Harsh Mentor

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Harsh Mentor

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

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Harsh Mentor Discussion

Kaleo42 on Looking for a slightly more ...

3 days ago

Fastest ways to jump to a more competitive level is tutoring for an autowin or taxing the combos. Cards like Harsh Mentor, Gaddock Teeg, Aven Mindcensor, Eidolon of Rhetoric, Thalia, Guardian of Thraben, Manglehorn, etc. will force the combo decks to play at a "fair" pace.

This deck of mine is the pinnacle of doing both at the same time.


Marath Says No

Commander / EDH Kaleo42

4 COMMENTS | 83 VIEWS | IN 1 FOLDER


What you do in your first three turns will set the pace for how you impact the table so make sure those turns matter every game. You have to look at your deck as a devil's advocate and ask if each card you are playing is actually going to have enough turns to play and if so will it even matter.

Kaleo42 on [Primer] Marath Hatebears | Modernized EDH Combo

5 days ago

Harsh Mentor is indeed massively underrated as an answer to so many combos.

Null Rod, Cursed Totem, Stony Silence, Kataki, War's Wage, Aura Shards, Manglehorn, Gaddock Teeg, Thalia, Guardian of Thraben and/or Thalia, Heretic Cathar are the main go to cards for Marath Taxes that I don't already see here. Some of the best options restrict you too but having access to ways to remove them can sometimes make up for that.

The walker plan is my least favorite part here. Yes they are fun, but they are slow. Walkers as a general rule don't have much impact on edh games unless your opponents are letting them have an impact. Of course situations like Razia's Purification + Ugin, the Spirit Dragon or Eternal Witness + Venser, the Sojourner +extra turn are exceptions.

silversuriv on [Primer] Marath Hatebears | Modernized EDH Combo

5 days ago

Kaleo42

Regarding my design choices, it's mostly revolved around 2 reasons. First, I would rather work towards tuning this as a 75% deck mostly because I used to play Modern with Kiki-Pod until Pod was banned. Since then, Marath will always fulfill that hole in my heart. Secondly, my community (and especially my immediate friends-meta) adopt a less competitive EDH philosophy mostly because my LGS offers prizes randomly as opposed to a league or elim format. At that point, everything is left up for style and personal preference.

So with that in mind, I am working on getting more tax cards and trying to slowly remove the higher cmc cards as I go. When the Planeswalkers and +1/+1 package cards get removed, the high cmc cards left will be my 2 board wipes, Avacyn, and Kiki combos. I plan on removing a couple overly redundant combo cards like Restoration Angel at some point. I'll also be converting my ramp cards like Cultivate to the Talismans and trading for fast mana rocks when possible. This will eventually lower my average cmc.

I may end up adding Marath combos in but I'm a bit unsure atm. Currently with Hardened Scales and Cathars' Crusade, Marath will be such a big threat on her own even without an infinite enabler. If I decide to go deep into the Marath plan, the remaining pieces will be a bit costly for me so I'll wing it.

After looking at your deck, I see a very fun route you are going there with your deck. I'd definitely love to get my hands on Living Plane, and I'm really happy your deck introduced me to Harsh Mentor. Never saw it on EDHRec or etc. and would be fun with my meta. After giving it some thought, I will probably try out Silence soon. I've been hesitant on it in the past since the majority of my meta utilizes activated creature abilities and I still don't have Linvala, Keeper of Silence yet but Silence can help bait out a response.

If you happen to know of any other more tax cards, optimal substitutions, side combo-routes, or other fun Loyal Retainers targets I'd be happy to hear it. I mainly just want to keep the Kiki combos and Avacyn/Norn reanimator plays but everything else is fine to change for me. Either way, thanks for the look and advice.

Gypsyhatten on alesha testtest

5 days ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

Atroxreaper on Hurry up deck

6 days ago

Heroic Intervention Rampaging Ferocidon Harsh Mentor what kind of budget are you working with?

UrbanGirlScout on Futures Markets for Cards

2 weeks ago

Altar of the Brood Toolcraft Exemplar Harsh Mentor

these are all cards that are fairly recent, cheap to cast,cheap to purchase, and have some decent to sick abilities depending on the board state.

marowakcity on Boros Bears

2 weeks ago

huh, seems like a cool deck, seems like Harsh Mentor is great in the current standard format. man I wish i could build some sort of standard toolbox deck

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