Dragon Mantle

Legality

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

Printings View all

Set Rarity
Theros (THS) Common

Combos Browse all

Dragon Mantle

Enchantment — Aura

Enchant creature

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

Duke.Fleed on Sacrifice to the Fates

2 weeks ago

rather than green, maybe consider red. That way you get more card draw with your heroic triggers via Dragon Mantle and Crimson Wisps

JKRice on Steam-Kin Storm

1 month ago

Good build overall, but where is Pyretic Ritual? Also with the mana potential you have in the deck I think Past in Flames would be a good addition, letting you double cast all the mana generators and grapeshot twice. I would take out Dragon Mantle

kingofcramers on Fire-Branding

2 months ago

this deck is so overpowered oh my god. cough Dragon Mantle cough

foxboy93 on

5 months ago

If you were to go Aggro, I would consider going into RW.

Akroan Crusader is a good T1, cause you can start spawning an army as you cast things. Cards like Hammerhand, Titan's Strength, Dragon Mantle also give you card draw/selection, while providing you with Heroic triggers. Lightning Bolt was printed at common level for M11 so that can give you removal and help you close out a game. Temur Battle Rage gives Double Strike, but also a chance to give trample if the creature is large enough. Expedite/Crimson Wisps gives haste, draw and Heroic Triggers.

Remember the idea with Aggro is to get out of the gate faster than your opponent has time to set up. You'll want a heavy number of 1 drops so you can consistently play allot of threats, but with Heroic you also have to be mindful to getting in and being able to swing often and for hard damage. I don't really know all of the rules of pauper, but I know its mostly commons. Alternatively, adding U can add in Aqueous Form, providing scry AND evasion, as well as Heroic target. U also has other tricks, like Hidden Strings. Nothing like dealing damage and giving come of your creatures sudo-vigilance AND another heroic trigger (HS gets to be cast each time you deal damage, meaning you can target creatures and cast cards with Cipher without paying mana costs).

While U only adds cute tricks, it isn't really 'aggro'. R will give you combat capabilities and be able to kill allot quicker while progressing your board

StopShot on Two Heads ARE Better Than One!

6 months ago

Heroic can be an ability that's hard to abuse, but there are options to do so if desired. One such method would be Cloudstone Curio for instance. If you have the artifact on the field and your commander you could rapidly cast and recast two different auras on your commander such as Dragon Mantle and Cartouche of Solidarity though any two combination of auras/enchantments would also work. This can also be further abused with Sigil of the Empty Throne.

Another mechanic you can abuse with your commander is the deathtouch keyword. Since your commander has Vigilance, First Strike, and Trample throwing in deathtouch would be an easy way to pile over damage with trample. Furthermore vigilance and first strike with deathtouch also makes your commander a lethal blocker as well as incentivizing big creature decks to swing more at their opponents rather than lose their best creature when attacking you. I would suggest possibly adding Basilisk Collar.

Another strong card to consider would be In the Web of War which not only gives your creatures haste but can work as a repeated Rally the Peasants whenever you have a bunch of tokens enter the battlefield. Speaking of Rally cards you might want to consider Rally the Righteous which can actually target your commander. In essence that spell reads your creatures gain +3/+1 trample and vigilance at instant speed which is pretty good when you're going wide.

fahcup on Boros Flanking Knights

7 months 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?

wraya2 on Rakdos Cackler Turn 1 Win - PDH

8 months 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.

LostDragon01 on Rakdos Cackler Turn 1 Win - PDH

8 months 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.

My second suggestion is have more mana on turn 1-2: Lotus Petal, Simian Spirit Guide for example.

Dragon Mantle better then Crown of Flames, but i suggest to remove it at all, because it wouldn't help you to win on turn 2-3
Furor of the Bitten and Taste for Mayhem better then Unholy Strength

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