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Mental Modulation

Instant1 generic manaBlue mana

Tap-and-draw effects have always lived in the soft half of blue interaction: a tapper buys a turn, not a permanent, so pairing one with a cantrip is the classic trick to keep it from feeling wasted when the perfect target never shows. What separates this one is where the discount pushes you. Deploy it during your own turn and it drops to a single mana, neutralizing a blocker or an inconvenient tapper, cracking something open before you swing, and replacing itself along the way. Held for an opponent's turn it asks two mana as a tempo answer: tap the rock they need, tap the creature they meant to attack with, refill regardless of whether the play mattered. That price gap is the design's whole steering mechanism, rewarding proactive main-phase deployment over reactive holding and nudging the card toward decks that want to tap a blocker before combat rather than sit behind countermagic. The dual targeting reaches further than it reads, too: an artifact clause lets it stun a mana rock or, more usefully, keep a Vehicle tapped down so it cannot crew into a blocker, angles a creature-only line would never touch. Small interaction with a replacement clause bolted on, priced to be cast rather than clutched.

Mental Modulation (eoe)
EOE · #67common
Pricing
Normal: $0.20
Foil: $0.24
Oracle Text

Rules text

This spell costs 1 generic mana less to cast during your turn. Tap target artifact or creature. Draw a card.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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