Creature — Beast
When Manglehorn enters the battlefield, you may destroy target artifact.
Artifacts your opponents control enter the battlefield tapped.
|Want (3)||deman464 , makarzorklin , Miehen|
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Uncommon|
|Mystery Booster: Convention Edition (MYSCON)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Manglehorn occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
1 week ago
Hey man! Love grave decks and I'm glad people are still excited about them too! Your list looks pretty interesting, and if you wou like here's my advice: 1. I do not know what budget limitations you are under, so I'll sort my advice by price :) 2. I also do not know the mindset of your playgroup, so if anything I suggest seems too rude, unfun, or not accepted in your group, you make the judgement call and could totally just not run it. It's suggestions, not an order :) 3. Under 5$ includes: Blood Pet, Slaughter Pact, Pox, Arbor Elf, Elves of Deep Shadow, Final Parting, Commander's Sphere or Darksteel Ingot, Stitch Together, and Manglehorn. 4. 5-10$ Includes: Sidisi, Undead Vizier, Abrupt Decay, Entomb, Lightning Greaves, and Birthing Pod. 5. >10$ Includes: Grave Pact, Razaketh, the Foulblooded, and Mana Vault 6. The most exspensive commander staple since force of will and the og duals, it's Mana Crypt!! 7. Potential cards you could take out for these in my opinion: Triumph of the Hordes, Blighted Woodland, Catacomb Sifter, Thoughtpicker Witch, Elixir of Immortality, Caustic Tar, Moldervine Reclamation, Swiftfoot Boots, the guildgate, and Arguel's Blood Fast Flip 8. Again, these are just my suggestions and you may do with them what you will, just thought I'd share because I love this archetype and want to see others enjoy it to their fullest. :)
1 week ago
Hi there. Here are some suggestions based on your description/questions:
You could also try some more card advantage and ramp through creatures. Additions to consider are Sakura-Tribe Elder, Farhaven Elf, Guardian Project, The Great Henge (again...the card is serious busted), Elvish Visionary, Skullclamp, and Beast Whisperer.
Beast Within is also a staple in mono-green.
Happy deck building!
4 weeks ago
On Archon vs Slime: I prefer versatility over raw power in an unsure meta.
On Finale, Rec Sage, and Manglehorn: Finale never seemed to preform for me. Could be different now, worth a retest. I love the addition of Manglehorn, but Rec Sage is a strictly worse KoA so I'mma pass on it.
On Skullclamp and Open the Armory: Much as I like Clamp in a deck like this, I never seem to have time for it. 9 times out of 10 it was stuck is hand as I assembled the combo, which is a major loss in consistency that I'm just not about. No reason to play dead cards. Consequentially, I can't really play Open the Armory. Much as I want to because it cheaply finds Pattern, without a second target there's no real point. I can retest it, but let's just say I'm less than jazzed with it.
Thanks for the comment brah.
4 weeks ago
I have a super similar list: But I would definitely add Acidic Slime over Archon of Justice. It fits better into the reveillark loop, though it has less versatility. I'd also add Finale of Devastation,Reclamation Sage or Manglehorn, AND DEFINITELY Skullclamp. Also, Open the Armory, as it can find Pattern of Rebirth AND Skullclamp
1 month ago
As some of you may be aware, the combo of Dockside Extortionist is used alongside Temur Sabertooth to generate infinite mana, usually in 4 or 5 color shells with a commander as an outlet for winning. The gist of the loop is to create 5 Treasure tokens from Dockside, then use 4 of the tokens to bounce and replay Dockside from the Sabertooth.
This combo has been covered in a few places before, but I keep seeing it! So lets dive into why I personally think this combo should be avoided.
1. Players can scoop
The single biggest reason not to run this combo for winning.
- 104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.
Conceding is an action that doesn't use the stack, and can immediately stop your combo from executing. Imagine a scenario in which you have 3 opponents, with 5 artifacts/enchantments split among them with a 2/2/1 split (so two opponents have 2 and one opponent has 1). With Sabertooth on the board, you play Dockside to start your loop. An opponent who is knowledgeable of the combo with 2 artifacts/enchantments decides to scoop. Now, instead of winning, your combo is going to be mana negative and no longer works.
But Dingus isn't that unsportsmanlike?
Ethics aside, scooping at will is an action other players can take. Relying on your opponents to act in good faith is a losing strategy. Also consider that there are quite a large number of spiteful players, a problem exacerbated by losing. I can think of more than one game I've seen someone revel in their role of playing Kingmaker (deciding who wins after they lose)
2. Dockside relies on opponent's board state
Relying on your opponent's having a certain board state to execute your combo makes it much more fragile. Even if you're holding both A + B of your combo, having to wait until your opponent's assemble a certain board state means you may end up losing with both pieces available for use.
Also: artifact/enchantment removal in response to the trigger is another vulnerability for this combo. Seeing 5 qualified permanents on the board and having one or two removed puts you under the threshold.
3. Treasure tokens require a tap and activation, and an ETB to be created
Much more minor than the other points, but still a reason. ETB tapped cards see play, especially Root Maze Blind Obedience and Manglehorn. There are a handful of other ones too, like Kismet which are more niche. There are also cards that stop artifact activations, namely Stony Silence and Null Rod but also Karn, the Great Creator. The effects that turn off ETB triggers, namely Hushbringer Hushwing Gryff and Torpor Orb all stop this combo as well.
Counterpoint: Both pieces have high enough independent quality to be worth running
Dockside Extortionist is treated for the most part like a red ritual. Temur Sabertooth has lots of application for resetting valuable ETB effects or saving creatures from removal. A large argument for running this combo is that many decks would want to run both of these cards anyways, and slot efficiency is saved by relying on it for a combo.
I acknowledge this, but wholeheartedly believe that Dockside is much weaker than people realize. Most importantly, the two biggest decks to consider in the EDH meta currently are skewed more towards creatures than artifacts in terms of mana ramp. While these decks do indeed pack artifacts and enchantments, they aren't as prevalent as creatures. Furthermore, the biggest combos in the format currently with Flash Hulk and Fish Consultation don't run artifacts or enchantments, and are cost effective enough where the pilot doesn't need to build a massive rock board state to execute the combo.
Do you consider this to be a viable combo for winning? Despite my opinion, I'm certainly interested in gathering more information or perspectives on the combo.
1 month ago
Thalia, Guardian of Thraben
Spirit of the Labyrinth
Dosan the Falling Leaf
Hall of Gemstone
Ranger-Captain of Eos
1 month ago
Spidersilk Armor ended up being awesome so far. Very happy with the addition.
I am really not a fan of Song of the Dryads. I don't like how slow it is. I'm also not convinced there's too many commanders that get hit hard by it in our meta (apart from my own, obviously).
Krosan Grip is too much mana. I'm not TOO worried about my removal getting countered currently, or at least not worried enough to slide in K Grip.
I've considered Static Orb and friends before. I've just never really wanted to make this into a primarily-stax deck.
1 month ago
Contamination reads if a land is tapped for mana, then it creates black instead. But if you have no creatures, then it doesn't tap for mana, hence no black replacement effect, unless I misread it?
True, you are definitely more green heavy and contamination would hurt you. Have you considered a Winter Orb/Static Orb, leaning on winter. With winter, mana dorks, rocks, carpet and cradle, you can break parity, or do you think this would fall under the same category of contamination's anti-synergy?
Manglehorn, while limited to artifacts, can help slow down artifact combo and is another source of interaction.
Song of the Dryads - Permanent removal/mess with commanders, particullary black and red who have difficultly removing enchantments.
Krosan Grip - (Almost) uninterruptible removal, or is the 3 mana too steep giving you already run nature's claim?
Spidersilk armor - How has that addition been for you?