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Stick, Fearless Mentor

Stick, Fearless Mentor

Legendary Creature — Human Monk Hero

Stick wants a deck that makes everyone swap their hand for a fresh one. It also works in a deck built around Heroes, Humans or Library Manipulation.

  • Mana cost1 genericred
  • Red ()
  • Power / toughness2 / 1
  • RarityUncommon

First strike

Whenever a source you control deals damage to you, exile the top card of your library. You may play it until the end of your next turn. This ability triggers only once each turn.

Build a deck with Stick Find it in the app

Archetypes

Cards That Fit Stick, Fearless Mentor

Picked for what they do in Stick's deck. When two cards do the same job, the one with the lower comes first. All of them fit Stick'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

Similar Commanders

Commanders that share the most with Stick, 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 glossaryRPlayers write colors as letters: R for red.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