Harsh Mentor

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Harsh Mentor

Creature — Human Cleric

Whenever an opponent activates an ability of an artifact, creature, or land on the battlefield, if it isn't a mana ability, Harsh Mentor deals 2 damage to that player

FormOverFunction on Causal to competitive - Choose …

1 month ago

Check out my Torture deck for some “get pinged for when you do things” options. Harsh Mentor jumps to mind as an anti-combo someone that would fit nicely into your all-creatures deck.

ENZU on Deck Archetypes in EDH

3 months ago

Yeah i would say aggro doesnt exist in commander like it does in 60 card formats. Aggro decks in 20 life like RDW rely on their 7+4 to 5 cards they draw in a game to be played on curve to be enough resources to deal lethal. Obviously thats never going to happen in 4 player commander. I think you need at least a source of card draw even in the lowest to the ground cmc aggro decks. Most of the time these decks have it in the command zone ie Edric, Spymaster of Trest. The closest things ive seen to the playstyle are decks like Mogis, God of Slaughter that use universal burn like Harsh Mentor to put people in range of their combat damage via myriad or Tectonic Giant etc.

rambunctiousOrator on it's a deck alright

7 months ago

Hey, sweet deck. Let's take a look at win conditions and lands. I've identified a problem with your deck: You aggressively want to control the board with your 1-3 drops. While other players are playing 6 mana bombs every turn your are trying to eke out board advantage with 3 or 4 creatures a turn.

  • You don't need board wipes in this deck, they actively go against your game-plan, and in no way help you win.
  • Less removal in general. I counted 18 pieces of removal in your instants and sorceries. Keep Path to Exile, Swords to Plowshares, and Damn and get rid of the rest. You ARE the threat, if your deck is running slowly to the point that you feel like you need removal, you need better creatures.

As for lands, use this mana base.


How would I change your win condition...well you are trying to do knight tribal...

Consider these cards:

Remove these cards:

-15 pieces of removal from instants and sorceries, keep Path to Exile, Swords to Plowshares, and Damn

Good luck, and happy hunting. Let me know if you want to continue the conversation or have questions

rambunctiousOrator on Stomp Stomp Stomp, The Idiot Convention

7 months ago

Hey, thanks for the reply! In the range of 6-7 we want to start doing unfair things; not quite the territory of combo, but you are right, we should be threatening a win by turns 6-8. It seems like you are running an aggressive on-the-board win, which means we need to target your creatures, and see where we can squeeze in more power. As a note, I'd rate your current deck construction at a 4-5 due to the fact that there could be a lot more optimization, and you seem to be missing ways to threaten a win.

Your best win condition seems to be playing Craterhoof Behemoth into a board of other creatures. Something we want to address if you want to improve the power of the deck is how do we get our win condition out of our deck. We can do this by drawing cards, tutoring from the deck, etc. A deck that is a 7 will usually have one or two ways to directly tutor their win condition, as well as powerful card draw engines that let the deck draw 2 to 3 extra cards a turn.

Cards to Add:

Something to sit on, and maybe test out: are there cards that are worth playing even though they are non-creature spells? My answer is yes! Here are a few I'd say are worth playing in your deck:

Sorry if that was a lot! I can recommend cards to take out of the deck if you want, but here is a list of my recommendations. Let me know if you want to further the conversation or have any questions


7 months ago


Hello! Thanks for your response!

One thing that I can take away from your post is Timely Reinforcements is useful. I don't quite understand much of what you said.

Metroid_Hybrid said: "Braid of Fire does hardly anything for you here. This is because Mana empties at the end of each & every step and phase. In this case it's only good for casting Instants and other Cumulative costs during your Upkeep.."

What does he/she mean by this?! I thought that you get mana on unpkeep, like when you tap your lands, then spend it however you want on your turn??? If not, then I can see why Braid of Fire isn't a great choice.

Also, do you think that Harsh Mentor is a good option? Like a Eidolon of the Great Revel but punishing use of activated abilities?? Do you think people often use activated abilities?


7 months ago

Aikido of the Inward Eye and Mirror Flame

Modern* 9-lives


What are some useful aikido cards that i could use? Perhaps Hallow? Is Harsh Mentor a good card? I think that activating abilities is common? Braid of Fire is amazing for ramp. I'm really looking for straight up draw cards that are within boros manabase. Best thing i could find was Risk Factor; Useful as a damage card early on, and a draw card whenever the opponent is lower on health.

legendofa on Harsh Mentor and tapping lands

7 months ago
  1. Anything with a : colon is an activated ability. Lands with basic land types don't always have the rules text written out, but they inherently have ": Add (color)."

  2. Any activated ability that generates mana is a mana ability, including that of lands. Birds of Paradise and Dimir Signet are non-lands with mana abilities.

Final answer: Harsh Mentor won't deal damage if your opponent taps land to add mana. If they activate an ability of the land that isn't a mana ability (for example, Raging Ravine's creature ability or Castle Ardenvale's token creation), H.Mentor would deal its damage.

9-lives on Harsh Mentor and tapping lands

7 months ago

I have the questions:

  1. is tapping a land an activated ability?
  2. is tapping a land a mana ability?

If I have Harsh Mentor in play, will the tapping lands of my opponent cause his triggered ability and make him deal 2 damage to them?

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