Manglehorn

Manglehorn

Creature — Beast

When Manglehorn enters the battlefield, you may destroy target artifact.

Artifacts your opponents control enter the battlefield tapped.

Browse Alters

Trade

Have (0)
Want (3) deman464 , makarzorklin , Miehen

Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Uncommon
Mystery Booster: Convention Edition (MYSCON) Uncommon
Amonkhet (AKH) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Manglehorn occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Green: 0.23%

Manglehorn Discussion

Dubstep4lyfe on Meren would like to bring a friend

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. :)

Hi_diddly_ho_neighbor on Melira's Alter Pod - WIP - Ideas Please!

1 week ago

Hi there. Here are some suggestions based on your description/questions:

Altar of the Brood and Blasting Station are two win-cons for when you go infinite with Melira, a persist creature, and a sac-outlet.

Manglehorn is another good Reclamation Sage type creature.

The Great Henge and Renata, Called to the Hunt are fantastic with persist and with the high amount of creatures that you are running.

You have most of the best sac outlets, but I see that you are missing Greater Good. I've also always been a big fan of Spawning Pit.

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!

Nillstan on Saffi: Sac Back *cEDH Primer*

4 weeks ago

the__odysseus

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.

the__odysseus on Saffi: Sac Back *cEDH Primer*

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

dingusdingo on Dockside Extortionist Loops

1 month ago

Good afternoon to all the lovely folks of TappedOut (except the guy who advocates playing Doomsday and passing). On today's thread, lets discuss Dockside Extortionist loops.

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.

Discussion

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.

Daedalus19876 on Toxic Relationship: Hapatra EDH [PRIMER]

1 month ago

Profet93: It turns out that, due to a quirk in the rules, "Tap Cradle for zero" is still a mana ability. Contamination overwrites the zero amount with a one. Neat corner case.

Spidersilk Armor ended up being awesome so far. Very happy with the addition.

Manglehorn is generally outclassed by Collector Ouphe here. If I want more artifact hate, Null Rod and Karn, the Great Creator would be my next choices.

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.

Profet93 on Toxic Relationship: Hapatra EDH [PRIMER]

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?

Load more