Meekstone

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage 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
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Seventh Edition (7ED) Rare
Classic Sixth Edition (6ED) Rare
Fifth Edition (5ED) Rare
Fourth Edition (4ED) Rare
Revised Edition (3ED) 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.

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Meekstone Discussion

Gypsyhatten on alesha testtest

6 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.

Azdranax on Derevi, check this out!

1 week ago

Based on his abilities, Derevi is at his best in a stax/prison-type build, with you abusing your opponents with options like, Authority of the Consuls, Stasis, Winter Orb, Static Orb, Meekstone, Blind Obedience, Kismet, Vitalize, Benefactor's Draught, Always Watching , Brave the Sands and other similar low-cost options that create a decided board advantage for you. Using lots of mana dorks with a well-timed Intruder Alarm would also fit, as the more creatures you have in play, the more you will benefit. Adding a Luminarch Ascension to really benefit off the board prison stalling to create 4/4 angel finishers is another option. Those are just a few ideas - good luck with your build.

Flagellum on Final Deck Input

1 week ago

Trying to determine my final deck as my meta seems to have disbanded. Problem is I have several projects going that aren't finished which will end up being melted for this last one. Trying to do something different from my other decks for a little variety but if they rely on the same strategy then that's okay. Budget should be kept around $15 per card max since this is my last hooray so to speak. However, I do own most of the staples so any suggestion will be considered. Here are the decks I currently run:

Decks I Currently Run

Purphoros, God of the Forge: my main man. Token spam and by far my favorite deck.

Karametra, God of Harvests: big stompies and land ramp.

Rafiq of the Many: enchantress voltron. Though even an enchantress can be suited up and work just as well should Rafiq keep eating removal.

Karlov of the Ghost Council: extort/lifegain with a touch of voltron and combo.

The Gitrog Monster: dredge/Dakmor Salvage combo deck. Very dependable and its a frog.

Breya, Etherium Shaper: my most competitive (aside from Gitrog and Purph) combo artifact deck

Edric, Spymaster of Trest: 1 drop evasive goodness

Brago, King Eternal: I've ran him very hardcore stax. While effective no one wanted to play against him so I've since lessened the stax effects.

Decks I'm Considering/Have Partly Built

Doran, the Siege Tower: big butts matter. Lots of Meekstone effects or power based wraths. What I have built seems inconsistent probably in part to vanilla critters with high toughness. That's great if Doran is out but otherwise not so great. I Don't want to go voltron bc I have Rafiq and Karlov nor do I want a good stuff build as that gets rather pricey.

Seton, Krosan Protector: ramp with big stomp finishers. What I have built seems consistent but you may have to dig to find a win con. Stax effects through Hall of Gemstone/Ritual of Subdual. Only concern is it is similar to Karametra aside from using creature ramp as opposed to land ramp. However, the synergy is pretty impressive and can lead to explosive plays.

Talrand, Sky Summoner: lots of bounce but entirely commander dependent. Could go Polymorph tucking a drake with use of Proteus Staff to whip out bombs. No real fast win con though. I've built this before and it was hilarious but it ended up getting pieced apart for other decks.

Or any other ideas anyone else has. The above 3 decks are mostly built already just needs finishing.

SirFowler on The Turkey fights Back

3 weeks ago

If you want to go the lockdown route, cards like Frozen AEther, Kismet, and Orb of Dreams paired with stuff like Stasis, Meekstone, and Winter Orb help keep your opponents stuff tapped. Cards like Propaganda, Windborn Muse, and Sphere of Safety will be useful if you don't want to get attacked. And if you want to untap stuff on the opponents turn, cards like Murkfiend Liege, Turnabout, and Seedborn Muse (even though it's pretty expensive) could be nice.

What I like to do when I start building decks is search for keywords/rules contains/subtypes in sites like this one, tcgplayer, starcity, etc. It really helps find synergies you wouldn't have thought of before and find new cards you haven't seen before. I suggest checking them out some time. I'll still suggest stuff and help if you need it, but that's all I got for now.

Beezy on Just One-Drop is all It Takes

4 weeks ago

I'm not the biggest fan of Force Spike since it loses most of its effectiveness after turn 3 or 4. I at least have Pongify, Rapid Hybridization, Lightning Bolt, Stifle, Blustersquall, Vapor Snag, Spite of Mogis, Grim Lavamancer, and Brittle Effigy to interact with creatures. Opt was a later cut just because I needed more cards with a real impact. Some cards I was considering were Meekstone and Grafdigger's Cage due to how well they can hate out opponents, but I'm not sure what to cut.

Suns_Champion on [Primer] I need a Tree-ro!

1 month ago

Some things I like:

Elspeth, Sun's Champion - Obviously I like the inclusion but it seems like she could do some good work for you!

Meekstone - Good choice that not everyone would think about.

Some suggestions to put in:

Timber Protector - protection for your commander.

Tree of Redemption - good mana:toughness ratio.

Dusk / Dawn - goes along with Elspeth and some of your other boardwipes.

Sylvan Caryatid - really, there's no reason not too.

Kin-Tree Invocation - usually going to be a 2 mana 8/8.

Chromatic Lantern - basic color fixing/ramp that every 3 color deck needs.

Some to take out:

Obelisk Spider - not much -1/-1 synergy in this deck.

Triumph of Ferocity - this has to do with power, not toughness. All the red and green decks willl prevent you from drawing.

Trostani, Selesnya's Voice - good lifegain, but you don't have much to populate.

Hope some of this helps!

Flagellum on Big Booty Gang

1 month ago

Can't believe I missed Mentor of the Meek for card draw in my Doran deck. Apparently I haven't updated my deck for a while now. My deck focuses on punishing creatures based on their power. But I have a few ideas to run by you, use them as you wish:

Abzan Beastmaster: card draw

Eidolon of Rhetoric: can neuter some decks and has a nice body to boot.

Guiltfeeder: Possible evasion and can hit for 4 with Doran out. Added damage is better the longer the game goes on.

Kami of Old Stone: I don't care for vanilla critters but this one was too good to pass up

Marble Titan: another Meekstone v2.0

Necroskitter: steals opponent's critters and plays nicely with Obelisk Spider and his infect friends Priests of Norn and Tangle Angler.

Priests of Norn/Tangle Angler: See above, Also can be finishers with cards like Tower Defense ect.

Raving Dead: testing this out. Can be brutal with cards like Sidar Kondo of Jamuraa/Behind the Scenes or after a wrath effect that targets higher powered critters. It's a Quietus Spike with legs.

Sun Titan: recursion

Tree of Redemption: huge with Assault Formation or a last ditch life saver.

Noetic Scales: currently testing but probably the first thing to be cut.

Crackdown, Retribution of the Meek, Wave of Reckoning: all higher power critter punishing cards

My deck if you want more ideas:


Doran's Spring: 'Tis the Season of Big Butts

Commander / EDH Flagellum

SCORE: 5 | 17 COMMENTS | 868 VIEWS | IN 2 FOLDERS


Treehugger003 on Akiri, Line-Slinger - Cadmean Victory

1 month ago

Love the concept. I found Meekstone goes well with Akiri's vigilance.

Looks fantastic though. Its a pity my play group doesn't do mass land destruction.

Tree

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