EDH decks don't generally have chaff; every card in there is one the deckbuilder wanted. I know I'd personally consider my deck to have a problem if I could name 10 cards I didn't care if I lost.
You don't build with chaff, but you do build with cards that have more value at different stages of the game. Late game, I rarely want to see more ramp spells, mana rocks, lands, etc. I don't need to place as much emphasis on setting up my mana base if I can cast everything I want to cast at that point in the game. That means all of the cards that do that are dead draws without some other way to make use of them. They aren't chaff in the sense of the entire game, but they can definitely be called that situationally.
As for getting a bomb out of it, they'd have gotten that anyway. If you mill them, they might reanimate a bomb. If you don't, they'll draw it, cast it, still have that reanimation spell for later, plus get to use the other 9 cards.
My choice of bomb was a specific one. I don't think I've ever played It That Betrays for mana. Dedicated reanimator decks run ways to get their threats into the yard, and Body and Mind does that for them. It's not the risk of letting them see a bomb that they would have seen otherwise, it's enabling a strategy that was going to spend a card doing what you just did for them, and reanimator decks are not the only ones that play heavily out of the yard.
The argument of "then they can just play all the stuff from their grave" assumes that decks have absurd amount of recursion in them, but recursion spells are finite. How many do you play in your average deck? 3? 5? 7? Probably not 10 or more unless you're a dedicated reanimator, which means some number of cards you wanted to play are effectively removed from the game. Even in colors with strong reanimation, like black, it's limited. They're probably not picking up their Phyrexian Arena, or their Demonic Tutor, or their Caged Sun, etc.
I don't care if they don't get to draw 10 cards off of a trigger, it's that they have their choice of those 10 with a single recursion spell. I also have no interest in taking a random 10 cards out of someone's deck. Maybe they're not picking up some artifact or enchantment that they wanted, but maybe that card was deeper down in the deck and I've essentially drawn them into it. Incremental mill isn't a reliable strategy, recursion or no. I don't play Raven Guild Master in decks where I can protect it and get it to connect, and that has the same effect (minus token) without any possibility of the opponent abusing it outside of extremely niche cards.
The other argument is they get access to cards they wouldn't have seen otherwise. Personally, I rarely see a deck patiently waiting to draw the cards it wants. EDH is "Tutor: the Gathering". If instead of being able to go Demonic Tutor -> Creature, they now have to go Demonic Tutor -> Reanimation Spell -> Creature, I just effectively 2 for 1'd them. Sure if they have a reanimation spell in hand they get the creature back, but that still reduces the effectiveness of the spell, giving one use of the creature instead of two. And if they don't have the spell, it delays them getting that creature until they find one, instead of being able to just cast it.
Chalk it up to meta differences, but I see a lot more recursion than I do tutoring. It's pretty commonly accepted that recursion is more valuable in this format than most of the others because of the singleton deck construction. If you're playing against opponents who are constantly tutoring for whatever their silver bullet is, than Body and Mind might be worthwhile. Toolbox decks tend to be a little softer to mill than the average deck.
Normally people fall in to the trap of only seeing best-case scenarios, but for some reason this card does the opposite; people only see the absolute worst possible situations, where every time you mill Mike+Trike and they have two reanimation spells in hand.
I've played with this sword a lot, versus decks that do run plenty of ways to return stuff from the grave. It hurts them a lot more than it helps. Give it a try, I think you'll be surprised.
I'm really not worried about turning on a combo, and I don't often see two card combos where one of them is bad on its own. I don't like this effect because it does nothing against decent decks. Like you said earlier, people don't build chaff into their decks. Most people aren't patiently sitting and waiting for their one bomb to show up. Taking a random 10 cards out of the deck isn't likely to cripple their ability to win, it's just going to make them use one of the other ~50 relevant cards in their deck to try and kill you. The reason I don't like Body and Mind isn't solely because of the occasional enabling of GY strategies, which already don't need the help, it's because it effectively has one ability rather than the two that the rest of the swords have. I don't view the token production as better than both of the abilities on any of the other swords. The protection is nice, but it's a rare situation where I need both of those colors rather than one or the other, which I can get from the other swords.
Body and Mind is still a powerful equipment, but I would rather run any of the other swords, Jitte, and a couple other equips before it, and I have yet to find the deck where I'm interested in running 6+ equips. I've tried Body and Mind many times, in decks that wanted the token, in decks that wanted the mill, in decks that just wanted a value equip, and it's never done anything for me that I didn't think another equip could do better. If it works for you, that's fantastic, but it's always lived up to my low expectations when I've run it.
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My big issue with Body and Mind is that typically the mill is unpredictable at best. Maybe you hit someone's game ending bomb when they have no way to get it back, but there's an equal chance that you just mill out 10 cards of chaff and get them closer to the same card. That makes it a useless effect to me. At worst, you let them pull out a 1-mana It That Betrays or something. I've never made such heavy use of my opponents' GY that it was a worthwhile risk. I'm not completely opposed to running the card, but there are a lot of other equipment cards I would include first.
I think War and Peace is underrated by a lot of people. I'll play it as my only Sword from time to time, and frequently as one of two alongside Fire and Ice. The damage can add up really quickly and the lifegain is not insignificant. It's better than Feast and Famine in a deck that just wants to bring opponents to 0 as fast as possible.
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My choice of bomb was a specific one. I don't think I've ever played It That Betrays for mana. Dedicated reanimator decks run ways to get their threats into the yard, and Body and Mind does that for them. It's not the risk of letting them see a bomb that they would have seen otherwise, it's enabling a strategy that was going to spend a card doing what you just did for them, and reanimator decks are not the only ones that play heavily out of the yard.
I don't care if they don't get to draw 10 cards off of a trigger, it's that they have their choice of those 10 with a single recursion spell. I also have no interest in taking a random 10 cards out of someone's deck. Maybe they're not picking up some artifact or enchantment that they wanted, but maybe that card was deeper down in the deck and I've essentially drawn them into it. Incremental mill isn't a reliable strategy, recursion or no. I don't play Raven Guild Master in decks where I can protect it and get it to connect, and that has the same effect (minus token) without any possibility of the opponent abusing it outside of extremely niche cards.
Chalk it up to meta differences, but I see a lot more recursion than I do tutoring. It's pretty commonly accepted that recursion is more valuable in this format than most of the others because of the singleton deck construction. If you're playing against opponents who are constantly tutoring for whatever their silver bullet is, than Body and Mind might be worthwhile. Toolbox decks tend to be a little softer to mill than the average deck.
I'm really not worried about turning on a combo, and I don't often see two card combos where one of them is bad on its own. I don't like this effect because it does nothing against decent decks. Like you said earlier, people don't build chaff into their decks. Most people aren't patiently sitting and waiting for their one bomb to show up. Taking a random 10 cards out of the deck isn't likely to cripple their ability to win, it's just going to make them use one of the other ~50 relevant cards in their deck to try and kill you. The reason I don't like Body and Mind isn't solely because of the occasional enabling of GY strategies, which already don't need the help, it's because it effectively has one ability rather than the two that the rest of the swords have. I don't view the token production as better than both of the abilities on any of the other swords. The protection is nice, but it's a rare situation where I need both of those colors rather than one or the other, which I can get from the other swords.
Body and Mind is still a powerful equipment, but I would rather run any of the other swords, Jitte, and a couple other equips before it, and I have yet to find the deck where I'm interested in running 6+ equips. I've tried Body and Mind many times, in decks that wanted the token, in decks that wanted the mill, in decks that just wanted a value equip, and it's never done anything for me that I didn't think another equip could do better. If it works for you, that's fantastic, but it's always lived up to my low expectations when I've run it.
I think War and Peace is underrated by a lot of people. I'll play it as my only Sword from time to time, and frequently as one of two alongside Fire and Ice. The damage can add up really quickly and the lifegain is not insignificant. It's better than Feast and Famine in a deck that just wants to bring opponents to 0 as fast as possible.