Celestial Mantle

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar (ZEN) Rare

Combos Browse all

Celestial Mantle

Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+3.

Whenever enchanted creature deals combat damage to a player, double its controller's life total.

Celestial Mantle Discussion

Ashen0ne on Bruna Traumatize

1 week ago

If you’re gonna Traumatize yourself you might also want to add Open the Vaults or Replenish if you can afford it. Bruna does it herself but in the event they deny you access to her it’s good to have a plan B Retether is also an option

Nomad Mythmaker is also good recursion on his own.

Spellseeker if you want another tutor

Other enchantments to consider maybe are Celestial Mantle , Daybreak Coronet , Empyrial Armor . I’m sure I’ll think of more as I brainstorm but that’s a start!

cdkime on double life gain

1 month ago

Couple boring admin stuff:

First, if you have questions about how rules, cards, or card interactions work, please use the Rules Q&A section--that section has some added functionalities, such as the ability to "Mark as Answer" a post to indicate your question has been resolved. I have gone ahead and moved the thread for you.

Also, please remember to link all cards in your question using double brackets, like so:

[[Celestial Mantle]], [[Alhammarret's Archive]]

Celestial Mantle , Alhammarret's Archive


Joe_Ken_ is correct, but I wanted to clear up a bit why this is the correct answer.

Celestial Mantle has a triggered ability. Triggered abilities involve a certain events happening (indicated by "when", "whenever", or "at), and that event bringing about a certain action. Here, the event is the enchanted creature dealing combat damage to a player, and the action is doubling the controller's life.

Alhammarret's Archive is a replacement effect--this means if you are going to do something, "instead" you do something else.

So, Celestial Mantle would normally double your life, causing you to gain life = your life total. So, if you have 20 life, you would gain 20 life. Alhammarret's Archive has a replacement effect, modifying how you gain life--the replacement effect would cause you to gain 40 life instead. As such, you would end with 60 life.

Joe_Ken_ on double life gain

1 month ago

Celestial Mantle

My bad messed up on tagging the card.

Ashen0ne on Aurelia's War

1 month ago

Alright so this is where things get difficult lol. Right now the deck has some semblance of agro and control but its currently being bogged down by things that don’t contribute anything or enough to warrant their spot. I’m going to suggest a lot of cuts and for each one I’ll offer a decent replacement that will not only make all of our lives miserable but also contribute to making the deck far more resilient and difficult to stop. Creatures to cut

Creatures to Add

Noncreature Spells to Cut

Noncreature Spells to Add

Now what these additions will do is smooth out your mana curve and make you come out swinging far more quickly in more consistently. The additions include another outlet to go infinite through Sword of Feast and Famine and Aggravated Assault . They also contain multiple ways to tutor up Helm of the Host and win. Combat Celebrant and Godo, Bandit Warlord each go infinite with helm and Godo will tutor for it himself and place it straight onto the battlefield.

We also tighten up your control package with cheap removal and creatures that limit what you’re opponents can do. I can provide more explanations in person if you like.

Remember these are only suggestions lol But if you try them I think you’ll like how much faster the deck pops off.

SaberTech on Karona, The Pillow Enchantress

1 month ago

Hi, I'm just dropping in after seeing the link you left on your twitter page.

If you are looking for just 4 cards to remove, I think that Clout of the Dominus , Graceblade Artisan , Norn's Annex , and Celestial Mantle would be the first cards I would look at potentially removing.

Looking at the deck, I'm assuming that the general game plan is to fort up and let Karona get passed around the table with the hope that your opponents will swing at each other with it. If I've got that right, then plan B appears to be suiting up Bruna or Uril and smashing face. Maybe I have the priority of the two plans reversed.

That being said, I think that there are a few things to consider. Celestial Mantle and Unflinching Courage work well on creatures you control, like Uril, but aren't cards that you would want on Karona as she is being passed around the table. The Mantle gives life to the enchanted creature's CONTROLLER, and Unflinching Courage gives lifelink to the creature so Karona's controller would also be the one gaining life. For your deck Unflinching Courage in a drastically inferior version of the Armadillo Cloak you also run because the Cloak's triggered life gain effect will always give YOU the life instead of Karona's controller. It's an important difference that is worth looking at when refining your selection of auras.

Aside from that, I think that Clout of the Dominus isn't the best choice in the deck. The fact that it gives shroud is counter-intuitive to a voltron strategy.

If you decide to take Celestial Mantle out, maybe it would be worth considering running Pollenbright Wings ? If you put it on Karona it will always give you the tokens, not Karona's controller, which can help give you an army of saprolings that you can then boost with Karona's ability when it gets back to your turn.

Of course, that all depends on people actually choosing to attack with Karona. Since you are already running pillowfort cards, I think that it is worth running cards like Fumiko the Lowblood that force your opponents to attack. The rules say that even if you have a Propaganda in play, opponents still have to attack someone to meet the requirement. They can't just choose you, decide not to pay to attack, and claim that their attack has been negated. If they don't pay to attack you then they have to attack someone else if possible. It's a useful way to get your opponents to whittle themselves down and to limit the use that they can get out of their utility creatures.

The deck has a number of ways to try to handle your opponents' cards, but you are pretty reliant on Anguished Unmaking and Merciless Eviction to permanently deal with opponents' utility creatures. Everything else you have either bounces or just prevents those creatures from attacking you. It might be worth looking at cards like Prison Term and Darksteel Mutation as more effective enchantment-based removal options that you can search up with your enchantment tutor cards if you need them. Winds of Rath is also useful for helping to clear the board while leaving your enchanted creatures untouched.

I don't know how much of that helps with the direction you are currently looking to take the deck, but I hope that it gave you some ideas.

fearfactor19 on Lyra Dawnbringer

3 months ago

QuietMyth I was also thinking about Ghostly Prison and a Celestial Mantle perhaps

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Celestial Mantle occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%