Harsh Mentor

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 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
Casual Legal
Custom Legal
Quest Magic 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

rambunctiousOrator on it's a deck alright

2 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

2 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


2 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?


2 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

2 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

2 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?

Profet93 on INFERNO

3 months ago


I meant to type Curse of Opulence. Once had a game where me and another player both cast this on an opponent on turn 1.

Boil would be my suggestion. Costly, potential deadcard, you don't need all of the anti-blue redundancy unless blue is prevalent within your meta. Orcish Settlers and Harsh Mentor are also potential cuts. You really want to play cards that ramp you, draw you and promote your game plan. Potential swaps could be Wheel of Misfortune for card draw. I would find cards that add treasure tokens or ramp you such as Sword of the Animist (eventually dockside one day), etc...

Sculpting Steel to copy your mana doublers, ramp or any powerful artifact on the board. Definitely add a bit more artifacts and remove some LD. For example, swapping Price of Progress for Commander's Sphere provides you with draw and ramp rather than potentially being anti-synergistic with blood moon. I think rather penalizing them for utilizing nonbasics via damage, why not go all in on crippling their mana base rather than hurting them a little? Once they can't cast spells, there shouldn't be much resistance, not to mention it's counterbait for blue.

What is your meta like? That can help determine cuts better as well as I don't know what silver bullets you may or may not need.

FormOverFunction on Looking for a casual but …

3 months ago

Since my decks are based primarily on theme, there’s a pretty significant chance that they are going to play differently from one game to the next. This has helped enormously in keeping me from getting bored with them. It may not always be what you want to do, but maybe try loosening up on the goal of the deck. That will make it a lot less efficient, but with a looser focus you can try to make win conditions out of what your opponents are doing. A Dingus Staff or Harsh Mentor never seem strong enough on their own to build a whole deck around, but when they pop in at the right time they can be devastating (read: amazing) and make for a lot of fun discussion for the day/evening. That’s been my experience, your mileage may vary.

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