Arcane Foundry › Commanders › The Master, Mesmerist
The Master, Mesmerist
Legendary Creature — Time Lord Rogue · {2}{U}{B} · Black/Blue commander
{T}: Target creature an opponent controls with power less than or equal to The Master's power gains skulk until end of turn. Goad it. (A creature with skulk can't be blocked by creatures with greater power.)
Whenever a creature with skulk deals combat damage to one of your opponents, put a +1/+1 counter on The Master and draw a card.
Build a The Master, Mesmerist deck →
What The Master, Mesmerist actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Activated ability{T}: Target creature an opponent controls with power less than or equal to The Master's power gains skulk until end of turn. Goad it.
- Triggered ability · deals_damageWhenever a creature with skulk deals combat damage to one of your opponents, put a +1/+1 counter on The Master and draw a card.
What a The Master, Mesmerist deck needs
Plays as combat trigger. What the commander asks of the other 99 — read from the card and checked by hand.
- counter doublers and proliferate (it grows only itself with +1/+1 counters)
- cards with skulk (its trigger only counts them)
- haste and untap effects that reach the commander (a tap ability is unusable the turn it lands)
- evasion and protection for the commander (the trigger needs its combat damage to connect)
The The Master, Mesmerist deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 8× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 16× A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
- 6× Make the commander connect — a body that never deals combat damage never triggers
- 5× Untap the commander so the tap ability is an engine, not a one-shot
- 6× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
Best cards for The Master, Mesmerist
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Akroma's Memorial7 mana
- Lavaspur Boots1 mana
- Sting, the Glinting Dagger2 mana
- Haunted Cloak3 mana
- Sword of Vengeance3 mana
A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
- Ingenious Prodigy1 mana
- Vampire Cutthroat1 mana
- Gollum, Obsessed Stalker2 mana
- Wharf Infiltrator2 mana
- Skeleton Key1 mana
- Cybermat2 mana
- Rancid Rats2 mana
- Time Beetle2 mana
Make the commander connect — a body that never deals combat damage never triggers
- Rogue Class2 mana
- Archetype of Imagination6 mana
- Eldrazi Monument5 mana
- Falthis, Shadowcat Familiar3 mana
- Akroma's Memorial7 mana
- Infiltrator's Magemark3 mana
- Ninja Teen3 mana
- Student of Elements // Tobita, Master of Winds2 mana
Untap the commander so the tap ability is an engine, not a one-shot
- Freed from the Real3 mana
- Pemmin's Aura3 mana
- Sting, the Glinting Dagger2 mana
- Umbral Mantle3 mana
- Unstoppable Plan3 mana
- Genji Glove5 mana
- Honor-Worn Shaku3 mana
- Sword of the Paruns4 mana
Put +1/+1 counters on creatures you control, or multiply the ones already there
- Thrummingbird2 mana
- Blightbelly Rat2 mana
- Scheming Aspirant2 mana
- Vexing Radgull2 mana
- Voidwing Hybrid2 mana
- Venser, Corpse Puppet2 mana
- Kid Loki1 mana
- Dreamtide Whale3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
- Fatal Push1 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Grim Tutor3 mana
- Tainted Pact2 mana
- Scheming Symmetry1 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Toxic Deluge3 mana
- Damnation4 mana
- Bontu's Last Reckoning3 mana
- Sickening Dreams2 mana
- Crypt Rats3 mana
- Extinction Event4 mana
- Endemic Plague4 mana
- Desynchronization4 mana