|Commander / EDH||Legal|
Printings View all
Combos Browse all
Creature — Human Cleric
Whenever an opponent activates an ability of an artifact, creature, or land on the battlefield, if it isn't a mana ability, Harsh Mentor deals 2 damage to that player
Price & Acquistion Set Price Alerts
|Have (21)||eldrazi-azorius , Kvothe1115 , PhotogenicParasympathetic , Ellyreia , jrschnoebelen , EnividWodahs , Archegos , Spinalripper , Snydog17 , Dawnsly , mymanpotsandpans , marsthesoos , cklise , theilluminaire , Atroxreaper , golgarigirl , DimSpirit , hwagner , TheRealPeaches , mcstang1986 , Wolfninja|
Harsh Mentor Discussion
15 hours ago
Eternal Scourge, Tainted Pact, Demonic Consultation, Buried Alive, Necrotic Ooze, Kiki-Jiki, Mirror Breaker, Mogg Fanatic, Oblivion Sower, Anger, Magus of the Moon, Harsh Mentor, Entomb, Reanimate, Animate Dead, Dance of the Dead, Necromancy, Void Winnower, Sire Of Insanity
19 hours ago
Well, I personnaly think all the kobolds are dead cards and are useless outside the combo. If you can't go for your combo, what is your actual win condition? I mean, in the version I described you you could always Entomb+ Reanimatea Void Winnower or Sire Of Insanity, which can be enough to win you the game sometimes...
I would also go with hatebears and the likes of Magus of the Moon, Harsh Mentorand similar creatures to get in the damage you need. I mean, it would let us deal damage to cast our commander (there is always someone open in cEDH), and they would not be dead after, being able to stop a lot of combos (like Scepter, Thrasios, Bomberman... Anything requiring activation) and slow down the game a lot. I think this would be even better and we could forget about the pingers that would now be unnecessary, because we would find our source of damage right there.
Please tell me how fast you goldfish, and also tell me what you would do outside your Kobolds plan, as I don't think this plan is worth it, including way too many dead cards in the deck.
1 day ago
I recommend checking out Todd Stevens' GW Value Town for a very competitive version of a similar concept (though in GW rather than RG). Todd's maindeck has 29 Creatures "hitable" by Collected Company, with an average CMC of 2.31. Yours is only 23, with an average CMC of 2.24. So if at all possible, increase the number of 3-drops in the main and get rid of your 4- and 5-drop Creatures and the Rancors. You'll hit more Creature with CoCo, plus they'll be more powerful. His sideboard is a lot different too: 5 of the 15 cards are also "hitable" by CoCo, which means he can pull them in without diluting the Coco engine.
Some 3-drop options (I've no idea which ones might be best):
- Magus of the Moon
- Rhonas the Indomitable
- Deathmist Raptor
- Courser of Kruphix
- Combat Celebrant
- Hanweir Garrison
- Groundbreaker, Ball Lightning, and Force of Savagery, maybe
- Reclamation Sage, Prowling Serpopard, Witchstalker, and Archetype of Aggression, as potentials for your sideboard
And some 2-drop options:
- Harsh Mentor, for sideboard
- Channeler Initiate, maybe for some of the Elvish Mystics and Llanowar Elves
1 day ago
@GabeCubed & @filthyc4sual R/G Taxes seems like it could be a thing. Getting a Manabarbs online on turn 3 seems really good. Might be able to include more copies of it if I can reliably cast it on turn 3. I'll throw a R/G version of the deck together and test it compared to my Mono-Red version. Simian Spirit Guide, Birds of Paradise, Arbor Elf + Stomping Ground + cards like Overgrowth would be good ramp sources.
@landofMordor Harsh Mentor is actually going to make the sideboard. Would be good against decks like affinity i think.
1 day ago
Several suggestions -
First off you need to include more lands, at least 24.
I'd play 4x Attune with Aether on top of your 21 lands. This fixes your mana and gives you access to both Aether Hub and Harnessed Lightning, which seems better than Cut / Ribbons. Attune does demand more basics, but that is fine, since we want to play on curve and therefore not have too many lands that ETB tapped. Having a lot of lands to cycle away lategame generally isn't worth the loss of tempo.
Ammit Eternal is a strong creature, which synergizes well with our deck. I'd definitely play the full playset. Same thing with Hapatra, Vizier of Poisons. I know she's legendary, but she will eat loads of removal. You should be quite happy about the games where you get to keep a spare in hand. Channeler Initiate should also be a playset due to great synergy.
People expected a lot of Harsh Mentor, but he proved to be less than worthwhile. We're not an aggro deck and he synergizes in no way. Out. Same with Hazoret the Fervent and Samut, Voice of Dissent. Great cards, just not so much here. All three should go. Crocodile of the Crossing is a great alternative to Hazoret, given that it can attack the turn it enters and it has -1/-1 counter synergy.
I personally do not care much for Obelisk Spider. It looks grindy and doesn't seem to do much by itself except for leeching a bit. I haven't tried it out though, so I might be all wrong on that one.
Although Sweltering Suns can potentially make for a lot of scarabs, it's a dead card in most cases where you don't have Soul-Scar Mage out. You want to be the one going wide, so you're often the one being hit the hardest. Might be useful in sideboard. Same thing goes for Skysovereign, Consul Flagship. This deck doesn't have a lot of ways to crew it either.
I really like the idea of Soul-Scar Mage in a deck that revolves around negative counters. Hopefully this will help you improve it.
1 day ago
Harsh Mentor could work too. For a casual deck, it's certainly a good idea, but it might not work as mono-R in a competitive environment...
2 days ago
I would replace any number of Guttersnipe / Firebrand Archer for 2-4 Harsh Mentor if ur on semi budget, if not i would go for Eidolon of the Great Revel. Also Goblin Guide is great but expensive.Searing Blaze and Shrine of Burning Rage is good. Soul-Scar Mage is great if you are looking to go more creature removal style. Shard Volley looks bad but is actually just a lightning bolt, because you can sacrifice a tapped land and that can be the last 3 damage you need to finish them off. Also Skullcrack is great against ur worst enemy, lifegain. Magma Jet is great because its 2 damage and lets you get rid of extra lands/spells you dont need. Searing Blood is just another Searing Blaze and is almost as good.
A much more powerful version of this deck can be achieved for not a lot more using white or black for Boros Charm and Lightning Helix and Deflecting Palm is good against almost all creature decks and lots of other decks because you can redirect spells like Lightning Bolt. it is amazing against Emrakul, the Aeons Torn because it does not target him. And if you play competitively you will know the deck Bogles and realize that it just beats them. it also beats the deck Death's Shadow.
Black is good for Bump in the Night
I would just cut back on Grim Lavamancer, to 1-3, Firebrand Archer to 0-2 Guttersnipe to 0-2, I like Young Pyromancer so that could stay but if ur looking for cuttables you can go to 2-3 Browbeat is not great and would go 1-2 tops, Arc Trail is just god awful, no offense, and I would cut to 0. Rift Bolt and Lava Spike are amazing and Sunscorched Desert is whatever but if you are going into a second color I would cut them down to 0-2. Lightning Bolt is a must have and
1 week ago
Awesome deck! I have been trying to make something like this work for awhile now but haven't really found the pieces to make it super viable. I like the taxation effects of cards like Kambal, Consul of Allocation and Harsh Mentor, so making a deck around them is great.
I tried to add in Solemnity in mine to shut down any type of counter or energy decks as well. I would possibly remove Tormenting Voice for that. I have also found that too many Cast Out is a bad thing and they often end up being cycled. Perhaps you could them down and add in creatures like Ammit Eternal or cards like Grind / Dust as you already have the white/black mana. Cast Grind on cards that are either 1 toughness or cards you need to exile quickly, it has tons of value in it. Also, if you want to play more creatures that have exile effects, Angel of Condemnation is something I've been fooling around with as it's pretty much Cast Out but with the ability to exile your own cards to dodge spells, or bounce your opponents creatures back in their hand. I would probably drop Make a Stand for more creatures.
Perhaps cards like Harsh Scrutiny, Transgress the Mind, and Lay Bare the Heart would work nicely here as you can get some hand disruption in as well. Or, if you want a creature as well, Gonti, Lord of Luxury can be a big swing in momentum. Torment of Hailfire would probably work better than Torment of Scarabs because with the amount of removal and taxation effects you have, they'll probably have to take the life loss.
These are just some ideas that I've had when I fiddled around with it for awhile, hopefully they helped you a bit too.