|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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|Have (22)||VGJustice , ironax , Halphinian , Justinaut , cklise , TheRealPeaches , saj0219 , tlhunter07 , Vasbear1 , perrin515 , Roadhog , TheHelvault , prete182 , Ellyreia , jparker-sartori21 , Nemesis , mentor6 , TehDelta , TheDuggernaught , AlertKnave8075 , ChessRuler , Qolorful|
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Monastery Mentor Discussion
18 hours ago
+1, Nice deck! Four things though regarding fine-tuning it:
1) Given this deck's mana requirements, the importance (and prevalence) of Turn 1 and 2 disruption spells, and the relevance of these cards in playing around Blood Moon, I'm not sure your spread of basics is optimal. At very least, I would advocate running 1/2/2 Mountain/Plains/Swamp over the deck's current 2/2/1, and personally, would probably go even further and run 1/1/2 Mountain/Plains/Swamp and up the number of Marsh Flats from 1 to 2. Four basics is totally sufficient IMO, and this would still leave you with 9 fetchable lands for 7 fetches.
For comparison, I have been tuning the land base for B/W Tokens for a long time and have found the optimal distribution to be 9 fetches to 6 fetchable lands (four of which are basics). Granted, that is for a two color deck and you are definitely going to have to run more Shocks than I do, but I can tell you that 2 mountains and 2 plains in a 19 land deck is inevitably going to result in more mulliganed hands due to mana conflicts. On that note, your total land count also seems a little low even given the four Baubles. Getting Monastery Mentor out relatively early is usually pretty important, so I would bump the total land count up to 20.
2) To an extent this is personal preference, but I think you are going to get more value from running Vault of the Archangel for your colorless utility land than you would from Westvale Abbey Flip. Your deck has a solid amount of mainboard lifegain opportunities already, but it's hard to overstate the value of being able to turn your 1/1 tokens into Deathtouch killing machines against decks like Eldrazi Tron, Grixis Shadow, Merfolk, Humans, etc. On the other hand, even if you are able to ultimate Westvale Abbey Flip, which is less often in practice than you might think, Ormendahl simply dies to Path.
3) I assume you have Slaughter Games in the sideboard for Combo hate, but in a 19 or even 20 land deck, that card is going to be too slow in practice most of the time, especially against Storm. Surgical Extraction is far and away the superior card, especially given that you are running 8 discard spells.
4) Your suite of sideboard graveyard hate is very strong, and if your meta is filled with Storm and Snapcaster decks, I can't argue with your choices, but given that RIP significantly devalues your own copies of Lingering Souls, I would at least advocate considering Nihil Spellbomb as an alternative, both for the fact that it is one-sided, as well as for the value of the cantrip.
3 days ago
I played against an interesting Jeskai Control deck the other day. Game 1 it used Approach of the Second Sun as a wincon and then used stuff like Opt to dig for it a second time. In game 2 it went for Monastery Mentor as a wincon instead.
5 days ago
Thank you tetsuothecat those some great suggestions, I think I'm going to switch to Ghave, Guru of Spores soon. Teneb and Anafenza have been largely irrelevant so far, and I often feel like I need chump blockers!
I've taken your advice on card suggestions, the only one i'm really not sure about is Monastery Mentor, but i'll give it a try :-)
1 week ago
abby315 Yeah I included 3 token producers Metallurgic Summonings, Monastery Mentor and Talrand, Sky Summoner. I'm using Proteus Staff so I'm not sure if I wouldn't be better off dropping talrand and the mentor for something like Elesh Norn, Grand Cenobite or Avacyn, Angel of Hope? Any thoughts?
LeBeerCat Ghave is cool but he is kind of hard not to combo out. I'd kind of like to keep infinite combos out of this one that's why I steered clear of Breya, Etherium Shaper who would be pretty great too. Thank you for the suggestion though!
1 week ago
I personally don't see the need for the Vedalken Orrery in here. You don't really need to keep mana open for counters and throwdown random stuff before your next turn... but that's me. I personally would ditch Into the Wilds because its costly and doesn't do enough. I'm also not sure if you need a Chromatic Lantern and could swap it for Prismatic Omen. Also, if you're going to count to 100 for Altar of Dementia... that means that you've most likely have gone infinite and you have many ways to get infinite mana (colorless mana typically) without too much to do with it... if you really need an alt wincon for that maybe swap for Helix Pinnacle? Play Exploration over Burgeoning as you will be drawing lots of cards and then don't rely on other people dropping land... its better late game IMO. For other ideas... other creature generation maybe Sigil of the Empty Throne or again, Monastery Mentor? I've personally used Rites of Flourishing with success, also makes people less likely to murder you - maybe fit that in. For mana base, I don't like Cabal Coffers in decks with more than 2 colors... but you seem to have quite a bit of search for the tomb... I would remove it for something else. I would also remove some of the lands that enter tapped - like the man lands they are too costly mana-wise. your base is fairly diverse though so i would just take those out as when you start needing to ramp a land coming into play tapped might slow you down just a bit too much.