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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Monastery Mentor
Image from Wizards.com

Monastery Mentor
- Fate Reforged

Reviewed Jan. 28, 2015

Constructed: 4.20
Casual: 4.25
Limited: 4.40
Multiplayer: 3.75

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Deck Garage

Monastery Mentor

I can honestly see a Jeskai deck that runs 4x of this guy and no other creatures, as long as it has either a tutor or some decent deck sifting to get to see one reasonably early. Having Monastery Mentor in your deck definitely allows you devote more deck slots to noncreature spells, which means your prowess army will be more powerful on the attack. I've seen Prowess tempo decks do some surprisingly disgusting things, just by countering and burning everything you try to do and then swinging for some artificially-inflated number.

Constructed- 3.75
Casual- 4
Limited- 4.5
Multiplayer- 4

David Fanany

Player since 1995

Monastery Mentor
This is the sort of card that can get out of hand very rapidly. Even leaving aside the obvious combos with certain insane enchantments from Ravnica and Innistrad whose names I will not mention, a relatively "vanilla" white deck is likely to have enough noncreature spells to generate an army just from playing the game. The only thing is that a deck built to take advantage of him is probably going to have fewer creatures than average, making him more of a target, and that the typical creature-heavy white decks will occasionally get hands that have him but lack slightly in spells to trigger him. But those are pretty minor compared to the potential he offers.
Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5
Michael "Maikeruu" Pierno

Today's card of the day is Monastery Master which is a three mana White
2/2 with Prowess that also puts a 1/1 White monk with Prowess into play whenever you cast a non-creature spell.  This is an interesting variation on swarm production that has both the source and the tokens benefit from the same support structure.  In a deck with a large number of auras or instants this will be a popular addition to help build field presence and will likely see quite a bit of play going forward.
In Limited this is a fairly easy first pick in Booster that is worth the three mana even if the effect is only triggered once as it puts three power and toughness into play and more with temporary boosts factored in or additional triggers.  In Sealed this should always be included when running White and can be easily splashed or used when running three colors, particularly if there is a high concentration of non-creatures available in the primary or secondary color.
Constructed: 4.0
Casual: 4.0
Limited: 4.0
Multiplayer: 4.0


Deck Garage
Monastery Mentor
Every now and then Wizards prints a card that strikes me as almost too good. This is one of those cases. With all the cheap non-creature spells there are - especially once you get into modern, legacy, and vintage - you can easily create a horde of tokens that grow with each additional non-creature spell you play.
Let's play out an example. You're playing a modern Jeskai deck and play Monastery Mentor on turn 3. Turn 4, you play one of the 317 red, white, or blue non-creature spells in Gatherer that cost 1 mana or less. Mentor is a 3/3, and you have a 1/1 token. You play a second one-mana spell. Mentor is a 4/4, and you have a 2/2 token and a 1/1 token. A third spell? Mentor is a 4/4, and you have a 3/3, 2/2, and a 1/1 token. Then for your fourth spell, you play Mass Hysteria, giving all creatures haste. You attack with a 5/5 Mentor, 4/4 token, 3/3 token, 2/2 token, and a 1/1 token. That's 15 damage PLUS whatever the other 1-mana spells did.
I fully expect this card to be all over the place in competitive Magic, and quite possibly end up in discussions of being banned. It's without a doubt the most powerful card - considering its cost - in the set.
Constructed: 5.0
Casual: 5.0
Limited: 5.0
Multiplayer: 4.0

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