Magic 2015 - Duels of the Planeswalkers (Xbox 360) achievements

Magic 2015 - Duels of the Planeswalkers (Xbox 360)

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There are a maximum of 35 Magic 2015 - Duels of the Planeswalkers (Xbox 360) achievements (30 without DLC) worth 867 (500)

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Achievement Details

Inherit the Earth in Magic 2015 - Duels of the Planeswalkers (Xbox 360)

Inherit the Earth31 (20)

Draw three cards with Mentor of the Meek in a single turn

  • Unlocked by 2,359 tracked gamers (43% - TA Ratio = 1.53) 5,539  

Achievement Guide for Inherit the Earth

Danny Dubs 86
873,260 (458,599)
Danny Dubs 86
Achievement won on 17 Jul 14
TA Score for this game: 867
Posted on 17 July 14 at 20:22
This solution has 14 positive votes and 0 negative votes. Please log in to vote.
Originally posted on my blog at

Note: If you just want a deck list, skip to the bottom

Mentor of the Meek's ability triggers any time you get a new small creature: "Whenever another creature with power 2 or less enters the battlefield under your control, you may pay 1. If you do, draw a card." We just need to have lots of little dudes enter the battlefield once the Mentor is in play to get this one!

I'll provide the deck list that I used, but first I'll outline some basic strategic considerations so that you have an idea of why certain things are included, both to help you use that deck and to allow you to make changes as needed if you're finding that it doesn't quite work for you.

Deck Strategy:

A single-colored deck eliminates any concerns about having the right kinds of lands and generally makes life a lot simpler and more consistent. Seeing that the Mentor is white, a mono-white is the way to go.

As you might imagine, the Mentor's ability can easily get prohibitively expensive. You'll have to spend three mana drawing cards, leaving less mana to actually cast those creature spells.

As such, in addition to the Mentor, we want lots of cheap ways of making little weenies to trigger his ability. Fortunately, white has a bunch of 1-costing creatures in this game. If you can hold on to three of those while building up to 6 total mana, you're good to unload them all at once to nab the achievement. Don't overlook spells like Raise the Alarm, which also generate creatures for one mana each (essentially).

The Convoke mechanic is a nice way around the cost problem, too, as your creatures (including Mentor of the Meek himself!) can allow you to cast some spells. Triplicate Spirits is perhaps the best spell for this task, as it already creates three little spirits to trigger your Mentor. If you can get six creatures in play, you'll only need three open mana to draw your cards.

As always, we'll want to devote some of our resources to staying alive. I'm partial to straight kill spells like Divine Verdict. Resolute Archangel is also very nice for prolonging your life, as it can negate all the damage you take over several turns. Since we're looking to make tons of dudes anyway, Seraph of the Masses is excellent on defense.

Deck List:

After each card name, I'll list the area that you can find that particular card (i.e., if you don't have the listed number of copies, which plane you should explore to earn more).

1 Elite Vanguard (Shandalar)
4 Selfless Cathar (Innistrad)
2 Trained Caracal (Ravnica)
2 Loyal Pegasus (Theros)

2 Ajani's Pridemate (Theros)
2 Lone Missionary (Zendikar)
3 Raise the Alarm (Shandalar)
1 Brimaz, King of Oreskos (Theros)

2 Mentor of the Meek (Innistrad)
1 Banisher Priest (Zendikar)
4 Attended Knight (Shandalar)
2 Divine Verdict (Theros)

3 Angelic Edict (Ravnica)
2 Triplicate Spirits (Zendikar)
1 Resolute Archangel (Innistrad)
3 Seraph of the Masses (Innistrad)

24 Plains


Because there are only two copies of Mentor of the Meek in the game, the trickiest part about this achievement is surviving long enough to draw a copy. If you're patient, you can cast every creature spell you draw to hold the line until you draw the Mentor, at which point you just sandbag creatures until you can make three enter the battlefield in the same turn. It's definitely doable, but it might take well over 20 turns to make it happen.

An alternative is to restart your duel until you have the Mentor, a couple cheap creatures, and a few lands in your opening hand. This plan is a little bit more dangerous, as you won't be able to defend yourself during the first few turns of the game, but it'll get you there a lot more quickly if it works.

This deck obviously works best against creature-heavy decks without many removal spells. I tried it in a few different cases and it seemed to work pretty well, so you can reasonably expect to win with this deck while trying to unlock more cards. It does work particularly well against the "Tangled Growth" encounter on Zendikar, as 6-10 weenies are usually enough to hold the AI's forces back.

Let me know if you have other insights into earning this achievement!
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