Mentor of the Meek

Mentor of the Meek

Creature — Human Soldier

Whenever another creature with a power of 2 or less enters the battlefield under your control, you may pay . If you do, draw a card.

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Printings View all

Set Rarity
Core Set 2019 (M19) Rare
Archenemy: Nicol Bolas (E01) Rare
Commander 2016 (C16) Rare
Commander 2014 (C14) Rare
Innistrad (ISD) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Mentor of the Meek occurrence in decks from the last year

Standard:

All decks: 0.07%

Commander / EDH:

All decks: 0.06%

White: 0.92%

GW (Selesnya): 0.89%

WB (Orzhov): 0.56%

Mentor of the Meek Discussion

enpc on Insight into Budget Card Draw ...

1 day ago

Are you after single card draw engines, or multiple card draw engines? Because while there are a lot of single card draw engines, eg. Phyrexian Arena, there are also a lot of simple to construct (i.e. not rube goldberg machine) card draw engines which can leverage two or more cards. Some examples are:

RiotRunner789: are you after these kind of cards too? Also, are you after this for a particular deck or at least colour combination? This will make tailoring the list much easier.

Tzefick on How would you give white ...

6 days ago

TL;DR: The pre-text is LONG. Sorry about that, but there's a lot to unfold about the subject. If you just want to skip down to the suggestions I brainstormed, go below the first set of 3 lines.

It is no secret that the Commander community for a long time has regarded white as one of the weaker colors in Commander, especially as a monocolor. Many have pointed their fingers at how well the color achieves mana ramp and card draw/advantage.

White actually do have a small slew of card advantage and ramp cards or cards that in essence cheats the requirement for mana.

White has raw card draw in Mentor of the Meek and Dawn of Hope, although hidden behind a requirement in form of a trigger. Both are triggers that are fairly easy to achieve but not without costs. Not to forget Sram, Senior Edificer (and Puresteel Paladin) - but again behind a trigger requiring a very specific type of deck building. White has additional card advantage through regaining access to cards once lost, like through a Sun Titan getting back small permanents, or Nomad Mythmaker, Order of Whiteclay, or Bishop of Rebirth.

White has ramp in form of Knight of the White Orchid and Kor Cartographer and pseudo card advantage in good ol' Land Tax. The knight has a requirement that you need to be behind to actually ramp, and that aspect goes again in many of white's attempts to imitate ramp and card draw. White can only catch up, they cannot get ahead. These aspects are most recently seen through Verge Rangers (pseudo card advantage - not ramp, you don't get access to more lands than 1 per turn) and through Cartographer's Hawk. There's also Oath of Lieges but that is a symmetrical effect and may as well just benefit some of your opponents as much as it does you.

White can cheat the requirement for mana in a few instances, like casting Resurrection on a higher costing creature, an aspect they share with black and often a favorite when the two are paired. Where they differ is that black usually does it for less mana at another resource expense, and that black has different means to get those creatures out into your graveyard to set it all up. White has none of these opportunities/advantages.

This thread mainly aims to discuss white getting card draw/advantage in the Commander format and how they would achieve it to fit their color identity, but we can talk about the Commander format in general as well. To clarify, the topic is aimed at discussing how white could get card draw/advantage and not really whether or not they should - do feel free to voice your opinion for or against but please keep it limited and instead focus on how card draw could fit into white's color identity. It doesn't necessarily have to be from a place within the current color identity, but could be exploring new design space that hasn't been seen before.


Let's examine how other colors achieve card advantage:

Blue is super easy and the main color that achieves it, they usually do it straight as an investment for the specific purpose of gaining more resources; Concentrate. Blue also has access to looting options where they draw cards and discard cards (or the other way around); Merfolk Looter / Tolarian Winds. Blue also has the largest collection of cards with Flashback, so even once Blue uses a resource from their hand, they can do it again from their graveyard; Deep Analysis - although these cards are usually more costly than their non-flashback peers.

Black is also relatively easy as they imitate blue's investment but at an additional cost; Night's Whisper. As previously stated black can also access their graveyard like white and reuse mainly creatures that have died or otherwise put into the graveyard (from say an Entomb) by using Animate Dead or Zombify. Black's ability even goes beyond their own graveyard and dip into their opponent's graveyard. Black also have some aspect of self-discarding, usually as a symmetrical effect that aims at harming their opponents while still being able to access the cards they lost themselves; like Cunning Lethemancer.

Red is relatively new on this block, as they have for a long while had many of the same issues as white. Red did however have cards that looted (drawing and discarding cards) in the concept of picking up the strongest of a larger selection of cards - this is also called card filtering as you don't get an advantage in resources, only the selection. However red also has a selection of cards with flashback or activated or triggered abilities from the graveyard. With the introduction of impulse draw - so named from Act on Impulse, where red exiles a number of cards from the top of their library for the ability to play those for a limited time. Thus red has achieved temporary card draw.

Green is one of the richest colors in the color pie at the moment, having access to a lot of control cards, protective measures, card advantage, ramp and swingy plays. It is no wonder to me how green is one of the stronger colors in Commander. Green has access to some very strong card advantage cards that fits right into the slow format of Commander. Rishkar's Expertise is a favorite as it combines the Commander format's slow pace, green's affinity for big creatures, and a powerful swing in resources, all in one card. Another is the ability to draw from creatures being cast or entering the battlefield. Outside the slow Commander format, you don't really see these types of cards, but within the format they are strong and valuable. Green also has access to the most flexible way to reuse cards from the graveyard through Eternal Witness, Greenwarden of Murasa, Road of Return - road and Myth Unbound are even commander specific benefits that makes casting your commander cheaper, within the color with the most access to mana acceleration. So the color that needs it the least has ways to reduce their mana demand on casting their commander. I would argue this aspect should have been placed within white and/or blue more than in green. Black is getting in on it with Netherborn Altar, so in the future we might see the other colors circumventing the commander tax in some fashion.

White has very few card draw cards (the best of which are mentioned above) and all are locked behind some kind of condition that is not insignificant, compared to something like Beast Whisperer.


It would seem white lacks behind quite a bit in this aspect. When a color cannot do something itself or not very well, they usually seek toward artifacts to fix their issues. Here you can utilize Mind's Eye or Loreseeker's Stone or Arcane Encyclopedia or Book of Rass or Endless Atlas or Skullclamp or Tome of Legends to name a handful of the better variants. What most of these have in common is that they are expense to cast or maintain or require some specific deck building choices to function.

If the general consensus of Commander players are to be taken into account along with the perceived strength of each color, it would seem these artifacts are not enough to help white overcome its lack of card draw. Furthermore white's other strengths doesn't seem to have enough impact to offset this lack.

The general argument I have seen against providing white with card advantage is; it breaks the color pie, white can utilize artifacts to fix their weaknesses to some extend, white's strengths comes from mass land destruction, taxing (Thalia, Guardian of Thraben) and hatebears (Aven Mindcensor). Again I don't really want this thread to be overshadowed about arguing for/against White getting card draw into their color identity, let's just assume white eventually will get card draw - how would that look like?

Brief discussion on the counter arguments Show

I really like the way WotC incorporated card draw into red, as impulse draw feels red but it is card draw and it helps red smooth out some edges it may have in especially multiplayer formats, such as Commander.

So, if we assume white is eventually going to get card draw, how would it look like? Here's a couple of ideas for concepts on how to incorporate a card draw mechanic with white flavor.




Taxing

Good ol' taxing. We already have Smothering Tithe, so something similar to Rhystic Study could be a possibility. It could be an aura you put on a land, so whenever it is tapped that opponent pays mana or grants you card draw. It doesn't necessarily have to be mana that is taxed, it could also just be the action/trigger itself that is the tax.

A taxing example Show



Warring / "spoils of war"

White is the most militarized color that deals in organized military strategy, being the main color for the creature types Soldier and Knight. White is often associated with combat and attacking as well. Perhaps it should be used to its advantage and provide some means to acquire card draw - figure it a substitute for roleplay wise gaining lands / trade routes / power / intelligence.

Example of war "spoils" Show



Trading

I actually really like the idea of this one, although it may be harder to properly accomplish.

White has before had trades happening like Armistice and Bargain. There's also the advocates and Benevolent Offering but they are not unique to white and is a set mechanic. It's been a while since this was part of white's color pie, but it could be again.

Example on trading Show

The flavor is there, as white is a color of community and peace, so trading seems like a natural byproduct. I really like the political aspect from this mechanic when considering multiplayer formats.



Divination

An alternative to direct card draw; you choose a card type (instant, sorcery, creature, land, artifact, enchantment, planeswalker) and then look at top X cards of your library, you may reveal a card of the chosen type and put it into hand, put the rest on the bottom of your library in any order.

This reflects the Commune with Nature (which is a green card I know) but it seems to fit white's color pie as the more religious color, to ask the gods/divine/faith for a boon and maybe it is answered, maybe not. Obviously you can deck tech to increase your chances but the idea is a card draw that is not guaranteed. Under the right circumstances it can be stronger than a card draw as it may filter.

Example on Divination Show



Honor the ancestors

I really wanted to create some kind of mechanic that allowed white to dump cards into their graveyard, to synergize with white's inherent ability to generate card advantage through recurring permanents, especially low CMC permanents. As it stands white needs to cast those smaller permanents and have them put into the graveyard from the battlefield - thus making these recurring effects a lot more narrow than their black and even green brethren, who can more easily set up these beneficial plays. But it doesn't seem very much like a white thing to self-mill, ala Surveil, nor do they discard. For white to have this particular synergy you would have to make them gain it without much prior precedent.

One thing that seemed sort of within the flavor of white would be to honor the ancestors, remember the history, keep to the traditions. I think you could work that flavor into some kind of mechanic that could work to white's advantage.

Examples on Honoring the Ancestors Show




Anyway, that's just what I brainstormed for. Like I said before I really liked the flavor on red's card draw and I want white to get something similar. Do you like any of my suggestions or think you can refine them? How would you give white card draw that is flavorful?

McToters on Edh soldiers

1 week ago

Cool deck! Tajic is a cool commander. Just some thoughts I had looking over your list:

Mentor of the Meek Soldier and Draw

Assemble the Legion Cool enchantment that makes soldiers

Mirror Entity can count as a soldier and pump your weenies

Bonders' Enclave maybe draw?

Heartwarming Redemption impulsive draw

Wheel of Fate more impulsive draw

Urza's Incubator make your soldiers cheap

Anger or Mass Hysteria or Urabrask the Hidden Haste Enablers! May help you to trigger Tajic a turn faster.

Arch of Orazca

Howling Mine and/or Mana Flare These both help opponents but it's draw and extra mana for you as well.

Again sweet deck! Hope some of those help a little +1

Vivctius on Humans, Humans, and more HUMANS!

3 weeks ago

I forgot to mention Mentor of the Meek, while you do have the card draw from Skullclamp I feel like the deck can get too fast fo its own good so adding more card draw is always nice to keep adding creatures to the board. Outlaws' Merriment creates human tokens which it's nice but you also have Assemble the Legion which it can be better if it sticks long enough.Ruinous Ultimatum I'm still a bit on the fence with this card because you'll probably tap out for this and waste a turn basically if it gets countered but on the other hand I always like to have 2 or 3 board wipes (maybe 2 since it's a creture heavy deck). Angel of Glory's Rise and Garna, the Bloodflame are good ways to get back after a board wipe and not get stuck behind. Lightning Greaves and Swiftfoot Boots I feel like there are auto inclusions even if one of the commanders can become indestructible because there's always that one player that has a path to exile or something to return to hand XD

Tzefick on Wheel of Life and Death

3 weeks ago

The revised version seems fair, almost too fair to the point that I'd still not play it unless we're in a limited format.

I'd say you might still lower the activation to 1 colored for each trigger. Or alternatively reduce the cost to 2 hybrid from 3.

It's a 3 mana do-nothing enchantment that requires a creature enter or die and then a hefty payment per trigger. At the current level you pay 7 mana to draw 2 cards, the equivalent of a Divination. I know blue is the best at drawing cards and this is continuous advantage, but you pay so much. If you draw 4, you pay 11 mana.

For 6 you can play Rishkar's Expertise and draw way more AND get a free 5- CMC spell cast.

If you reduced the trigger costs to 1 each, you'd need 5 mana to equate a Divination, 6 for a Concentrate. It would follow the alignment of Stroke of Genius but you're not necessarily master of getting the triggers or having the mana available to take advantage of it.

If we're worried about taking advantage of the token generation, there's way better cards to take advantage of that, like Species Specialist, Moldervine Reclamation, Kindred Discovery, Mentor of the Meek, Elemental Bond (if we go the higher power route).

If there is a need to tone down the power, then axe the token-trigger or increase the cost to . For a continuous effect I think you'd rather pay a hefty price to buy in, for the benefit of cheaper fuel. Or you want a relatively cheap buy-in (2 mana CMC) at the expense of more costly fuel (2 mana activation). A semi-expensive CMC (3) coupled with expensive fuel (2) is unlikely to be attractive.

And take the above into perspective, you can tell how I feel about the original suggestion.

Joe_Ken_ on Arcades' Walls with Feet

1 month ago

Mentor of the Meek is a good source of extra card draw for the deck since all your walls will pretty much trigger the ability.

Elspeth, Sun's Champion is a great source of extra bodies and is another board wipe that will not bother your walls.

I use Sight of the Scalelords in my version of Arcades to give that boost and vigilance for every combat.

I also put High Alert in my version since Arcades eats a lot of removal on the board.

Wall of Stolen Identity is a good creature to get some creature abilities from your opponents.

The Birth of Meletis would be good since it’ll grab you a land and then make a 0/4

Mnemonic Wall is great since it’ll get you back a good instant or sorcery card.

I’d normally find that Fog Bank and Guard Gomazoa made really good creatures to leave back as blockers.

Marble Titan and Meekstone are great against opponents running big creature decks.

Wall of Reverence is actually not bad just to gain a little bit of life during your upkeep can go a long way. Angelic Chorus will make it so your walls will enter and then gain you a nice chunk of life.

Solidarity is another tower defense like effect for your creatures.

Angelic Shield is a small boost and can help save Arcades from one removal spell or board wipe.

multimedia on Kykar proto

1 month ago

Hey, nice start and this is obviously a budget deck therefore my suggestions will be $2 or less each, most are less than $1.

Lands

Draw

Other

Ramp


Cards to consider cutting:

  • 2x Island
  • 2x Plains
  • 2x Mountain
  • Enigma Drake
  • Rage Thrower
  • Boros Locket
  • Izzet Locket
  • Winged Words
  • Hallowed Spiritkeeper
  • Monastery Siege
  • Not Forgotten
  • Blaze
  • Radical Idea
  • Shock
  • Dramatic Reversal
  • Hissing Iguanar

I offer more advice if you would like. Good luck with your deck.

Ninokun on Anafenza KIN Do It All! (+1/+1's/Tribal)

1 month ago

That Benalish guy is awesome for my Selesnya deck, lol. But hey, maybe Dawn of Hope can help you get soldier tokens to trigger the drawing of Mentor of the Meek if you have the mana for it.

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