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					Pojo's Magic The Gathering Card of the Day
 Daily Since November 2001!
 
                        
                          
                            | 
                               Image from 
								Wizards.com
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								Harsh 
								Mentor - Amonkhet
 
 Reviewed 
								May 15, 2017
 
								
								Constructed: 4.13Casual: 3.50
 Limited: 3.25
 Multiplayer: 3.67
 Commander [EDH]: 3.67
 
								Ratings are based on a 1 to 5 scale:1 - Horrible  3 - Average.  5 - Awesome
 
 Click here to see 
								all of our
 Card of the Day Reviews
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                            |  David Fanany
 
								Player since 
								1995  | Harsh Mentor
 It's unfortunate this guy specifically excludes 
								planeswalkers from the card types he affects - 
								Wizards of the Coast might have avoided having 
								to ban a creature that's not even that powerful 
								in itself. Such is Magic, I suppose. It's also 
								unfortunate that he excludes enchantments, 
								because then I could have made a joke about 
								where the heck was this guy when Glare of 
								Subdual was absolutely everywhere. But 
								regardless, there's hardly a shortage of uses 
								for him, and there are larger casual metagames 
								where he could end up being absolutely 
								oppressive: for instance, imagine trying to 
								fight him with something like Lorwyn's Millfolk 
								archetype.
 
 Constructed: 4/5
 Casual: 3/5
 Limited: 3/5
 Multiplayer: 3/5
 EDH/Commander: 3/5
 |  
                            | James H. | Harsh Mentor (5/15)
 Shortly after getting its first 1R 2/2 (without 
								downside), we get one with major upside. Harsh 
								Mentor is brutal in particular regard to older 
								formats, punishing fetchlands and some of the 
								more powerful artifacts (and creatures, like 
								Deathrite Shaman) by making those abilities hurt 
								a lot more. It’s not an oppressive hate card, 
								but it does a good job of putting the scales in 
								red’s favor; three damage to activate a 
								fetchland makes red decks have an easier time 
								ending the game, and it makes the creature lands 
								a good bit more painful.
 
 And, of course, it's a 2/2 for 1R. It scales 
								pretty poorly in the late game, since its combat 
								isn’t great later and your opponent can just 
								smash face (or use planeswalkers, I suppose). 
								But it does work early on, and I can see red 
								using it to help close games out faster.
 
 Constructed: 4.25
 Casual: 4
 Limited: 3.5
 Multiplayer: 4.25
 Commander: 4.25
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