Meekstone

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Seventh Edition (7ED) Rare
Classic Sixth Edition (6ED) Rare
Fifth Edition (5ED) Rare
Fourth Edition (4ED) Rare
4th Edition Foreign Black Border (4EDFBB) Rare
Revised Edition (3ED) Rare
Revised Foreign Black Border (3EDFBB) Rare
Unlimited Edition (2ED) Rare
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare

Combos Browse all

Meekstone

Artifact

Creatures with power 3 or greater don't untap during their controllers' untap steps.

Meekstone Discussion

DrkNinja on The Immaculate Mizzix's Experiment

21 hours ago

Let me start by saying I've been playing Mizzix since he was released, and I've constantly strived to make my [[Primer]] Knowledge & Flame deck the best it can be. I'd like to believe with a 96% competitive rating, and the fact that I RARELY lose with the deck means it's a solid deck. As such it has seen several iterations and I've tried playing all kinds of cards... So here's a bit of advice.

I only have 17 cards that aren't spells that Mizzix can discount, 6 of which is Ramp. I only have two creatures, Niv-Mizzet, Parun (I'm testing him for extra draw power and secondary win con) and Laboratory Maniac as one of my main win cons. Of the 9 cards remaining 2 cards help me with consistent draw power, 2 are to protect Mizzix, 2 win me the game, and the rest are just there. Now I'm telling you all this because even with me having so little cards that aren't reduced by Mizzix I STILL end up with them sitting in my hand for ages for fear of tapping out and not having a counterspell up. So there are a lot of cards you have in this deck that do not directly add to your winning... And some cards that just don't play well with a deck that wants to either combo out or burn everyone into the ground.

Here are some suggested cuts:

  • Invert // Invent: Invert does nothing really, and Invent is WAY too expensive for what it does.
  • Seething Song: Just trade it out for Desperate Ritual so that you can tutor Reiterate and Desperate Ritual with Firemind's
  • Keranos, God Of Storms: Great card, but honestly it's just a win more card, this won't win you the game.
  • Melek, Izzet Paragon: I played with this for awhile but at the end of the day it's the same as Keranos
  • Blatant Thievery: It's a great card, but it always felt lackluster for me because it requires your opponents to have a good board state, which obviously you don't want. I'd suggest Aethersnatch in it's place because then your opponent just plays a spell for you.
  • Ignite Memories/Mind's Desire: Storm cards are good but they don't get you the game. In fact I have whiffed both of those spells more times than I can count! I'd say go for something a bit more certain.
  • Mizzium Mortars: I just think that this doesn't kill a LOT of creatures in this format Blasphemous Act is strictly better.
  • Stolen Goods: It's too easy for this to be a bad card. what if it's a Rampant Growth or vanilla 2/2 or a lord that doesn't do squat for you. Just too RNG
  • Temporal Fissure: Too expensive and again it's too easy to whiff the storm aspect
  • Sentinel Tower: It just makes you a target, unless you are committing to storm.
  • Future Sight: As a blue player you always want people to assume you have a counterspell, or don't want others to know you have a counterspell... This crushes that. If you REALLY need this effect, which I think isn't worthwhile, Precognition Field is better.
  • Sunbird's Invocation: WAY TOO EXPENSIVE, and it's strictly just a win more card.

I know I stated a lot of cards are too expensive and you are playing mizzix but assume mizzix isn't on the table because he will be killed or a target 90% of the time.

Here are some cards I'd highly suggest playing:

Sorry I know I posted a lot but I'm really passionate about this deck, and I love to see mizzix players succeed.

ShreddedByCrows on Linvala Stax, Vannifar‘s worst Nightmare

1 week ago

Hey there!

Nice brew, neat idea to counter those clunky and annoying Vannifars!

As smne who played Mono-W Stax for a while, with the amazing Hokori, Dust Drinker at the helm, I'll share with you what thoughts inspire me your sweet Linvala decklist.

(Even if it has already been pointed out before, I wanna say that I also love the Urborg combo. It's unexpectable and freakin' gud!)

Let's start by the beginning: mana fixation. Extraplanar Lens is insane in every monocolored archetype, so it's a quite logic inclusion you made here. Nonetheless, I suggest you to go for Snow-covered lands to synergize better with it - that way you won't give a lift to your opponents playing white.

Pearl Medallion and Sol Ring are basics, nothing really worth to say about it. Thran Dynamo and Worn Powerstone are more debatable. I don't know what is your budget issue, but if you want a competitve list, Mana Crypt , Mana Vault , Grim Monolith , Mind Stone , Everflowing Chalice etc. are all better options. Dynamo and Powerstone aren't bad cards, but they just come after those ones if you really do need a solid ''ramp'' package.

Opal Palace feels badly slow and ineffective in a monocolored stax deck. You won't win the game by taking up the board with your creatures armed of a little +1/+1 counter.

You have notable exclusions in your lands for a mono-white. Eiganjo Castle is the first card that comes through mind. Buried Ruin also is a recursive tool you should consider, even over Inventors' Fair . If you manage to find one, Ancient Tomb has its place there replacing Temple of the False God .

At its final shape, my Hokori decklist was running a powerful Crucible of Worlds package including Wasteland , Strip Mine , Dust Bowl , Flagstones of Trokair , Lotus Vale and City of Traitors . I was up to 39 lands, not counting Maze of Ith .

Now let's jump straight into your gameplan!

So... you're planning to focus your eyes on ruining Vannifar's day. To help with this strategy of being the nasty ''combo killer'' guy, I think you should put in some additional pieces of disruption.

That said, I don't know which Vannifar's version(s) your playgroup perform with. If it's a Thornbite Staff / Intruder Alarm one, things would be easier to calm down and you won't need such a heavy stax package - you'll need more single-target/multi-target removals though. And if it's the other one, certainly the most popular now (and also the most powerful/absurd), based on many shenanigans around the creatures Vannifar brings to the table, you'll need more stax support.

One of the very best cards you could add to stop all those creature-centered combos is Humility . This card is broken, this card is stupid. It even disables etb abilities. The only way your opponent has to go through is to destroy it with a creatureless source / or with a ''casting'' effect (like Ulamog has).

Single-handly, Humility tears apart most of the competitive Vannifar lists. However, based on the fact that it is still fragile to enchantments/permanents removals, you'll have to build a defensive shield for your stuff. Vannifar lists often keep a strong package of cheap permanents' removals in their pocket (like Beast Within for example), so you'll need to play carefully.

There's a lot of different ways you can head in order to reinforce your permanents' presence on the battlefield. A pretty simple and most of the time effective, despite of its ccm, you already included is Avacyn, Angel of Hope . I think you still lack a way to cheat her casting cost out to make her a stable and destructive power house.

Stax ''enchantment'' strategy is imo one of the most viable and solid strategy. With Academy Rector (amazing alongside your High Market ), you'll be able to search the exact piece you need to lock the game in your favor.

Notable stax exclusions :

Other cards to consider :

A bunch of meta depending stax tools :

Cards I'd cut from your list :

  • Martyr's Bond > Slow and unreliable on this brew. As you're not sacrificing any kind of permanent on your own, you'll struggle to get any value out of it outside of a lost political blast deflagrating when the game should already be over. Unless you add in some cards like World Queller , it defenitly doesn't deserve a slot imo.

  • Norn's Annex > 4 life + 3 mana for a worse Ghostly Prison . And I wouldn't even play Ghostly Prison there.

  • Bishop of Rebirth > a lot of people seems to give love to this card recently. However, I personally think it is just a bad inclusion. You spend 5 mana on a understated body and you have to wait a whole turn before getting value out of it IF you are in the researched scenario. There will be times where you have Boots or Greaves on board and this will be an insane mini-Sun Titan, but the situation is too rare to justify its presence.

  • Sublime Archangel > No real interest here. Good creature but doesn't provide anything for the stax strategy.

  • Gift of Immortality / True Conviction > weird ''win con'' heavily situational cards based on creatures. There is some logic behind Gift, but it's just too much of a unreliable idea. True Conviction has nothing to do here... it's 6 mana spend to lose the control on the game. If you're searching for card advantage and a bit of healing, go for the brand new Dawn of Hope (also is a good mana sink).

  • Rout > There are plenty better aoe in W. Wrath of God , Sunscour , Fumigate , Day of Judgment , End Hostilities , etc. If you want the instant option, just run Vedalken Orrery .

  • Blackblade Reforged > intersting alternative win con. Feels slow nonetheless.

  • Emeria Shepherd > too slow for my liking.

  • Whispersilk Cloak > can't understand what this does in a deck full of flyiers and tapping effects.

Finally, as you want to challenge Vannifar, which is a blue deck, you'll need something to deal with the classical Cyclonic Rift . Teferi's Protection is a good solution (and it could also protects you form a lot of various situations / removals / etc.), but I'm sure you can find a lot of other response.

I hope you'll find useful ideas in this comment. Thanks a lot for sharing this, it reminds me good times. Keep up the good work, keep up brewing!

Kholek on The Caretaker.

2 weeks ago

Thank you for your suggestions. I will definitely look into them more and see what would fit and what I can take out. Snuff Out hmm. I will look for this card.. and Meekstone id right up my alley

Lanzo493 on The Caretaker.

2 weeks ago

Mausoleum Secrets is great. You can easily get a bunch of creatures in your graveyard for this spell because they come back anyway. Desecrated Tomb works well with your commander. Deathgreeter likes it when things die.

Bone Shredder kills himself off with echo while continuously killing off other creatures. Eliminate the Competition and Malicious Affliction also give you more kill spells.

And why not? You can use Meekstone , too.

aschutz on Arcades

3 weeks ago

Hi! I've playtested in casual groups quite a bit with Arcades, I'd like to offer up some advice.

-I think he performs best in an aggro shell. This means you'll probably want to keep your curve low. Creatures like Colossus of Akros and the like aren't going to do what you want them to do. Remember, you're going to be drawing tons of cards, so you're likely to draw into more walls when you play one. You can play a 10/10, draw a card, and call it a day, or play a 0/7 and two 0/4, and draw three cards. Stacking 2 mana 0/4's and 3 mana 0/7's also means you'll be more likely to have stuff to do on early turns.

-You don't need too much ramp, and the ramp you do keep, you're going to want available by turn 3, so you can get arcades out a turn early and start slamming walls on turn 4. That means the 1 and 2 drop dorks ( Sylvan Caryatid , Vine Trellis , Birds of Paradise , Noble Hierarch ) along with the signets, Mana Crypt , and Sol Ring ) will give you a healthy ramp package that should do the job. Farseek and Rampant Growth are fine cards as well. It's also worth noting that 3 mana ramp spells like Kodama's Reach and Cultivate are less good because they likely wont help you get arcades out early.

- Worldly Tutor , Enlightened Tutor , and Mystical Tutor are all good, especially since you can draw whatever you tutor for with Arcades's ability. The more you play with your group and start slotting in situation-specific cards to deal with certain strategies, the more you'll start to appreciate these cards.

-Creatures like Plumeveil and Colossus of Akros don't go well with power matters cards such as Meekstone and Slaughter the Strong . I would cut them and stick to low power.

-Lands that come in tapped feel really bad in this deck. You'll find that putting yourself a turn behind can really screw you over. If you don't want to spend the money on fetches/shocks/duals, stick to pain lands, filter lands, City of Brass , and basics.

-Aim for somewhere around 30-40 creatures, and 34-36 lands, depending on your mana curve. A surprise for me was that stuffing your deck with 50+ walls isn't actually the best choice, because a lot of the time a giant board is overkill and not what you need to win a game.

Hope that helps! Here's my current list, if you want to take a peek.

triproberts12 on Alesha, Who Smiles at Everyone

1 month ago

Oh, also Marble Titan , Meekstone , and Crackdown are effectively soft Wraths.

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Meekstone occurrence in decks from the last year

Commander / EDH:

All decks: 0.21%

Red: 0.04%

Blue: 0.06%

Black: 0.02%

GWU (Bant): 0.15%

BGW (Abzan, Junk): 0.11%