Lullmage Mentor


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar (ZEN) Rare

Combos Browse all


Related Questions

Lullmage Mentor

Creature — Merfolk Wizard

Whenever a spell or ability you control counters a spell, you may put a 1/1 blue Merfolk creature token onto the battlefield.

Tap seven untapped Merfolk you control: Counter target spell.

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Lullmage Mentor Discussion

shaftdiggity on Wizards Azorius Tribal

2 days ago

Would you rather go with merfolk or faeries? Merfolk can go wider and bigger and may be better for flexibility being decent at 1v1 and strong in multiplayer. faeries are the better 1v1 option. Both are kinda ditching your current wizard frame-work. In either event, adding 4 x Cyclonic Rift is a must for multi=player.

This is a fairly straight-forward aggro approach with some counter for tempo and value. In multi-player, counters are card disadvantage, so only counter stuff that really adversely affects you. You may want to add a couple lands and tweak to your playgroup.

4x Lord of Atlantis4x Master of the Pearl Trident4x Merfolk Sovereign4x Merrow Reejerey4x Dissolve4x Mana Leak4x Lullmage Mentor4x Cyclonic Rift4x Rune Snag4x Remand20x Island


Harbinger of the TidesTalrand, Sky SummonerCursecatcherBoomerangUnsummon

shaftdiggity on Wizards Azorius Tribal

3 days ago

What are you trying to accomplish with this deck? Is this for a casual fun group of friends? Are you trying to be more competitive? How married are you to the wizard concept? Azami and Archon need to go, Docent and voidmage as well. Bar the Door, decommission, reprisal all should be cut, with other options for sideboard in their stead . Mono blue with either merfolk or faeries could work better with faeries, focus on flash and Spellstutter Sprite as you could either hold up mana for a flash creature to play on their turn, or a counterspell. Vapor Snag is a must. Boomerang and Unsummon are options. You can boomerang their land to put them behind. With merfolk, Harbinger of the Tides, all the lords, and Cursecatcher Lullmage Mentor and Talrand, Sky Summoner would be great. With either option, adding more counterspells are a must.

Senomar on Tap cost question

2 weeks ago

Hello everyone,

I'm asking to myself a little question.Is it possible to pay cost like Lullmage Mentor by taping/untaping/taping the same creature ?

Can't find the answer on my own.

Thanks for your answer :)

Feyamius on Ertai, the Controlly

3 months ago

I'm building an Ertai deck as well that follows these considerations:

  • I want to counter stuff, and I want to counter it with Ertai

  • If Ertai can't counter stuff, that's probably because I've got nothing to sacrifice. I still want to counter, but I need sac fodder, too. That's why I run otherwise quite bad spells like Geist Snatch and Summoner's Bane. Or, if I don't have a counter spell at hand, I can cast a carddraw spell in response and let Talrand, Sky Summoner, Docent of Perfection  Flip or Metallurgic Summonings do the rest.

  • It's better to never stumble in this kind of situation, so when Ertai counters stuff, I want a new thing on the board immediately to sac it next time. It's like Lullmage Mentor was made for that job in this deck.

  • Another reason I couldn't counter stuff with Ertai may be because he's tapped. I don't want that. He shouldn't be tapped. So I run Deceiver Exarch, Pestermite, and Village Bell-Ringer that I can flash in to untap Ertai - and to serve as sac fooder for his counter ability. How convenient!

  • Again, it's better to never get in this situation. So I gave him a nice little wand: Thornbite Staff. Whenever we sac a creature to counter something, Ertain untaps again immediately. When Lullmage Mentor is on the field, we have a nice little engine here. The Mentor works quite good with Intruder Alarm instead of the Staff, too.

  • Intruder Alarm works equally well with our emergency counterspells. If Ertai is tapped and therefor can't counter stuff, we counter with e.g. Summoner's Bane, get a dude, this entering the battlefield triggers the Alarm and untaps Ertai.

  • Friendly reminder: I want to counter stuff. I don't want to destroy or exile stuff. That's not my thing with this deck. So even if I missed countering something I don't like, I return it to hand, so I can counter it later. Capsize is your best friend in this deck, even if it is a bit boring. Just as Cyclonic Rift. I still have to find something cool and synergistic here.

drksamurai on Esperwine Wandershard (5.5)

4 months ago

So I came here from your previous version with Sygg. You still don't have the card I wanted to mention so here goes. Lullmage Mentor can produce tokens and counter spells. Not sure if it will work here in your new version. But it's worth the mention.

NeoHaunter on Don't Make Me Swim Over There!

4 months ago

I had a deck similar to this but it was just U/W and an all star was Intruder Alarm. Once you get this Lullmage Mentor and six other merfolk you can counter almost any spell.

PurpleGame0 on Don't you see my 2 untapped lands you noob?!?

4 months ago

Lullmage Mentor? It won't do much good at the beginning, but because you're going to be countering a bunch of spells, it could be really useful in the mid-late game, especially with a Dramatic Reversal on Isochron Scepter, likeVariun11 said.

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