Meekstone

Artifact

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

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Meekstone Discussion

AllhydeNoJekyll on Chancellor Palpatine

2 days ago

Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort

Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).

You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.

If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.

Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.

Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.

Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.

This deck really wants to hold up its mana for counterspells, so Vedalken Orrery is a must have to avoid wasting mana, also BoNkErS with As Foretold. Consider Quicken as well.

Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.

Utility lands Tolaria West, Halimar Depths, Arcane Lighthouse, Command Beacon, Homeward Path, Myriad Landscape, Buried Ruin, Terrain Generator, Mirrorpool, Mage-Ring Network, Encroaching Wastes.

Hope this helps! :)

mama_tom on The Most Powerful Hugs

6 days ago

You could always play Meekstone or Ensnaring Bridge depending on how many cards you usually have in hand. Dueling Grounds and Crawlspace are also really good.

Emzed on Altraxa friendly

2 weeks ago

You have very few cards that cost 2 or less, in fact, almost half of your list costs 4 or more (counting lands!) That's an extremely high curve, and you will usually be glacially slow as a result.
Also, 26 planeswalkers seems slightly too many. I would cut down to 20 or so, and make room for some more cheap accelerators and tools to protect yourself. Your gameplan needs to be survival until the advantages gained by Atraxa and your Planeswalkers win you the game. So you need cards that help you cast your value engines quickly, and cards that protect them and you, then winning should be trivial.
That said, i would add: Fellwar Stone - since you are 4 colors, it will usually provide 2-4 of your colors. I like it more than Darksteel Ingot and other 3cmc rocks, since it ramps into your powerful 4cmc cards like Atraxa a turn early. Similar cards are Carpet of Flowers (It works almost all the time, and is just fantastic if it works. People play lots of islands!), Nature's Lore, Farseek, Chrome Mox and Signets.
Toxic Deluge, Snuff Out, Dismember, Moment's Peace, Swan Song, Stubborn Denial, Unexpectedly Absent - cheap interaction. The cheaper your interaction, the easier it is to cast it when you really need it to protect your planeswalkers from harm.
Vampiric Tutor, Wargate, Enlightened Tutor, Tezzeret the Seeker - a few more tutors to ensure you find the right tool exactly at the right time.
Blind Obedience, Meekstone, Maze of Ith - lockpieces that help defend you.
The cards i like the least and would therefore suggest to cut are Deploy the Gatewatch, AEtherize, Ob Nixilis of the Black Oath, Nahiri, the Lithomancer, Sorin, Lord of Innistrad, Lightmine Field, Tamiyo, Field Researcher, Dovin Baan.

spuiopq on Braggy

2 weeks ago

After having a couple of games in the weekend, I decide to update the list, with some cards out, others waiting for further evaluation.

-Power Artifact and Open the Armory: As a backup win-con, Power Artifact is pretty U-mana intensive, and the combo requires three pieces actually, outlet included, while out of combo the only usage of the card is to pitch to FOW, therefore, it shall be replaced by more relevant cards. And then, with one less target, I think Open the Armory might as well be replaced by a redundant haste-enabler.

-Recruiter of the Guard, Idyllic Tutor, and Drift of Phantasms: These cards always make me wonder, do I need a 3-mana tutor that cannot fetch me a combo piece (apart from Rest in Peace)? A lack of target costing no less than 2 mana may cause some awkward situations, so I decide to let them go this time.

-Hokori, Dust Drinker; +Static Orb: This slot is always a pain for me. Honestly speaking, I have love for neither, but I need something more than just Winter Orb to slow down my opponents. I prefer the latter mainly because it costs 1-mana less, and up to my knowledge, none of the decks, opponents' or mine, can find an easy way to break the parity. I could sit and test with it for the time being.

-Trinisphere; +Phyrexian Revoker: Without storm decks in the meta, I could find only niche use of Trinisphere, it might slow Sisay for a turn or two, but that's it. I think Phyrexian Revoker could do more or less the same, without affecting myself.

-Meekstone; +Supreme Verdict: Supposedly, Meekstone should be the 'silver bullet' against that beatdown deck, except it doesn't. Unless empty-handed, Omnath can opt to dump the mana after combat, therefore dodges the effect. I have no choice but do it in an old-school way, namely board wipe.

Palace Jailer and Jace, the Mind Sculptor: Mulligans included, I'm yet to see the two cards. Before giving them a try, they will stay in the deck until further notice.

Land Equilibrium: The card is good on paper, having synergy with MLD, and the deck's rather low land count. However, for one thing, it's a 4-drop, high probability of tapping out myself; for another, it doesn't do enough on itself, at least not good enough to stop someone from having sufficient resources to win.

carpecanum on oketra tokens

2 weeks ago

All your creatures are pretty small so...Meekstone, Marble Titan etc. If you decide to go with that Subjugator Angel and Citadel Siege can tap more stuff (white has a ton of "tap other creature" cards).

Bubble Matrix is great if you outnumber your opponent.

Moonsilver Spear is great. Even if your 1/1 token is killed while attacking your get a bigger token in return.

frwtr1968 on It's just a 1/1, Don't worry about it...

3 weeks ago

slaughter pact for Bone Shredder has more value, ignoring echo cost to remove nonblack creature each turn with shireo without the risk of lands not untapping and losing outright.

also dread return for the Wake the Dead card that slipped through the cracks, specially with Big game hunter, your new bone shredder, its won me games against kozilek and maelstrom decks.

Nim deathmantle I though was nice too, but in global wraths, shirei has to leave play to be brought back by it, as such all the triggers that would of happened for other creatures don't happen and all you end up with is avoiding the commander tax for 4. Id run Meekstone or Jet Medallion or Lifeline instead.

id also recommend removing phyrexian reclamation and maybe even gate to phyrexia if your meta doesn't have completely dangerous artifacts. you'd get more use from cards like Black Market or Contamination which yes, its beyond degenerate in shirei. Vampiric Rites or Dark Prophecy if you notice you run out of cards, even minorly, I'm usually 5+ while extra draw triggers are happening.

you want to rune Volrath's Stronghold, but you may also want to consider Crypt of Agadeem or Lake of the Dead or which is almost necessary Nykthos, Shrine to Nyx or Phyrexian Tower . recently I added Strip Mine to deal with bounce lands.

Crypt Ghast and Liliana's Shade if you notice you still don't have enough mana. Hope this all helped!

Kiyomeii on An illusion? What are you hiding? (STAX) (Tier 1)

3 weeks ago

@Winterblast Bant has the fastest most efficient mana acceleration of all color combinations, therefore its speed is beyond that of any other deck and races out a prison before anyone else could... I didn't really want to bash on your speed or idea though, but you play too many redundant artifacts that could easily be swapped out for any of the counters/removal or anything better seen in the other arbiter. The likes of Crystal Vein is garbage if you don't run combo and you also play a lot of unnecessary non-basics... I could go step by step on each card you run that is clunky or doesn't fit your deck in my opinion... I wouldn't treat commander like legacy or vintage... I am still not convinced by the land destruction, while your idea is to have mana left from all the rocks you use... a comeback Null Rod, Stony Silence or Kataki, War's Wage would turn that game around without costing that much mana at all, or if they are in play already you are boned... There are 42 cards you won't be able to use in your deck under a Gaddock Teeg and one of these artifact haters... but still, if you like to play it like that do so and experiment further !!! just try and filter for better cards...

take for example Ghostly Prison , Propaganda, Collective Restraint with all 5 basics and Sphere of Safety in play ; That's 13 mana for one attack if i am not mistaken... Add Reverence on top of it if you will, and let us add a card that is actually good; Meekstone to back it up ...... With just these anyone in this format will eventually still be able to combo out on you, ignoring all these meh pillow fort effects, or pay the mana for a one hit kill ... these cards do not contribute towards stax in any way...yes it might slow down the game, but your opponents are amassing spells in their hand while doing so as well... (not talking about meekstone here)

As for the reason, derevi doesn't need counters or removal most of the time is because you don't need counterspells when nobody can play spells, And why is this not the same for Arbiter? Well Derevi shits out a ton of critters that do what they have to do and tap down opponent's lands... Having them untap 1 land each turn with an orb effect and a sphere effect in play requires them to have two mana to interact again, add a Trinisphere and it's game over most of the time, Whilst my deck is built to run under this kind of pressure...

Although in a 1v1 setup or certain matchups an Arcane Denial , Beast Within , Swords to Plowshares and Path to Exile really do the job when dealing with resolved stuff as it doesn't give your opponent's card advantage if they are unable to do anything after that...

The only two good planeswalkers you run are tezzy and jayce... still strongly suggest you toss the others, anyway, i hope i can be of any help with my advice...Also, will add a very competitive friend of mine who is also a judge to back up my statements and perhaps get some more ideas and insight to help you out... @Pray4Valor

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