Mentor of the Meek

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Commander 2014 (C14) Rare
Innistrad (ISD) Rare

Combos Browse all

Mentor of the Meek

Creature — Human Soldier

Whenever another creature with a power of 2 or less enters the battlefield under your control, you may pay . If you do, draw a card.

Price & Acquistion Set Price Alerts

C16

C14

ISD

Ebay

Recent Decks

Load more

Mentor of the Meek Discussion

toastySmorc on What We Do In The Shadows (Edgar Markov EDH)

15 hours ago

Ok, here are my opinions. I run a Vampire edh too so if you'd like to check that out it's called Danse Macabre.

1) Ashnod's Altar is a good addition. I would drop Black Market for it. This is because you really could use a sac outlet in this kind of deck. If you do decide to add this, add a Rout for a quick Board Clear.

2) Alesha, Who Smiles at Death is hidden OP in this deck. You can repeatedly bring back your Rakish Heirs and Vampire Nighthawks for some seriously powerful board swings.

3) Take out Falkenrath Noble. Personally I don't like him at all. Too slow and does the same thing Blood Artist does.

4) Mentor of the Meek is very powerful with Edgar, because every token is a draw. Technically a worse Skullclamp but still very good to have. Otherwise, Chandra Ablaze is also good for refilling your hand if you run out.

dlamars on Any Suggestions for Mardu Draw ...

19 hours ago

I didn't see it listed but I'm a big fan of Skullclamp/Mentor of the Meek and Bitterblossom. Necrologia is a tad expensive mana wise, but considering how many cards you can draw starting at 40 life I think its playable.

DrukenReaps on Any Suggestions for Mardu Draw ...

1 day ago

Alhammarret's Archive + anything that draws one or more cards. Admittedly it seems bad, even more so if you don't have life gain but it has been an over performer in Divine Decree.

Erebos, God of the Dead just by himself draws very well. also very annoying for people that gain life.

Harvester of Souls + field wipes or just creature combat and spot removal.

Dragon Mage + Whispersilk Cloak is good when you want to refill your hand and just funny.

Mentor of the Meek + token gen or small critter that keeps coming back. Elspeth, Sun's Champion is an example.

Disciple of Bolas + Conjurer's Closet or Alesha, Who Smiles at Death.

Hopefully some of that helps.

REDWHITEandBLUE on Trans girl power

1 day ago

Ok now i have some more time so ill try to make some suggestions for you. First i think that all the life gain is pointless. The deck is aggro so you should be lowering your opponents life total instead of raising yours. Elixir of immortality also does the opposite of what you want in this deck. You also have some pretty bad removal in this deck and there is much better budget options. Better card draw would also help. In an aggro deck you are going to run out of cards fast. Last i think there are some creatures in this deck that shouldn't be. but thats ok cause i think you are also running too many creatures so its an easy fix haha. Also i can tell that you wanted to go with an allies theme but alot of your allies have more than 2 power. You only have 12 allies and 4 of them have more than 2 power

Out:
Angel's Feather
Staff of the Flame Magus
Staff of the Sun Magus
Elixir of Immortality
Pacifism
Banishing Stroke
Celestial Flare
Aether Poisoner
Borderland Marauder
Death Cultist
Filigree Familiar
Harvestguard Alseids
Kambal, Consul of Allocation
Supply-Line Cranes
Tireless Missionaries
Underworld Coinsmith

In:
Mentor of the Meek
Faithless Looting
Fiend Hunter
Anafenza, Kin-Tree Spirit
Reveillark
Karmic Guide
Sol Ring
Skullclamp
Swords to Plowshares
Burnished Hart
Boros Charm
Return to Dust
Terminate
Mortify
Tormenting Voice
Victimize
Reforge the Soul
Ashnod's Altar
Commander's Sphere
Darksteel Ingot
Cathars' Crusade
Mardu Ascendancy
Vampiric Rites
Behind the Scenes
Assemble the Legion
Vandalblast
Noosegraf Mob
Key to the City

lastly your land base seems alittle weird so ill suggest some stuff for that to.
1x Command Tower
1x Nomad Outpost
1x Evolving Wilds
1x Terramorphic Expanse
1x Rogue's Passage
1x Temple of Triumph
1x Temple of Silence
1x Temple of Malice
1x Temple of the False God
1x High Market
1x Hanweir Battlements
9x Mountain
9x Swamp
9x Plains

this would be a good budget land base for this deck. If you have any questions on cards then just ask. And obviously dont take all my suggestions it is your deck. Have fun!

StopShot on Any Suggestions for Mardu Draw ...

1 day ago

Hello, I'm looking for ways to draw more cards in . I'm trying to find effective two-card draw engines, basically any 2-card synergy that can repeatedly draw cards every turn. As a reference I am only looking for card draw engines that would draw more cards than simply playing Phyrexian Arena would, because why would I need two cards to do what 1 card already can?

I've made a list of card engines I'm currently utilizing, and another list of ones I've considered, but wouldn't fully commit to. I'd like to hear some fresh ideas or second thoughts on what I've laid out.

~Draw Engines I'm already running:

  • Skullclamp + Bloodghast = Draw 2 cards whenever you play a land. 4 cards if that land is a fetch land.

  • Land Tax + Scroll Rack = Get 3 basic lands, exchange them for cards on top your deck. Next turn get 3 basic land, and shuffle your deck to repeat process. Basically draw 3 every turn.

  • Necropotence = Pay 7 life, draw 7 cards. Obviously the best.

  • Geth's Grimoire + Geier Reach Sanitarium = While card draw is variable on the number of opponents - in a standard 4-player game you'll draw 4 cards and discard 1 after the first for each use.

~Draw Engines I've considered, but felt underwhelmed by:

  • Aggressive Mining + Drownyard Temple = A repeatable draw 2 for 3 mana is fine, but the restriction I can't play lands is detrimental and may not make up for the value produced. I also couldn't play it right away until I have enough lands in play to last me the game.

  • Aggressive Mining + Herald of Leshrac = Bonus points that my commander is Alesha, the only issue is while the combo is so evil that it will draw hate from across the table, the demon's culumative upkeep is too slow to effectively be oppressive.

  • Mind's Eye = Tends to get targeted and removed just as easily as Necropotence. Unlike Necropotence, Mind's Eye costs more mana to put on the field and can be removed before you make any advantageous card draw off of it.

  • Norin the Wary + Mentor of the Meek = Practically a creature version of Mind's Eye for one less mana and in addition I can use it to draw on my turn, however; I find draw engines using creatures tend to get removed more easily than those that use artifacts and enchantments, and that disruption can make this one impractical.

  • Humble Defector + Homeward Path = Same issue with the last draw engine mentioned. Creature-combos tend to be removed more easily, and in addition, this combo is limited to two cards per turn and usually I have to wait until my next turn to get started since Humble Defector will likely have summoning sickness.

  • Well of Lost Dreams + Words of Worship = While there is a slew of life-gain cards to choose from, none of them seem as practical or as reusable as Words of Worship . The issue sort of amounts to a combination of small issues being; it costs 7 mana to get both pieces on the table, it can only be started (mostly) on your draw step, and you got to pay a minimum of 4 mana just to draw 1 card more than Phyrexian Arena would which can be pretty harsh for a start-up tax.

  • Tower of Fortunes + Thran Turbine = While the turbine can be switched with Sol Ring or Mana Crypt, it tends to beg the question why not run both or all three? Essentially your 1 or 0 cost artifact helps by making the activation cost from 8 to 6 which is much more reasonable for drawing 4 cards, yet still as costly. Braid of Fire may be considered instead, but you'd need to wait 3 turns after playing it just to make 1 mana more than the Thran Turbine to make a difference. Mana Flare can also be used instead to practically make the activation cost 4 mana, but it gives your opponents a ridiculous amount of mana to use which can be too severe of a drawback.

  • Sensation Gorger + Runed Stalactite = Unless you're already running a Goblin or Shaman tribal deck, revealing a creature card on your upkeep will result in discarding your hand and drawing 4 cards, plus the additional card you'd draw on your draw step. The three issues with this set up are; if your opponent(s) like their hand removing this will become their top priority, if your opponents have no hand or useless cards in hand this may restock them with what they need faster, and lastly there's always the possibility you might not reveal any creature cards for turns and turns to come unless you're running a creature-heavy deck, and even then you can still top-deck a land.

  • Kurkesh, Onakke Ancient + Sensei's Divining Top = This works similar to how Sensei's Top works with Future Sight, but not as good. Essentially you can tap the top to draw a card and copy the draw ability with Kurkesh so you can draw a card and the top again. This allows you to pay 2 mana to draw 1 card as many times as you'd like. Do note though creature draw engines tend to be more weak since creature remove and boardwipes tend to be prevalent.

  • Invasion Plans + Infiltration Lens = It might be a three card draw engine since you need Infiltration Lens equipped to a creature, but it doesn't matter what creature it is preferably one without flying though. Because Invasion Plans says the attacker chooses blockers you can have your equipped creature be blocked by all creatures an opponent controls, which will trigger Infiltration Lens for each creature that blocks. That means if your creature is blocked by 3 creatures you'd draw 6 cards. The main issue with this draw engine is it depends strongly on the number of untapped creatures your opponent controls. Invasion Plans can also leave you open to large beaters since it can allow your opponents to have you block only their smallest creature or force you to make unfair trades in combat.

  • Sensei's Divining Top + Darkblast = This isn't so much a draw engine as it is an effective top deck filter. Sensei's Divining Top suffers from the fact you're stuck with whatever the top three cards of your deck are. Luckily Darkblast tends to mitigate this with its dredge 3 as well as being easily disposable to put back into your graveyard for further use. While these two won't net you any extra cards it should be noted that both pieces can be pretty hard to remove on their own and may get you to your more valuable cards faster, so I felt it was worth a mention.

goblinguiderevealpls on Boros Soldier Hatebears

1 day ago

id recommend Mentor of the Meek and Boros Charm, mentor for draw and insane damage or protection with charm, Field Marshal would be insane

and Legion Loyalist maybe in sideboard vs aggro or token decks

also, Tajic, Blade of the Legion and Odric, Master Tactician are game finishers especially when you can cheat them in with precinct captain, one copy of each might be worth testing!

Raise the Alarm for emergency blockers or "haste" tokens is always good, and Timely Reinforcements is an insane sideboard card

and Soul Warden/Kor Firewalker for extra lifegain :)

multimedia on Ride of the Vampiries

1 week ago

Hey, this is great, well put together with a plan, +1.

I recommend replacing Vampire Cutthroat with a more impactful one drop Vamp such as Viscera Seer or Shadow Alley Denizen.

Shambling Vent can replace Scoured Barrens and Battlefield Forge can replace Boros Garrison.

I'm not a fan of Kindred Charge it costs too much mana and is the same amount of mana as Edgar. Consider Cover of Darkness to replace Charge.

More draw is something that's needed here. Mentor of the Meek is great when creating tokens. For one mana you can draw a card each time a token is created this is great with Edgar's eminence, Keeper, Sorin and Procession. Mentor can replace Falkenrath Marauders.

More draw suggestions are Phyrexian Arena, Night's Whisper, Painful Truths and Sign in Blood. Black two mana draw two is very good.

Good luck with your deck.


budlaorf on Death and Saxes

1 week ago

I will consider running Mentor of the Meek. I just like the idea of Martyr's Cause because it can deal with any surprise creature dmg that might kill you in one shot.

Load more