Mentor of the Meek 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
Whenever another creature you control with power 2 or less enters, you may pay. If you do, draw a card.
Complete guide
Mentor of the Meek is a staple for white creature-based decks, providing much-needed card advantage through small, efficient units. This Human Soldier rewards you for filling your board with low-power creatures by turning your mana into new draws. Whether you are playing a token strategy or a specialized toolbox, understanding how this triggered ability interacts with the stack is key to out-valuing your opponent.
Small Creatures, Big Rewards
The ability of Mentor of the Meek triggers whenever another creature with power 2 or less enters the battlefield under your control. The game checks the creature's power the moment it arrives on the battlefield. If a creature enters with a static bonus or counters that push its power above 2, Mentor of the Meek will not see it as a valid trigger. However, if it enters as a 2/2 or smaller, the ability goes on the stack, and you have the option to pay {1} to draw a card.
The Timing of the Trigger
When a qualifying creature enters, the ability is placed on the stack. You do not choose to pay the mana until the ability actually resolves. If the creature's power is changed after it has already entered—such as by a Giant Growth or a -1/-1 effect—it does not change the fact that the ability triggered. Once the trigger is on the stack, it stays there regardless of what happens to the creature's power later.
One Draw Per Trigger
A common point of confusion is whether you can pay multiple mana to draw multiple cards from a single creature entering. The ruling is clear: while resolving the triggered ability, you can only pay {1} once per trigger. If you want to draw more cards, you must have more creatures entering or effects that cause the ability to trigger multiple times.
Strategic Considerations
Because Mentor of the Meek requires an additional payment of {1}, it is often best played when you have a surplus of mana. In the early game, it may be better to develop your board and save the Mentor for a turn where you can cast a creature and immediately pay for the draw. Remember that the ability is optional; you are never forced to spend your mana if you would rather save it for a combat trick or another spell.
Interaction examples
When Solemn Simulacrum enters the battlefield, two abilities will trigger: the Simulacrum's own ability to search for a land and Mentor of the Meek's ability (since the Simulacrum has a power of 2). You can choose the order in which these resolve. You could resolve the land search first to thin your deck, and then pay {1} to resolve the Mentor's trigger and draw a card.
If you play Roaming Throne and choose 'Human' as its creature type, its static ability will apply to Mentor of the Meek. Because Roaming Throne enters as a 4/4, it does not trigger the Mentor itself. However, for every subsequent Human creature with power 2 or less that enters, Mentor of the Meek will trigger twice. This allows you to pay {1} twice (once for each trigger) to draw two cards per creature.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Mentor of the Meek
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If a creature enters with +1/+1 counters or a continuous effect such as that of Wedding Festivity will apply to the creature on the battlefield, those effects apply when checking to see if Mentor of the Meek's ability will trigger.
No other card is named in this ruling.
- #2· Wizards of the Coast
Mentor of the Meek's ability checks the power of the other creature only as it enters. If that creature's power is 2 or less, the ability will trigger. Once the ability triggers, raising that creature's power above 2 won't affect that ability. Similarly, reducing the creature's power to 2 or less after it enters won't cause the ability to trigger.
No other card is named in this ruling.
- #3· Wizards of the Coast
While resolving the triggered ability of Mentor of the Meek, you can't pay
multiple times to draw more than one card.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Nadir Kraken + Mentor of the Meek + Ashnod's Altar
- 1Draw a card.
- 2Nadir Kraken triggers, causing you to pay
to put a +1/+1 counter on Nadir Kraken and create a 1/1 Tentacle creature token.
- 3The Tentacle enters the battlefield, triggering Mentor of the Meek.
- 4Holding priority, activate Ashnod's Altar by sacrificing the Tentacle, adding
.
- 5Resolve the Mentor of the Meek trigger, causing you to draw a card.
- 6Repeat from step 2.
Words of Wilding + Ashnod's Altar + Mentor of the Meek
- 1Activate Words of Wilding.
- 2The next time you would draw a card, create a 2/2 bear token.
- 3Mentor of the Meek triggers.
- 4Sacrifice the bear to Ashnod's Altar for
.
- 5Before Mentor of the Meek resolves, activate Words of Wilding, replacing your next draw with the creation of a 2/2 bear.
- 6Repeat for infinite ETB and LTB.
Words of Wilding + Mana Echoes + Mentor of the Meek
- 1Activate Words of Wilding.
- 2The next time you would draw a card, create a 2/2 bear token.
- 3Mana Echoes and Mentor of the Meek trigger.
- 4Allow Mana Echoes to resolve first, adding
for each bear you control.
- 5Before Mentor of the Meek resolves, activate Words of Wilding, replacing your next draw with the creation of a 2/2 bear.
- 6Repeat for infinite bears and colorless mana.
Ashnod's Altar + Mentor of the Meek + Cryptcaller Chariot
- 1During your cleanup step, discard cards down to your maximum hand size.
- 2Cryptcaller Chariot triggers, creating a number of tapped 2/2 Zombie creature tokens equal to the number of cards you discarded.
- 3When the Zombie(s) enter, Mentor of the Meek triggers that many times.
- 4Holding priority, activate Ashnod's Altar by sacrificing a Zombie, adding
.
- 5Resolve the first Mentor of the Meek trigger, causing you to pay
to draw a card.
- 6Resolve all remaining Mentor of the Meek triggers, as applicable, choosing not to pay.
- 7As it's still your cleanup step, you will again discard cards down to your maximum hand size.
- 8Repeat from step 2.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Mentor of the Meek
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne



