Skip to content
  1. Commander Nexus
  2. Commanders
  3. Meria, Scholar of Antiquity

Command zone

Meria, Scholar of Antiquity

Meria, Scholar of Antiquity

Legendary Creature — Elf Artificer

Meria wants a deck that makes everyone swap their hand for a fresh one. It also works in a deck built around Artificers, Elves or Library Manipulation.

  • Mana cost1 genericredgreen
  • Red, Green ()
  • Power / toughness3 / 3
  • RarityRare

Tap an untapped nontoken artifact you control: Add green.

Tap two untapped nontoken artifacts you control: Exile the top card of your library. You may play it this turn.

Build a deck with Meria Find it in the app

Archetypes

Cards That Fit Meria, Scholar of Antiquity

Picked for what they do in Meria's deck. When two cards do the same job, the one with the lower comes first. All of them fit Meria's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Meria, Scholar of Antiquity

explain how Meria works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 9 Sep 2022

You may tap any untapped nontoken artifact to activate Meria’s abilities, including artifact creatures that entered the battlefield this turn, even if they don’t have haste.

Wizards of the Coast 9 Sep 2022

You must pay all costs and follow all timing restrictions for cards you play with Meria’s last ability. For example, you may only play a land card this way during a main phase of your own turn, and only if you haven’t yet played a land this turn.

2 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Meria, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryRGPlayers write colors as letters: R for red, G for green.WheelsWheel decks make every player swap their whole hand for a fresh one, then profit from all that drawing. One way is making opponents lose life for each card they draw. The name comes from the card Wheel of Fortune.Open the Wheels pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation pageImpulse DrawExiles cards from the top of your library and lets you play them for a short time, usually only that turn. You have to use them or lose them. Act on Impulse Prosper, Tome-BoundOpen the Impulse Draw page