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Enchantment — Aura
When Dragon Mantle enters the battlefield, draw a card.
Enchanted creature has "R: This creature gets +1/+0 until end of turn."
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Dragon Mantle Discussion
3 weeks ago
I've done some playtesting with this and against it, I have some suggestions.Right now its biggest issue is not having a strong early game. 2/2's are ripe for removal, and every modern deck will have a fetchland sitting waiting to cast Path to Exile or Fatal Push whatever creature you get out there first. I like Knight of Sursi as a turn one play, but it still doesn't get you anything on the board. I'd recommend a one drop creature. Dauntless Bodyguard stays in tribal and is pretty nice, but is more of a later turn benefit with his ability. Deftblade Elite may work well in attracting targets for an aggro deck, since he has a built in Lure. Kytheon, Hero of Akros Flip comes to mind as well.. Knight of the White Orchid is a pretty standard modern card, and you can always use ramp. I'm not a fan of Suq'Ata Lancer, I'd look more into ways of getting you bigger drop guys out there. I'd add some card draw Dragon Mantle helps with that and devotion.
Good build, the stacking flanking looks like it can add up quickly. I'm curious if the banding mechanic works well with flanking. Stinks that Jabari's Banner and Telim'Tor are banned in modern. Maybe this could work better as a legacy deck?
1 month ago
Loved the suggestions, put them all in but took out Dragon Mantle and Crown of Flames because you're right, they weren't going to help me win within the first few turns, ideally. Loved the Lotus Petal and Simian Spirit Guide to help me get Cackler amped up potentially on turn 1.
1 month ago
wraya2 Im very like the idea of killing opponent in 2nd turn or 3d.
But, what chance of it? I consider "stable" deck that have 50% chance of do_key_thing at turn N. If in your deck you dont killing opponent until turn 4, you most likely lose.
I tryed to run 6 playtests and i was forced to mullingan 5 of this times because i had no lands in hand. So, my first suggestion is add 4-5 lands. 31 would be fine for early Ramp decks like Elves, but you better to have starting hand always with two lands.
4 months ago
Maybe a few fire-breathing enchantments (like Dragon Mantle) to let you pump Yasova and go after big critters sooner? Generally, I wonder if you might test with more evasive enchantments (in U) and equipments (Hexproof over Shroud) to protect Yasova as you build her power.
4 months ago
See what I mean, I never put that together.
But I definitely think you should add some type of infect it kill multiple opponents quick with your commanders ability.
How about Dragon Mantle what is it doing for you?
4 months ago
Did some major changes based off suggestions from the Pauper subreddit. Big thanks to Unstoppablebac0n, Slurmsmackenzie8, await, Semper_nemo13, and most of all mrogersj5 for pointing out a lot of the flaws and/or giving suggestions and tips or insight.
A lot of them pointed out that the draw was kind of arbitrary and hindered the deck quite a bit, so I removed the strictly draw cards like Gitaxian Probe and Faithless Looting. Also had a recommendation to remove the Lightning Bolts! or add one more for a playset. Ended up removing them as I doubt they'll do better than anything in the sideboard, plus it's just more space to add pump spells but I may add them back in. With that I also added in some Goblin Deathraiders for some extra pressure, plus trample helps get around chump blockers.
Something that I should have known better against, since I play more aggro decks than anything else, is the land count was too high. I went with mroger's suggestion for land count, removed a bunch of basics and two Evolving Wilds for some Bloodfell Caves and extra spells.
As for the spells themselves, I took out Borrowed Hostility for Cartouche of Zeal in both boards as per mroger's suggestion again. Ultimately the Cartouche does more for one mana than the Hostility. Dragon Mantle was also added because firebreathing and cantrip in an aura spell is a good idea. Outside of enchantments, playsets Mutagenic Growth and Temur Battle Rage were added. I'd been considering the Growths for a while because they're really good, but it took someone else suggesting it to push me to do it. Also I mentioned needing more evasion, and Battle Rage should be able to grant Trample more often than not and if not the double strike will help immensely.
As for sideboard, I took out pretty much all of the control initially in there for what is hopefully better control. Like in the MB, Cartouches for Hostility and I kept Nihil Spellbomb in as well. I added in Vampiric Link for Aggro matchups because lifelink. The rest of it I'm iffy on and is going to mostly depend on what I run into. Diabolic Edict was removed from MB to a 3 of in SB, but that's subject to change. Electrickery was suggested to me in place of Echoing Decay but that's another thing I'm iffy on. Again will depend on what I go against. Pyroblast is another card that might end up getting replaced, probably with more Pains if Counterspell is running rampant. Finally one Flaring Pain was added in, incase of Kami Pestilence lock or anything with Spore Frog.
I had Apostle's Blessing suggested, and I really want to put it in but it'll probably be dependent on if I need it. It more than likely will get added in when I get tired of targeted removal, but for now it's in the back of my mind.
Echoing Decay is something I touched up on, but it's going to depend on if some token strats come out of nowhere.
Again big thanks to all the help on Reddit and I'm super excited to get some testing done with the new build.
8 months ago
Thank you for your suggestion! I actually play Mutagenic Growth in my Vintage Infect deck. I don't really know what I could swap out though. Hammerhand is just too important for this deck. Titan's Strength is just a little bit better for this deck, even though it costs one red, the additional +1 and scry are worth it. Dragon Mantle's card draw and mana sink are also too important and work really really well in this deck. Also, while being able to cast this pretty much for free also comes with a drawback. This deck has won by just one turn many times. Especially agains other aggro decks, there have been games that I would have lost if i spent just 2 more life. So I think this might be a great sideboard addition, but i will pass for now.