Nim Deathmantle

Artifact — Equipment

Equipped creature gets +2/+2, has intimidate, and is a black Zombie.

Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay 4. If you do, return that card to the battlefield and attach Nim Deathmantle to it.

Equip 4

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Nim Deathmantle Discussion

Charioteer on Throw your children

1 day ago

After playtesting a couple of times, the deck ran out of steam when I ran out of cards or couldn't protect Brion enough. I think Nim Deathmantle would fit in well in this deck and maybe even Inheritance and/or Enduring Renewal. Alhammarret's Archive would combo nicely with Skullclamp and enhance the lifegaining you have going. Swiftfoot Boots to get another protector for Brion so he doesn't get swept off the field. The Deathmantle can also protect/recur him. Don't know what you'd cut for any of those. I played several games with this and got out to a big lead with Brion, only to get stymied and out distanced in mid/long game. It's fun to play.

Addrum on Toy Shop of Terrors

1 day ago

Sweet deck! I'd also suggest to work on getting a Arcum Dagsson there. Also, Nim Deathmantle i think is a must in a lot of decks. Go infinite with your Ashnod's Altar and Wurmcoil Engine.

No counterspells?

Addrum on The Hope of Us All

1 day ago

Nim Deathmantle to reanimate you commander after sacing it. Add a Krark-Clan Ironworks or Ashnod's Altar and you can go infinite tokens with the Battlesphere or a Wurmcoil Engine.

Unwinding Clock is your artifact Seedborn Muse.

Addrum on artifact bullshittery (marchesa edition)

2 days ago

Hey man! Sure, I'd love to help. Not sure how on budget are you, and since you have some pretty darn expensive cards I'll make sugestions based on that. If it just happens that you had the cards from before and don't have too much to spend, just tell me and I'll give another options.

Well, I'd start by adding more lands. Always play Between 35 and 40 lands in your deck, unless it's an mono G elf deck that can go lower, or a deck that want lots of lands like Tasigur, Gitrog Monster or Omnath RG. Steam Vents, Watery Grave, Blood Crypt, Badlands, Underground Sea, Volcanic Island. Fetchlands would be perfect Polluted Delta, Bloodstained Mire, Scalding Tarn, Misty Rainforest, Marsh Flats. Check lands, Filter lands and Painlands. Urborg, Tomb of Yawgmoth, High Market, Academy Ruins and Tolaria West as utility. Prioritice on lands that come into play untapped.

I usually don't consider cards like Phyrexian Altar or Cathodion as a ramp because it's not going to ramp you over the curve. I consider them as combo piece or sac outlet. That being said, add more ramp like the signets, Mana Vault, Mox Diamond and Chrome Mox for fast mana. Expedition Map would be awesome to grab that beautiful Mishra's Workshop.

As for the combos, the first thing is Nim Deathmantle and Ashnod's Altar. Those two can go infinite with TONS of cards, like your Wurmcoil Engine: Sac wurmcoil to add 2 mana, triggers on the mantle and the wurm dying. Put the tokens onto the battlefield, then sac one of them for 2 mana (now you have 4 mana in your mana pool). Use the mana to reanimate Wurmcoil with the mantle. Repeat again for infinite tokens (with deathtouch?), and since you have infinite tokens, you also have infinite colorless mana. This works with any creature that enters or leaves the battlefield with two or more tokens. It also works for infinite mana with your Cathodion. These combos with your Disciple of the Vault win immediately, although I prefer Blood Artist because he helps you to stop other players that wants to go infinite sacrificing creatures. Krark-Clan Ironworks is also a good sac outlet that gives you mana.

Triskelion goes always side by side with Mikaeus, the Unhallowed. Remove one counter to ping for 1 to your opp. Remove the other two to shoot Triskelion itself. It dies with no counters in it so Mikaeus brings it back now with 4 counters. Hit your opponent for 2, then hit Triskellion for 2, repeat for the win.

Palinchron + Deadeye Navigator is a good generic combo for infinite mana. Grand Architect + Pili-Pala is another good option, and the Architect also works as a ramp card.

This style of sacing artifact deck will find Junk Diver very useful. The full package includes also Myr Retriever, Scrap Trawler and Workshop Assistant.

A combo deck loves to have tutors to win fast. Keep in the Forgemaster and the Transmute, and add Tezzeret the Seeker , Demonic Tutor, Fabricate, Whir of Invention, Arcum Dagsson, and the mages pack Trinket Mage, Trophy Mage and Treasure Mage.

For the controling part, this deck needs more actual control and removal. Damnation, Toxic Deluge, Blasphemous Act, Vandalblast, Counterspell, Counterflux, Force of Will, Pact of Negation, Slaughter Pact.

Lastly, you can go deeper in the artifact theme including cards like Mycosynth Lattice, Unwinding Clock, Clock of Omens. Thats when things go crazy.

As for what to take out, there are a lot of cards I see there that don't do much for the strategy but this is up to you. My suggestions on what to take out would be: Golem Artisan, Hellkite Igniter, Hellkite Tyrant, March of the Machines (unless you put the Mycosynth Lattice to land lock your opponents xD), Breaker of Armies, Conqueror's Flail, Silent Arbiter, Library of Leng, Genesis Chamber, Gravepurge, Moltensteel Dragon, Clone Shell, Bearer of the Heavens, Burn from Within.

Man, that was a wall of text xD tell me if you have any questions.

Addrum on Bunch a black

2 days ago

Artifact ramp for a mono black deck: Charcoal Diamond, Coldsteel Heart, Expedition Map, Thought Vessel, Mind Stone, Thran Dynamo, Hedron Archive, Basalt Monolith, Grim Monolith, Worn Powerstone, Solemn Simulacrum, Caged Sun, Gauntlet of Power, Commander's Sphere, Star Compass

Toxic Deluge is perfect as a wrath that can deal with indestructible creatures. There's also Black Sun's Zenith.

Not sure what the strategy is tho. I'd suggest Nim Deathmantle and Ashnod's Altar. Both are pretty useful on their own, and sometimes you can use them to combo (for example, with your Grave Titan to make infinite tokens).

dlamars on Grenzo, Dungeon Warden Goblin Tribal

4 days ago

I played grenzo for awhile before switching to Wort, Boggart Auntie. I didn't try the doomsday route but had the mana combos such as Nim Deathmantle, Mana Echoes etc. In my play I found myself winning more often than not through straight goblin aggro, which in truth I find more satisfying than combo anyway. So long story short, I think Goblin tribal can really do well on its own under any commander. Grenzo will tempt you with good stuff and in truth there's no reason not to go good stuff under him (would you rather flip a Skirk Prospector or Herald of Leshrac?). That was just my opinion of him anyway, the deck still won a good bit so it's viable once you get the essential goblins.

AmazingGrace15 on Planet Robot

6 days ago

Looks good so far my friend!

Some suggestions I have for you:

Krark-Clan Ironworks - easily the most important card in my deck. It is just phenomenal.

Nim Deathmantle - lots of fun. I wondered why everyone kept suggesting it, and when I played with it I understood why. If you want to go infinite, that is a possibility with Nim!

Scourglass - Super helpful if you want to destroy the majority of your opponent's things and not yours. Could potentially replace Nevinyrral's Disk, depending on your opponent.

Other suggestions: Skullclamp, Erratic Portal, Magister Sphinx, Kuldotha Forgemaster

Personally, I think Padeem, Consul of Innovation is a little overrated. Sure, you could potentially draw an additional card on your upkeep and your artifacts have hexproof but I just think there are better ways for card draw and protection. I also think Ethersworn Adjudicator is a little more expensive than he's worth, but that's just from experience. I've played with him and didn't find him very useful, but he is versatile.

I hope that helps! Looks like a lot of fun so far!

Lordmax606 on The Undisputed Rasputin

1 week ago

@stagnantcelerity, Great point on the Nim Deathmantle still triggering, that is correct, however it still interrupts the combo pretty easily. Also nice catch on Ixidron, my playgroup sorta stopped using that card so since moving to Trickbind I haven't even seen him lately.

@Muse99, this is partially correct. Flicker effects from say Flicker, since they refer to the target to be returned as "it" or "that card", yes, they could simply use a replacement to the command zone and avoid the possible perma-trap in exile. However, other cards that exile the card, and then later refer to returning cards exiled (see Angel of Serenity, Parallax Wave, Voyager Staff's oracle text) will only be returned if they entered the exile zone (not replacement to commander zone since then it never was exiled).

See the rule quoted by Sheldon, one of the creators of EDH and a level 5 judge:

"Blink can get your Commander back because it's in the zone that it went to (Command Zone, replacing Exile). It didn't change zones, which is when an ability loses track, it just went to a different one than the ability expected.

If the return ability specifically references "the exiled card" (like Oblivion Ring or Astral Slide), it won't find it in the right zone and won't return it.

If your General gets Faceless Butcher-ed, you can put it in 1) the Command Zone or 2) have it go to Exile. If 1) it doesn't come back when the Butcher gets killed. If 2) it does."

Long story short, the types of flicker spells I would use on another players general are the type that look to the exiled zone to return it, thus leaving you the choice:

  1. Replacement effect and place it in the commander zone, incapable of returning it via the delayed trigger, or
  2. Allowing the exile to take place, moving their general to the exile zone and risking a Trickbind-esk effect.

Most players simply accept their general just got killed and move them to the command zone.

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