Kasmina, Enigmatic Mentor

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
War of the Spark (WAR) Uncommon

Combos Browse all

Tokens

Kasmina, Enigmatic Mentor

Legendary Planeswalker — Kasmina

Spells your opponents cast that target a creature or planeswalker you control cost more to cast.

-2: Create a 2/2 blue Wizard creature token. Draw a card, then discard a card.

Browse Alters

Kasmina, Enigmatic Mentor Discussion

Titus7007 on Sarkhan Flame Sweeps 2020

2 days ago

Sorin_Markov_1947 I'll have to check out some of these options. I have toyed with putting Enter the God-Eternals in here, or even Invade the City .

I also think I could use another The Royal Scions so maybe I pull the two Torbrans for 1 more Scions and 1 more Loch Dragon

I like Kasmina, Enigmatic Mentor too. kinda like Torbran in her own way.

Sorin_Markov_1947 on Sarkhan Flame Sweeps 2020

2 days ago

Torbran doesn't need to be out turn 4, but even later it might be hard to get 3 red mana symbols. I suppose it's possible since you need 2 early anyway, just think about how often he's going to be a dead-draw vs a card that helps you out. To replace him... I like Kasmina, Enigmatic Mentor for this archetype, because it gives my planeswalkers a little more protection from things like Swift End , which is in almost any deck that contains black. You might also just take a look at Spark Double or Revenge of Ravens . Another staple of Jeskai Fires decks is Enter the God-Eternals , which is removal + a little lifegain + beefy blocker.

By the way, the way Jeskai gets black is because Jeskai Fires decks use Fires of Invention and Granted to fetch things from the sideboard regardless of color. Doesn't seem to help you a lot though.

The Elderspell I think goes in the sideboard if your only use for it is to kill enemy planeswalkers, because there aren't a lot of decks that rely heavily enough on planeswalkers for you to use it in maindeck. Another strategy though, is to suicide your own planeswalkers to build up another planeswalker. Depends on your strategy.

McDuckington on Believe, See, Change

1 month ago

I run Aminatou as my main commander, and i like the idea.

If youre going to run cards like Aura of Silence you might wanna run the rest of the stuff like that, too. Kasmina, Enigmatic Mentor , Dovin, Hand of Control , God-Pharaoh's Statue . The planeswalkers can be flickered for extra value as well.

And i feel Reality Acid is required removal for Aminatou. 3cmc, and ruling says you still control it even when their things are enchanted. So go ahead and flicker the crap out of it and destroy everything they know and love.

Finally, just adding Spark Double and Altar of the Brood is a sneaky wincon, because SD and Aminatou blink each other forever and they mill out.

Theres a ton of different ways to go infinite with various combinations of Felidar Guardian , Panharmonicon , Oath of Teferi , Spark Double ... Shameless plug, you can check out my deck for a listing of alot of them.

Id also recommend the all-powerful Peregrine Drake or the Palinchron if you have money.

I love her as a commander so much and i love seeing other peoples takes and ideas.

BLOODGUILT on mono blue mill

1 month ago

Lonelyyoshi1 The reason Mill decks work is because you strip your opponent's resources away from them before they can ever draw them. Basically, making someone mill is control. You want to be milling cards from your opponent every turn and right now you have two strategies in your deck. Creature and draw. the two strategies cross over with Psychic Corrosion , Hedron Crab , because both of those say "do something you're gonna do every turn and mill your opponent" Now the Creature strategy would be a focus on Sage's Row Denizen . Fewer spells and add value creatures. Merfolk Trickster , Cloudkin Seer , Frost Lynx , Fblthp, the Lost . I'm sure the great minds of this forum can list much better versions then i can but those are the few i know right now without google. The whole goal of this version would be to get Sage's Row Denizen out and play a "draw go" style unless you need to play a value creature. I would even run creature copying effects to really abuse the sage like Quasiduplicate , Mirror Image , Spark Double , Rite of Replication . you would have to drop most of your planeswalkers and maybe only keep Kasmina, Enigmatic Mentor and run other effects like Blink of an Eye , Callous Dismissal to out value your opponent until you can go nuclear with your sages. at least thats how i would do a creature version. The draw version focuses more on Psychic Corrosion and control. You would run instant speed draw spells like Opt , Radical Idea , Chemister's Insight so you can keep mana open to counter your opponent with Negate , Cancel , Wizard's Retort , Counterspell . You would be 100% draw go. Your turns would more or less be draw, play a land, trigger Hedron Crab , pass. then you counter your opponents spells. if they don't play anything scary you use all your mana at the end of their turn to use your draw spells and make them mill with Psychic Corrosion . you would want to play a bounce spell, recommend Unsummon and your Jace package to get free draws for the mill. Again, I've already shown i don't know the meta for modern so listen to the other guys commenting. The reason i don't like Jace, Arcane Strategist is because he's 6 cmc and doesn't really move you towards your game plan as fast as the other Jaces do. That is also giving your opponent a free turn with 6-7 mana where they don't have to worry about a counter spell. You could run Force of Negation but you are really taking a risk relying on 1 card to protect you so you can play a Jace that has 30% synergy with your deck. I'd rather play my second Psychic Corrosion and have mana up for Thought Collapse or Opt and Radical Idea . Ultimately it is your deck so have fun with it but these are my thoughts. If you would like i could probably use your card list to build two version of your deck and you can try both out.

BLOODGUILT on mono blue mill

1 month ago

Lonelyyoshi1 Looks better! I'm not high on Jace, Arcane Strategist , I feel like he doesn't work towards your milling game plan. I personally wasn't aware of Sphinx's Tutelage or Fraying Sanity that Kjartan suggested. Those would be awesome and keep you on curve. I also forgot about Ashiok, Dream Render . 3cmc planeswalker that mills four when he comes into play, he exiles your opponents graveyard, and stops opponent from searching is library. Now, i don't play a lot of modern but last i checked Arclight Phoenix was a popular deck. I remember seeing a recursion deck and i believe fetch lands are common. Lets just shut all of that down! Not sure how competitive you want to be but Ashiok, Dream Render would be a monster in this deck.

There are some other blue planeswalkers from war of the spark that could also be helpful. Narset, Parter of Veils Kasmina, Enigmatic Mentor Narset will stop card draw by your opponent and allow you to dig for mill pieces. Kasmina will help protect your creatures by taxing your opponent and she has synergy with Sage's Row Denizen and Psychic Corrosion . Not really suggesting but it's something to look at. Sorry for the wall of text....

TypicalTimmy on Kykar, wind's fury?

2 months ago

Planeswalkers that you'd want to run would be the following;

That's 13x Planeswalkers which should be plenty. If you'd like to add Karn Liberated you can do so but I wouldn't stretch it any further than this. You still need room for your Instants, Sorceries, Lands and Creatures. You mentioned you also want Enchantments? Well, I'd cut down on those except for the basic prisons. Notably:

I'd also focus on making it a soft Flying Tribal, to empower your tokens

All in all, this is 34 cards. If you figure you'll be running the recommended 37 lands + 8 stones, you have a total card base of 79 cards. This leaves you 20 Instant / Sorcery spells.

Given that, you may want to trim down so you have more chances to use your Commander. I'm noticing a general lack of red power in here, so you may want to actually make this an Azorius deck that happens to splash red just to get your Commander out.

Focus on replayable Instants and Sorceries, such as the ones mentioned above. Also, Charmbreaker Devils will be of great asset in this deck.

Hope that helps! :D

PhotogenicParasympathetic on Who is your favourite "Uncommander?"

3 months ago

lifemtg: Lol, my bad - I read that as "commanders that aren't commonly played" not "commanders that are uncommons."

'S not for normal commander, but Kasmina, Enigmatic Mentor is a sweet oathbreaker/commander in a playgroup that will allow it. Lots of proliferate to keep her going, she smooths out your draws while dropping tokens for protection, and her passive helps protect important creatures like Laboratory Maniac etc.

And of course, there's Tetsuko Umezawa, Fugitive , and all the 1 power/toughness creatures, like Rootwater Thief , Scalpelexis , Raven Guild Master , Mindshrieker , etc.

PhotogenicParasympathetic on Superfriends Staples??

4 months ago

Might or might not be obvious, but running whatever board wipes you can is usually a good idea for superfriends too. Damnation , Toxic Deluge , and Cyclonic Rift are the main three in those colors. If the list finds itself ramping very effectively, I'm a huge fan of the underrated The Great Aurora , which lets you float mana, cast the spell, get a bunch of lands into play untapped to make MORE mana, and cast a bunch of spells before your opponents get a chance to rebuild.

As far as walkers themselves go, I'd say definitely remember to use Kasmina, Enigmatic Mentor , who protects your walkers on two fronts while filling your graveyard for Muldrotha. Especially good if you do end up running the proliferate package.

Load more

No data for this card yet.