However, there are some proactive ways to use Mindlock Orb, and this first one might be the most evil of the lot: Mindlock Orb + Maralen of the Mornsong For this reason, Mindlock Orb seems to work well as a Wish target, or a random singleton in a similarly focused deck. Apart from that, Mindlock Orb is a mean, mean card if your opponent's deck is dependent on tutors or land searchers. One good way to build around Mindlock Orb is to not play spells that search your own library (duh). As others have discussed with Shadow of Doubt, there are a limited amount of ways that you can directly harm your opponent. With Mindlock Orb, you can hose Psychogenic Probe all day long! Mindlockdown Another obvious ancestor is Shadow of Doubt, which never really took off due to its "one turn only" effect. Rather than confining your opponent to the top four cards of his or her library, Mindlock Orb takes things a step further, denying any attempt to search a library while it's in play. Mindlock Orb is the less feathery and more strict version of Aven Mindcensor, from Future Sight. However, we've yet to see a noncreature colored artifact. Perhaps the most "out there" idea Shards of Alara has spoiled so far are the colored artifacts, unveiled by Kelly Digges last week with Sphinx Sovereign and today in Doug Beyer's dual preview of Ethersworn Canonist and Master of Etherium. I mean, with bombastic effects (seen on exhibit A: Sarkhan Vol) and interesting and potentially abuseable new keywords (check out the nifty Mycoloth Mark Rosewater previewed on Monday), I can't wait to start fiendishly experimenting! †††You lack the spiritual might (N SP) required to continue sealing arcane forces.Welcome back to the Lab, faithful Johnnies old and new! This week I am fortunate to have a preview from Shards of Alara, which so far is shaping up to a set unlike any other. ††None may call upon arcane forces for as long as your will endures! †You lack the spiritual might (N SP) required to totally seal away arcane forces. ***You lack the arcane energy (100 MP) to fuel the Mindlock Orb. **The Mindlock Orb drains 100 MP from the monster. *The Mindlock Orb drains 100 MP from all on the field. Possible reasons for the lock ending include you running out of SP, you running out of MP (and the Orb automatically un-equipping itself), you manually unequipping the item, or the battle ending.įrom the world of Magic: The Gathering! The Mindlock Orb drains mana from the battlefield hindering friend and foe alike, when activated (clicked on) it can completely seal arcane energy at great cost (Monster Level SP per round) to the user.This cannot increase your MP beyond your usual maximum. If the lock ends for whatever reason, your and your opponent's MP is restored, based on the values of the Orb's counter.During your turn, you can click on the Orb again to end the lock&.If you do not have N SP, the "lock" is turned off†††. At the end of the player's turn, you lose N SP.At the end of the player's turn, if you have any MP (for example, you used a potion), it is added to the hidden counter and your current MP is set to 0.MP is still drained from you and your opponent, but it is deducted from the hidden counter instead.The Orb keeps track of both your and your opponent's MP with a hidden counter. When clicked, your and the monster's MP are set to 0.If you have at least N SP†, then during your turn you can seal all arcane forces††by clicking on the Orb: If you do not have at least 100 MP at the end of the player's turn, then no one loses MP, and the Mindlock Orb is unequipped.*** At the end of the player's turn, it drains 100 MP from both you and the monster*, (except on the first turn, when it only drains from the monster** since you already paid 100 MP to activate the item).