Sword of the Meek

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

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Set Rarity
Future Sight Uncommon

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Sword of the Meek

Artifact — Equipment

Equipped creature gets +1/+2.

Equip

Whenever a 1/1 creature enters the battlefield under your control, you may return Sword of the Meek from your graveyard to play, then attach it to that creature.

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Sword of the Meek Discussion

ejikazuma on Breya, Ghost in the Shell OVER 65 INFINITE COMBOS

13 hours ago

So, I don't have Vampiric Tutor. I feel like I'll probably pick it up somewhere along the lines, along with Mana Crypt on your suggestions. I'm really wondering on what to replace Vampiric Tutor with though. Originally I assumed Fabricate would be fine, but then I found Whir of Invention and felt like it was a decent trade off for that spot. I'm only wondering if Steelshaper's Gift might not be a better choice for me since it would allow easy access to either Nim Deathmantle, Sword of the Meek, or Lightning Greaves. Just wondering on what the general opinion was on this?

Force_of_Willb on Thopter Beebeeees

2 days ago

If you are playing with Thopter Foundry, you should have the Sword of the Meek combo.

try adding Thopter Engineer for haste, Whirler Rogue to get damage through, and 1 - 2 x Sharding Sphinx as token making finisher. You Need more disruption 1 fatal push and dreadbore is not going to be enough in modern. Metallic Mimic or worse option can occupy the 2 drop spot.

I would remove: Ornithopter, Thopter Spy Network - too slow, and Mishra, Artificer Prodigy - because except for Ornithopter and Master of Etherium you other artifact targets die due to the legend rule or X=0.

Jdreesman on Tenacious Triplets

1 week ago

Academy Ruins + Mindslaver = Take control of an opponent forever.Thopter Assembly + Time Sieve = Infinite turns.Sword of the Meek + Thopter Foundry = Infinite thopter tokens.

CharonSquared on Shattered Glass and Shattered Dreams

1 week ago

A few options for artifacts to sacrifice: Myr Sire, Myr Turbine, and Sword of the Meek.

akrondo21 on infinite quietness

1 week ago

Okay, I'm thinking drop Crystal Ball, Heartstone, Lifecrafter's Bestiary, Index, and Serum Visions. To replace those, I'd look into adding Ponder, Preordain, Brainstorm, Counterspell, Enlightened Tutor, Swords to Plowshares, Thopter Foundry, Sword of the Meek, Muddle the Mixture, and Sol Ring. These will help search through your deck to assemble the lock, get the lock in play, and protect your pieces while getting your wincon out. Of course, this is assuming you start winning a bunch and have a ton of extra store credit built up.

Spazik008 on Fun decks?

2 weeks ago

If you're doing thopters, try Thopter Foundry and Sword of the Meek backed up by some counter spells and card draw. The sword lets you make a bunch of thopters quick by combining with the foundry.

rothgar13 on Grixis Thopter

2 weeks ago

A blue Thopter-based deck should really be looking to leverage the Sword of the Meek + Thopter Foundry combo. You should also consider switching over to black for better removal (Fatal Push), some juicy control tools to slow the game down (discard like Inquisition of Kozilek and Thoughtseize), and a better Tezzeret (Tezzeret, Agent of Bolas > Tezzeret the Seeker ).

StopShot on U/W Enduring Renewal

2 weeks ago

Nice job. I'd recommend Buried Ruin. Being non-legendary means you can run more in the deck, and despite it sacrificing itself it puts the artifact directly into your hand, so you don't need to wait a turn to draw into it.

Furthermore I feel there's an interesting selection of cards you've yet consider. Talisman of Progress allows you to cast Enduring Renewal a turn earlier if you cast the mana rock on turn 2. My second recommendation for mana rock would be Mind Stone for draw. Artificer's Intuition is a wonderfully reusable card you can use, and if you are running the mana rocks I suggested you can always cash those in for whatever combo piece you need.

If you feel searching for an Enduring Renewal is a bit difficult I recommend splashing green for Commune with the Gods which grabs the enchantment or artifact creature for one less mana. I'd also recommend 2 Walking Ballista and 2 Golem's Heart as back-ups to Hangarback Walker and Altar of the Brood. (Infinite life usually means game-over for a lot of decks.)

Also if your deck has problems against stalling agro I'd recommend running cards like Glint-Nest Crane, Wall of Omens and running the Sword of the Meek + Thopter Foundry combo which adds for nice protection as well as alternate win-condition. Also splashing green for Commune with the Gods does give you access to Bant Charm which is a very flexible removal spell. (You could help splash in green with Talisman of Unity, which is nice since playing either talisman can still leave you with access to white on turn two incase you need to cast Path to exile or Condemn which is also another helpful stall card in case you need more low-cost removal.)

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