Meekstone is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Creatures with power 3 or greater don't untap during their controllers' untap steps.
Complete guide
Meekstone is a classic artifact that punishes players for relying on massive, heavy-hitting creatures. By restricting the recovery of high-power threats, it turns the battlefield into a stalemate for the mighty while allowing smaller creatures to roam free. It is a staple for control decks looking to slow down the pace of aggressive strategies.
A Weight on the Mighty
Meekstone has a continuous effect that changes the rules of the untap step. Specifically, any creature with power 3 or greater is affected. If a creature meets this power threshold, its controller simply skips the untapping process for that specific permanent during their untap step. It does not matter if the creature became large through its base stats, equipment, or temporary buffs; if its power is 3 or more when the untap step begins, it stays tapped.
The Timing of the Untap
The check for Meekstone happens exactly as the untap step begins. If a creature has power 3 or greater at that moment, it remains tapped. If a creature's power is reduced to 2 or less before the untap step (for example, during the previous player's end step), it will untap as normal. Because no player receives priority during the untap step, you cannot respond to this effect once the step has started.
Static vs. Triggered Abilities
A common mistake is treating Meekstone as a triggered ability. It does not 'tap' creatures, nor does it go on the stack. It is a static effect that modifies how the untap step functions. If Meekstone is removed from the battlefield, its effect ends immediately, and creatures will be able to untap during their controller's next untap step as usual.
Strategic Implementation
Meekstone is best played in decks where your own creatures have low power or when you rely on non-creature permanents for mana and utility. Since it only costs one mana, it can be deployed early to prevent opponents from ever getting a second swing with their heavy hitters. It pairs exceptionally well with 'tappers' that force creatures to tap down initially.
Interaction examples
If you have Meekstone on the battlefield, your high-power creatures are stuck, but your artifacts are not. You can tap Sol Ring to produce two colorless mana every turn without restriction. Meekstone specifically mentions creatures; it has no effect on the untap status of artifacts like Sol Ring, allowing you to maintain your mana advantage while your opponents' threats remain horizontal.
When an opponent attacks you with a 4/4 creature, that creature will not untap during their next untap step because of Meekstone. On your turn, you can safely tap Arcane Signet for mana to progress your board state. Since Arcane Signet is not a creature, it is completely ignored by Meekstone, ensuring your resource generation remains fluid while the board is locked down.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Meekstone
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Popular combos
Real combos played by the community, sorted by popularity.
Harmonious Archon + Meekstone
- 1Harmonious Archon causes all non-Archon creatures to have base power and toughness 3/3.
- 2Because of Meekstone, non-Archon creatures do not untap during their controller's untap step.
Legal formats
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Meta decks with Meekstone
No archived Top 8 deck with this card yet.



Sol Ring
Arcane Signet