|Commander / EDH||Legal|
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|Fate Reforged (FRF)||Mythic Rare|
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Creature — Human Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast a noncreature spell, put a 1/1 white Monk creature token with prowess onto the battlefield.
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Monastery Mentor Discussion
6 hours ago
I'll just do Vickolas's challenge since both above have been fulfilled. I was given a choice for this challenge, and when given this choice I will always make a Planeswalker. I seriously love designing Planeswalkers. Well, I've been rambling long enough so without further ado:
Inalla, Heightened Wizard
Legendary Planeswalker - Inalla
+1 Create a 1/1 blue wizard creature token with prowess
-2 Instant and sorcery cards in your graveyard gain flashback until end of turn (their flashback cost is equal to their mana cost).
-8 Return all instant and sorcery cards from your graveyard to your hand. You get an emblem with "You can cast instant and sorcery spells from your hand without paying their mana cost".
Inalla, Heightened Wizard can be your Commander
I seriously love the design of Monastery Mentor and have been wanting to create wizard tokens that do the same thing for soooooooooooooooo long. I think the Planeswalker turned out really good (but according to TypicalTimmy I'm good at designing Planeswalkers), and I would totally abuse this if it was my commander.
Challenge: Create another card that can create these new 1/1 blues wizard creature tokens with prowess.
2 weeks ago
I like this deck alot Hanweir Militia Captain Flip has been a card ive been trying to use in modern. For budget purposes i would say Gavony Township works but its alittle to slow for my taste. Noble Hierarch would be alot more useful of course if you can afford it over the Avacyn's Pilgrim but thats of course gonna help the deck alot. Another card i would add would of course be Path to Exile only because with a deck this fast you would need removal to get things out of your way so you can go about killing them before you run out of gas. Another suggestion is i would drop the Monastery Mentor wall it can be good you are mostly a creature deck i would run Lingering Souls over it because once again you are trying to kill them faster then the mentor will start to be useful Really like the deck tho may look into it more! +1!!
2 weeks ago
I've been playing a very similar Ephara list with excellent success. I enjoy the subtlety of the deck compared to things like Grand Arbiter Augustin IV or Brago, King Eternal, which tend to draw lots of hate, whereas Ephara flies under the radar. Some of the cards that have done some solid work for me have been Talrand, Sky Summoner, and Monastery Mentor, (with Baral, Chief of Compliance) though your spell count may be a little low to justify those. Also, while it is a little janky, Sacred Mesa has done a fair amount as well. One card you may want to consider is Approach of the Second Sun, as it does a fair job of being a more reliable alt-win con when you have the board locked up, and has stolen me many a game. How has Angel of Serenity been for you? It never seemed to make it past my maybe-list, but seems strong. One thing I noticed is a lack of ramp, which is something you may want to consider remedying, as it really helps get you out in front of big dumb green decks. Cheers, and try not to be mocked mercilessly for playing "a bad god (LIES!)," while stomping the holy heck out of your play group!
3 weeks ago
Glad I was able to be of help! My friends play aggro and tempo almost exclusively so it's nice to share my thoughts on control. :) As for Monastery Mentor, if you really like the card there's nothing wrong with keeping it in. I'm a big advocate of playing what's fun, not necessarily what's the strongest. For example, I absolutely LOVE Esper Charm and refuse to play the colors without it, despite there being much better options. To each their own, eh?
As for sideboard, if your meta is really that big then there's two directions you can take: you can either try to cover the most popular decks, or you can try to cover your decks biggest weaknesses. For popular decks you're looking at five color humans, affinity, burn, Tron and ETron, Grixis shadow, and other UXx control decks. For big weaknesses, usually a deck like this is going to struggle against all forms of Tron and most forms of aggro, not to mention anything that plays Blood Moon. I'd recommend bumping up your Damping Sphere count to 2 or 3 because without it you stand very little chance against Tron, plus it completely hoses Storm as a nice bonus. Spot removal and wraths are ok against aggro decks, but most of them have some effects that go face, plus you may not be able to consistently one-for-one them so they'll chip your life down. I'd recommend looking at Leyline of Sanctity and maybe Timely Reinforcements to shore up that weak point. Covering everything else can be a little tricky since there's so much you can go up against. Stony Silence rocks against affinity, but it usually only takes one wrath top make them scoop so you can probably go down to just one in the board. Nihil Spellbomb is nice since it replaces itself, but the fact that it's a one-time effect makes it significantly less powerful (in my eyes at least) than alternatives like Leyline of the Void and Rest in Peace. Trust me when I say I am the president of the Elspeth, Sun's Champion fan club, but I'm struggling to find a reason to have her in the board. What exactly do you plan to bring her in against? She won't resolve in the control mirror, she's too slow for aggro matchups, she doesn't do shit against Tron, and you're already perfectly set up to fight combo... again, if you really like the card maybe you want to keep it in just because, and that's fine. But in terms of a competitive viable sideboard, she probably doesn't deserve a slot. Bontu's Last Reckoning is a fine wrath in standard, but paying the premium of one more mana for Damnation, Wrath of God, or Supreme Verdict to be able to untap your lands next turn is well worth it. Spell Queller is a powerful tempo card that gives you a body with a pseudo-counterspell, but you maybe better suited running some extra hand attack or some removal for non-creature permanents. If you like the idea of bringing a flying body with your effect you could try Vendilion Clique, which will help deal with the threats before they're even able to cast them. Otherwise you can try an extra Thoughtseize or a Collective Brutality for hand attack, or a Cyclonic Rift or Anguished Unmaking to remove problematic artifacts/enchantments/planeswalkers. Blessed Alliance is also a nice one-of to have in the board since it hits Slippery Bogle and gains you life against aggro.
Building the sideboard is the hardest part of modern in my opinion, so whatever you decide on, good luck!
3 weeks ago
Silverdrake Wow thank you for this feedback and your effort. I like how you explane all of your sugestions. I understand the thing with the hardcounters and i will try this with Supreme Will and Spell Snare. I also like Opt over Serum Visions even more with the "reale" counterspells. And second Search for azcanta i have to include i think.
The thing with Monastery Mentor is that i complete understand what you say but it a card that i want to try out so munch that i decied to play him to test out. But i can imange that he have to go after playing with the deck.
After i see how the manabase work i can imagen to play other two color spells then just blacks.
With my meta it's not that easy becuse i play at different places with different metas.
3 weeks ago
Hey there, I've been playing Esper control on and off for the past couple years (playing Azorius when I get tired of Esper) and I've got a couple suggestions.
For counterspells, Remand is a great card and at first it feels like an awesome control card, but in practice it plays as much more of a tempo piece than an actual control spell. You may be better off running something that actually deals with the threat (putting it in the graveyard) rather than just delaying the inevitable, like Spell Snare. Supreme Will is another option you might want to try 1-2 of. Not playing any double blue does shut you out of some of the most powerful countermagic like Disallow, Cryptic Command, and Logic Knot, so I'd recommend you reconsider that bit of your gameplan, but know that you do have better options than Remand even if you decide to stick with only single blue cards. In terms of number, I'd say 5-10 is the range you should shoot for, but the actual sweet spot is up to you to determine.
For card advantage, I'd agree that a second Search for Azcanta Flip is the right choice. Note that even if you draw both, the flip ability is a 'may' effect, so you can flip one, then play the second and not flip it so you can keep the effects of both. I'd also suggest trading the Serum Visions for Opts. Serum Visions is similar to Remand in that it's a very powerful card, but it fits best in a different kind of deck - you don't need to fix your draws for a combo piece nearly so much as you need to hold up mana for counters and removal, so the instant speed part of Opt becomes relevant. Lastly, as I already mentioned, Supreme Will is an often overlooked modal spell that does excellent work digging for an answer or win condition when you need one.
Now for my personal thoughts - 9 Planeswalkers + 4 Lingering Souls + 2 Monastery Mentor = 15 non-control cards. Admittedly they do have some control elements to them, but even so dedicating a quarter of your deck to what is essentially just win conditions is something you're likely going to struggle with in a control deck. You're going to find too often you have a handful of cards that can help win the game once your in control, but no cards to stop your opponent from completely taking over. I'd recommend you cut to at most 7 Planeswalkers + 4 Lingering Souls. Monastery Mentor fits in the same category as Remand and Serum Visions in that it's powerful, but a control deck isn't necessarily the right home for it. It fits much cleaner in a straight tempo deck.
Now, keep in mind this is all just my opinions and you're free to build your deck however you like. They are, however, well informed and experienced opinions.If I had to make a loose recommendation I'd say you should cut 3x Remand, 4x Serum Visions, 1x Liliana of the Veil, 1x Jace, Vryn's Prodigy Flip, and 2x Monastery Mentor to replace them with 2x Spell Snare, 2x Supreme Will, 4x Opt, 2x Damnation, and 1x Thoughtseize.
Sideboard is, as you said, very meta dependant. If you let me know what your meta is like I can help with that too
3 weeks ago
I usually try to combo out as soon as possible when I cast it, taking extra turns, gaining mana to cast more spells, and drawing more cards. The goal is to avoid giving my opponents the chance to use it against me.
Also, it is the reason I am running Talent of the Telepath. Potentially, it could mill out an opponent on its own by finding enough spells to recast it again and again. An alternative, and known combo I am not using, is Knowledge Exploitation, stealing all the instant and sorcery cards in all opponents libraries.
Lastly, one of my wincons is Insidious Dreams -> Maelstrom Wanderer, Eye of the Storm, and whatever spell or spells depending on number of cards discarded will most help you win, usually Karn's Temporal Sundering works well enough.
Hope that is enough of an explanation of things.
4 weeks ago
First off, let me say that it is really cool that you have a playgroup that does multiplayer modern, only tried it once, and it was super fun.
Your game plan basically revolves around getting multiple copies Isochron Scepter into play, as that is your most consistent source of recurring damage. This makes you particularly vulnerable to artifact hate, one By Force or overloaded Vandalblast and you're out of the game. to counter this I would run 4 copies of Boros Charm in the mainboard, as one of it's would allow you to protect the rest of your permanents- including the scepter which you have placed it on, and the other would help your game plan by burning away your opponent's life. keep the scepter with boros charm up until the end step of the player before you, and then hit someone for 4, and then keep it open to protect your other permanents.
Next, you need a more reliable way of getting to your scepters, red draw spells are... pretty bad. the best one for you would be Faithless Looting I think. cards like Cathartic Reunion and Tormenting Voice could also work, but I personally prefer to choose what I discard, after I have the most possible choices. and flashback is nice too. if you can afford her Chandra, Torch of Defiance's exile ability would work pretty well for getting through your deck faster, as well as just being a really good fit for this deck.
Next, I'd cut out one or two lands, Burn decks keep the mana curve low, so they can continue to cast out their spells with everything they draw... they can't do that if they are mana flooded in the mid game. you want check out this video for getting your land count https://www.youtube.com/watch?v=SMuIezbw_F0 , the guy rambles a little bit, but it is good, well explained, and with solid math.
next, I'm not a fan of Figure of Destiny, you're putting in 11 mana into an 8/8 first strike flyer, that dies to any single kill spell. what I am a huge fan of in a deck like this is Monastery Mentor or budget monastery mentor, Young Pyromancer. these are giving you much better value for the mana you are spending, and it reduces the value of your opponent's spot removal, because they are giving you tokens that would have to either be removed individually, or kill the entire board. (spells copied with the scepter WILL trigger prowess and the token generation of the pyromancer).
I think that's it. Those are my recommendations.