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Enchantment — Aura
Enchanted creature gets +3/+3.
Whenever enchanted creature deals combat damage to a player, double its controller's life total.
Price & Acquistion Set Price Alerts
|Have (18)||VGJustice , timmyb , zachi , pskinn01 , Supremespeed , Fullmetalmage , Suns_Champion , orzhov_is_relatively_okay819 , AlucardZain , warcry02 , EliGjerdingen , Lindough , Kimimaro , Antiat , pokemate0 , Nemesis , Poptartz95 , sonnet666|
|Want (2)||Turtlelover73 , acbooster|
Celestial Mantle Discussion
1 week ago
Hello there, and welcome to the wonderful world of Commander! This looks like a solid start to a deck, but I have a few suggestions that might help take you to the next level:
- First of all, you need to add some more card draw. One of Red/White's greatest weaknesses is not being able to draw enough cards to keep it going, but fortunately, Black has several cards up its sleeve, so to speak. Read the Bones, Ancient Craving, Phyrexian Arena, Underworld Connections, and Night's Whisper are all powerful card draw spells.
- Secondly, I would recommend adding in some more ramp. Boros Signet, Rakdos Signet, and Orzhov Signet are all auto-includes in my book, and I would also strongly consider Talisman of Indulgence, Mind Stone, Prismatic Lens, etc. You have plenty of large, powerful creatures, but if you don't do anything for the first 7 turns of the game, it'll likely be too late.
- In addition, some generally good cards for Mardu include: Nomad Outpost, Anguished Unmaking, Utter End, Wrath of God, Swords to Plowshares, Crackling Doom, Mortify, Ghostly Prison, etc.
- Finally, some cards I would recommend cutting: Moonsilver Spear, Celestial Mantle, Grave Pact, Holy Day, Master of Cruelties, Serra Avenger, and probably a couple of lands. 38 seems like an appropriate number to me.
In any case, good luck with your deck! If you want help on another deck, or if you'd like me to justify some of my suggestions, feel free to leave another comment on my profile!
1 month ago
So, I was playing a game recently where I enchanted Archangel of Thune with Celestial Mantle, but I'm completely confused as to how the mechanics of this set up work. Celestial Mantle doubles the controller's life total, but how does this work with Archangel of Thune? Say Archangel of Thune were to attack and just land combat damage on an enemy, she has lifelink...would this trigger first to my life total and then be doubled? This sort of combination, if successful, leaves an assortment of questions as to the result of such a move. If doubling a player's life total counts as life gain then this triggers Archangel of Thune's counter ability. Anyways, I hope you all get the gist of what I'm trying to explain, please help me if you can, thanks!
1 month ago
@PartyJ Nahiri, the Lithomancer has been good in my boardwipe-heavy meta. Also, heavy with "opponents sac creature" triggers. So she has made for good leave-behind for creaturewipes, she has been great with my MLD, and she makes some fodder.... All those specifics are very meta dependent though. Yes, sometimes she feels like a dead draw for me too, I'm tempted to just replace her with more raw power or just increase the manabase. I had a game with Hammer of Nazahn that basically became "GG". For whatever reason my biggest waste-card has proven to be Celestial Mantle
People also fear Sram at my table, He was ridiculous during a "chase" subformat game
1 month ago
Toxic Deluge, Beacon of Immortality, Celestial Mantle, Exquisite Blood, Well of Lost Dreams, Cradle of Vitality all seem like good adds if the point is to gain a bunch of life and use life as a resource.
1 month ago
Nice budget deck!
Daybreak Coronet. Easy to enable, low CMC, lots of upsides. Vigilance is very helpful. Along with the +3/+3 (Which is really +5/+5 with Uril's ability), first strike, AND lifelink, I think this card is a great include.
Some more budget suggestions I have include:
Vow of Duty. Again, vigilance is good because you'll have a massive attacker and blocker should you need him. Additionally, you don't want your opponents stealing your big Uril with Mob Rule or Insurrection or something. Keeping you protected from your own guy can be important.
An equipment, but Assault Suit can be good too. Sacrifice is one of the only ways to kill Uril since he has built-in hexproof. Giving Uril an Assault Suit can prevent him from being sacrificed by many things, including Celestial Flare, Wing Shards, Crackling Doom, and many others.
Hope these suggestions help! I like the low budget! Feel free to check out my budget Zurgo EDH deck: "Helmsmasher? I barely know her!"
1 month ago
@slvstrChung Too slow, and I can't cast her. The mana base is (and needs to stay) mono-blue. The goal is to basically win on turn 3 by throwing Eldrazi Conscription or Celestial Mantle on a 1 drop. I am going to add a full playset of Slippery Bogles to the deck, which should be awesome, even though it is blockable.
Bruna, Light of Alabaster is still one of my favorite commanders though!
1 month ago
Couple of suggestions:
Academy Rector - Chump blocker with the added bonus of being able to throw down any enchantment in your deck. Celestial Mantle Eldrazi Conscription and True Conviction go extremely well if you add in Academy Rector
Platinum Angel - Stall until your board wipes go through or cast Avacyn
Tragic Arrogance - One of the more brutal board wipes since you choose how you want the field to look
Hall of the Bandit Lord - Haste in mono white for 3 life. Depends on if your build wins through combat damage more than other players giving up.
Hour of Revelation - You curve out at 4cmc, so this would go well in your build. Cast Avacyn and drop it for 3.
Just some fun other cards: