its read-ahead ability given to it by Barbara Wright.
- 3The Legend of Kuruk's third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk.
- 4Repeat.
The Legend of Kuruk // Avatar Kuruk + Marvin, Murderous Mimic + The Mind Stone
- 1Activate Marvin using Avatar Kuruk's ability by paying
minus
for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- 2At the beginning of your end step, The Mind Stone triggers, blinking Marvin.
- 3Repeat each turn.
Legal formats
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Meta decks with The Mind Stone
No archived Top 8 deck with this card yet.



Sol Ring
Arcane Signet









