Rattlechains

Legality

Format Legality
Pre-release Legal
Magic Duels Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Rare

Combos Browse all

Rattlechains

Creature — Spirit

Flash

Flying

When Rattlechains enters the battlefield, target Spirit gains hexproof until end of turn.

You may cast Spirit spells as though they had flash.

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Rattlechains Discussion

Vesosoft on Bystander Mode Activate

3 weeks ago

xyr0s:

Yeah, I'm looking at different cantrips and draw spells/mechanics to see about shrinking the virtual deck size and digging for things I need.

I'm really leaning towards cantrips. Serum Visions is definitely a top contender right now; but I'm thinking I may want to look for instant speed, so I can save my casts for my opponent's turns as much possible.

But I'm also thinking Bygone Bishop could be interesting in the deck; especially since I now am running more creatures, and all 3 cmc or lower. The only thing I'm not a fan of on this is: Bygone Bishop is a 3 cmc, can be removed, and it gives me investigation tokens I need to spend mana on to get the draw effect. More points of failure on drawing; but potentially could add way more card drawing than any of the cantrips, and it synergizes with Drogskol Captain and Rattlechains.

Hard decision, if you'll notice, my Maybeboard is stacked with cards that could give draws; so trying to narrow down to what I really want to include with the deck.

Once again, I appreciate your input and suggestion on the card drawing, and as always, your suggestion is one of the best (if not the best); just going through the motions to find the exact card I want for the deck.

Vesosoft on Bystander Mode Activate

4 weeks ago

Considering dropping 2 Redirect and Godhead of Awe for 3 Spell Quellers.

Id lose some speed on anything Redirect affects, and lose my one off bomb card; but now that my creatures are not so defensive, I dont think I need Godhead of Awe. A Drogskol Captain or two and my other spirits, combined with the board control spells should open up enough opportunity to beatdown the opponent, without needing to set all creatures to 1/1.

This will give me more creatures, more instant speed casts (even without Rattlechains, well one more instant speed cast), and a little more permission built into the deck.

I think a fairly good trade off; but I do love Redirect when it works...

Vesosoft on Bystander Mode Activate

4 weeks ago

Thank you both for the clarification! I suspected it didnt enter the battlefield, even though it becomes a creature; but thought Id ask.

Doesnt matter though, I think Im going to go with Rattlechains. Not replacing all the Kaijin of the Vanishing Touch though. Need to work it out.

The reasons I am choosing Rattlechains:

  1. Once in play, it allows me to wait until my opponents end turn to play my creatures; creating a draw/go playstyle for the spirits. This will allow me to hold mana open for counterspells if needed, but not have it be wasted, because I can play my spirits each cycle of untapping.
  2. I can use any of my spirits to pump up Mausoleum Wanderer for attacking or saccing to counter.
  3. It turns Kaijin of the Vanishing Touch into an instant bounce against attacking creatures, that lingers after. Still not sure on this, but I think this make Kaijin of the Vanishing Touch useful

Now, I just need to figure out how to get that all to fit...lol

Happymaster19 on Spirited Away: A Paranormal Primer [U/W Spirits]

1 month ago

Steel is just too inconsistent for my liking. Itll smash teeth every now and youll feel clever about yourself but enchanting any mono-colored spirit would feel bad and I wouldnt want it to sit in my hand until I find the right target. If I were in a board state that forced me to enchant Mausoleum Wanderer or Rattlechains...

I can just use Rattlechains, Mausoleum Wanderer, Drogskol Captain, Selfless Spirit, or Kira to protect Spell Queller. Like Im supposed to. :)

colton815 on UW tempo spirits - Modern

1 month ago

i think a counterspell would help more than Essence Flux. it'd still protect your creatures from targeted removal while also helping against literally everything else as well. re-using your ETB abilities is a minimal benefit.

you could also cut Kaijin of the Vanishing Touch. if you have it on the board, you're opponent probably won't attack unless they can kill it, in which case you're permanently losing your own creature while the opponent only temporarily loses theirs. and with so many of moderns creatures being low cost, the opponent will likely just re-cast their creature in the same turn, and attack again the following turn.

i would also cut the Ojutai's Command for the 4th Path to Exile. in my opinion, 22 lands isn't enough to support a 4cmc spell (you need 24 lands for that) and having only 1 copy of a card means your chances of drawing it are very slim.

going back to the topic of counterspells, they interact really well with Rattlechains. with a Rattlechains in play, you can simply hold up mana for a counterspell every turn, and then if you decide you didn't need one, just flash in a spirit during your opponents end step.

if counterspells aren't your thing and you want to be more aggressive, theres always Favorable Winds or even Honor of the Pure.

colton815 on UW tempo spirits - Modern

1 month ago

i think a counterspell would help more than Essence Flux. it'd still protect your creatures from targeted removal while also helping against literally everything else as well. re-using your ETB abilities is a minimal benefit.

you could also cut Kaijin of the Vanishing Touch. if you have it on the board, you're opponent probably won't attack unless they can kill it, in which case you're permanently losing your own creature while the opponent only temporarily loses theirs. and with so many of moderns creatures being low cost, the opponent will likely just re-cast their creature in the same turn, and attack again the following turn.

i would also cut the Ojutai's Command for the 4th Path to Exile. in my opinion, 22 lands isn't enough to support a 4cmc spell (you need 24 lands for that) and having only 1 copy of a card means your chances of drawing it are very slim.

going back to the topic of counterspells, they interact really well with Rattlechains. with a Rattlechains in play, you can simply hold up mana for a counterspell every turn, and then if you decide you didn't need one, just flash in a spirit during your opponents end step.

if counterspells aren't your thing and you want to be more aggressive, theres always Favorable Winds or even Honor of the Pure.

Saint_Charles_VII on Send Me an Angel

1 month ago

Ah, I'm sorry for the misleading title, but this deck is not actually a spirit deck; I simply like Geist of Saint Traft. The only reason I run Rattlechains/Selfless Spirit is because I cannot afford Snapcaster Mage.

However, I see your point about the number of Geist of Saint Traft and Selfless Spirit. Do you think a 2/2 split of Rattlechains/Selfless Spirit would be best?

hungry000 on Send Me an Angel

2 months ago

I think your spirits deck lacks a sufficient number of spirits. The thing that spirits are good at is the tempo game: disrupting your opponent while putting threats onto the board. But when your deck only plays 13 creatures you're not going to be applying as much pressure as you want to, and so you aren't using the tribe to its full potential.

Cut down on some spells and also that Elspeth, Knight-Errant to fit in more creatures. Also, go down at least one Geist of Saint Traft and a Selfless Spirit. Geist is very hard to deal with on its own and you don't want to draw multiples since it becomes dead in hand, and while Selfless Spirit is very good at protecting your board, you don't have enough creatures to bother protecting, and it isn't much of a threat in itself. Most lists I see (even ones with a high density of creatures) play 3.

Mausoleum Wanderer is a very nice spirit to have since it forces your opponent to play noncreature spells off-curve to play around it, play 4. Topplegeist is another one-drop you could play if you felt like it. You can put some Rattlechains back in since the flash that it gives your spirits is actually very relevant, and Drogskol Captain is a great spirit lord, made even better with flash.

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