Seems like I have a tendency to get the Commander questions lately! So, what’s the main difference between and (besides how easily Surge can whiff)? Mainly, the order of things coming into play. When you Genesis Wave for X=10, any and all permanents you hit will come in simultaneously, all at once, together. With Surge, […]
Tag: Mentor of the Meek
One creature entering play can trigger two Blood Seekers.
A creature entering the battlefield can trigger multiple abilities, as long as they are all looking for a creature entering the battlefield. Say you control two s and your opponent casts . Each Blood Seeker would “see” two creatures enter the battlefield and trigger twice, for a total of four triggers. Those 1/1 Human tokens […]
Hamlet Captain’s ability uses the stack and can be responded to.
The ability of that gives other humans +1/+1 is a triggered ability that uses the stack and can be responded to. This ability triggers when the Hamlet Captain attacks or blocks, regardless of whether or not you control other human creatures. When it resolves it will give other humans controlled by the Hamlet Captain’s controller […]
Batterskull will trigger Mentor of the Meek’s ability
When enters the battlefield, its living weapon ability will trigger. When this trigger resolves, a 0/0 germ token creature is created and the Batterskull will become attached to it. Each of these steps is followed in order, so the germ will be a 0/0 creature for a short time and then become 4/4. The germ […]
Mentor of the Meek’s ability checks the power of creatures as they enter play.
has an ability that triggers when a creature with power of two of less enters the battlefield under the control of the Mentor’s controller. The ability may seem pretty basic, but there are some facts to point out regarding how it all works. This ability cares about the actual power of the creature in play […]