Rattlechains

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander 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

hullos on Enchanting Spirits

1 month ago

I don't see the point in Chronic Flooding. what does it do for you? there are better cards out there like Selfless Spirit, Rattlechains or other enchantments like Hyena Umbra, Daybreak Coronet or even Steel of the Godhead.

DanielB on Modern RB Hollow One

2 months ago

Small Tournament (20ppl) - Frankfurt, 15/08/2018

R1 vs Affinity

G1 He wins the roll and after we both take a mulligen he starts with Mox, Land and Vault Skirge. I have a quick Hollow One and Flamewake Phoenix and he can't muster any real defense. Before I untap for the last time I was holding Lightning Bolt to remove his last blocker. But since my attack would have put him to 3 anyway - leaving him dead to said Bolt - I chose to just untap attack and bolt his face. This way I would have left Bolt up to fight any suprises he might have had up his sleeves.
G2 My hand is very removal heavy without any real pressure. His two Arcbound Ravagers can quickly finish me off after I took some big hits from his Cranial Plated critters.
G3 starts with turn 2 Tasigur followed by a Flamewake Phoenix. He miscounted his Artifacts and was not able to deploy his second Skirge. I take this opportunity to use my Bolts more aggressively to try and shut him off of mana. Later I was able to dismantle metalcraft with a timely Ancient Grudge after he tried to ambush my Tasigur with Vault Skirge plus Galvanic Blast. I win shortly after.

R2 vs Red White Aggro Prison

G1 he shows me a pretty aggressive start with Swiftspears, Eidolon of the great Revel and Shrine of Burning Rage. I respond with a quick Hollow One and Delve threats. His Shrines had already ticked dangerously high and after Bolting me down to 6 he had one draw step left to finish me off. Any burn spell would have been enough. He whiffs and we move on to
G2. I overboard on removal and he plays Rest in Peace into Magus of the Moon. My hand falls apart very quickly when my Grim Lavamancer was not able to control his board. Magus, Shrine and some other red cards finish me off.
G3 I have Hollow Two and kill him on his turn 3 after the activation of a Fetchland left him at 3 life.

R3 vs Infect

G1 I have a fast Hollow One but no interaction. He can safely connect two times bringing be from 0 to 3 and then from 3 to 10 Poison counters.
G2 He has many creatures but little to no pumps after I was able to take two of those with Thoughtseize and Collective Brutality. My clock was not the fastest so I had to take a few consecutive hits from his Blighted Agent. I got lucky and dodged any kind of pump spells for at least 3 turns to force him to chump with his creatures before finally attacking for lethal.
G3 I have a quick Lavamancer and 2 Ancient Grudges to fight all of his three Inkmoth Nexuses. With 4 Minutes left on the clock and his board cleared of any possible threads - I was at 8 Poison - I was finally able to find and play a Gurmag Angler. Three turns later I swung for lethal.

R4 vs UW Spirits

G1 I have two quick Bloodghast, followed by a Hollow One and a Phoenix. My recursive threats backed up by removal smash through his defenses for the win.
G2 A timely Spell Queller snags my Looting and I was left mana starved for pretty much the rest of the game. Never drew anything to help my Lavamancers finish off the Queller and a few Lords later I was dead.
G3 we trade resources pretty much the whole game. My Bloodghast sadly get shut down by his Supreme Phantoms pretty good. I manage to get a 2 for 1 with Explosives but every last one of my big creatures eats a path during the last few turns I don't have enough answers to his flying army.
During one of the last turns he tapped out during my End of Turn to play a Rattle Chains. I was holding Explosives and Bolt and had one untapped Bloodcrypt. He had 4 Lands, Mutavault being one of them. I was already down to about 8 Life. I decided to use Bolt right away, responding to the Rattlechains etb trigger to take it out. In retrospect, and if I had thought about it longer it might have been a better Idea to wait his turn. He played Surpreme Phantom and hits me for 3 with a Mutavault. If I waited I might have been able to kill his Mutavault and then take out both his Spirits with my Engineered Explosives. I didn't know about the Lord but given the circumstances I am pretty sure this would have been the correct line anyway. One or two turns later I was dead to his flyers and creature land after he also landed another lord.

Finished 2nd and got a sweet Bloodstained Mire

Hydrax on Spirit Enchantment

2 months ago

First of all, I really like Spirts and I've built a very similar deck that I've had success with.

So I'm going to make some initial suggestions with explanations. My advice is coming from playtesting this deck for months and months. That being said, it is YOUR deck so feel free to play however you like!

What I believe you should take out:

Here's what I think you should add:

And here are my reasons why:

  • You want to cut down on Auras. Drawing an Aura without having a creature to equip it to feels really bad, it's a dead card. This deck should be creature-focused, all about beating your opponent down with Flying spirits occasionally buffed up with Auras; not the other way around.

  • Sovereigns of Lost Alara is a great card, but most opponents won't let you survive until you have 6 mana. This deck wants to end things very, very quickly. A Geist of Saint Traft equipped with Steel of the Godhead is a very fast clock, you really don't need to go to turn 6.

  • Without the Sovereigns, Eldrazi Conscription is also pointless.

  • Daybreak Coronet is a great card, but unfortunately it cannot be searched by Tallowisp's effect. There is a ruling that states Tallowisp can only search for cards that say "Enchant Creature" on their first line with no other words in that same line (so things like Steel of the Godhead are fine). But Daybreak Coronet says "Enchant creature with..." so unfortunately it cannot be searched.

  • You liked having the option to stall the game with Kaijin of the Vanishing Touch and Ghostly Possession, well let me tell you about Selfless Spirit and Gift of Immortality. Selfless Spirit can sacrifice itself at any time to give your whole team indestructible, so they can freely block any creature or survive damage or destruction. It's a great effect, but a Selfless Spirit enchanted with Gift of Immortality can do this EVERY TURN and there's very little your opponent can do to get out of this lock. I'd highly recommend this change above all others I've listed.

  • Swords to Plowshares because you need some reliable removal in case you run into a creature that's just giving you a lot of trouble.

  • Curious Obsession keeps your hand filled; the last thing you want is to run out of steam.

  • I'd recommend exchanging 1 Drogskol Captain for another Spell Queller. Once you have a Steel-enchanged Geist on the field, you should try to save mana for Spell Queller, because your opponent might try to kill it with a mass removal spell like Supreme Verdict. You need to be able to stop things like that with Spell Queller.

This deck could very easily be converted to Modern if you want, just switch the Brainstorm to Serum Visions or Opt and Swords to Plowshares to Path to Exile and you'll be set (but that's up to you).

Feel free to look at my deck here: Immortal Geist

I've written some pretty detailed stuff so you can get a good understanding of the deck.

As for your sideboard, I'll take a look at the Legacy metagame and get back to you, but good luck with your deck!

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

3 months ago

@Zendius Love them spirts. Always glad to see enthusiasm for them.

I have now removed the update. I gave it a whirl but found my own issues. The update found too many clunky issues. I messed with different numbers too. I tried 2-3 Curious Obsession. It actually showed potential. But a decent chunk of our creatures sacrifice themselves. We also don’t have the biggest creatures and I’ve found myself in plenty of instances where I have to go through the grind. It’s actually a pretty red card.

Phantasmal Image just gets blown through out a bit too often for my liking. It can also suffer from having creatures that will sacrifice themselves. Doesn’t copy a Spell Queller very effectively. That leaves lords. Obviously that’s ideal but here it almost feels like we’re squeezed into playing it almost exclusively on lords. Not being able to flash it in with Rattlechains is almost half the issue by itself, removing a lot of the utility of copying other creatures. Again, we just get boxed into lords.

Other cards like Kami of False Hope and Geist of Saint Traft are situational excellent. I may go back to putting a few Kami in my sideboard. But having these cards in the build exacerbated the above issues. We got a creature that doesn’t fly and sacrifices itself and a legend. More bad targets for Image.

Condemn was simply a way to extend our removal after dropping Snappies and Cryptics.

ZonkmasterX on $160 Spirits Tempo

3 months ago

RedUndead40 I’m pretty new to this with a very small sample of matches and I greatly appreciate the advice of someone more experienced with the deck, but here is some of my reasoning for my current choices:

I have considered Curious Obsession before but my main problem seems to be a lack of things to do on turn one. It still might be worth the slot though. I have also had Remand in the main in the past but I cut them because when I don’t have a Rattlechains I can never seem to afford to keep mana up for them. Even when I do counter something important it is rarely enough of a Tempo swing to kill them except against big mana decks (which seem to be one of my worst matchups anyway). And it just seems to be a liability in so many matchups (affinity, burn, etc). I feel that with the two Phantasmal Images I probably have enough lord effects and so Favorable Winds isn’t necessary. And Think Twice Seems similar to Opt but slower, and I think I’d just rather run Opt since it gives me another turn 1 play. I totally agree that I would rather have Remorseful Cleric in the sideboard, but I think I need a critical mass of spirits to maximize the value of my lords, and an on tribe Stormfront Pegasus isn’t really that bad. And then sometimes it randomly hates on your opponent’s graveyard effects. I would love to hear a suggestion for a better 1 or 2-drop spirit to take its place in the main though, as I think it is my weakest link. I’ve even considered running Topplegeist to fix my turn 1 problem and my critical mass problem, but it’s just not a good card.

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

3 months ago

@TheAlexGnan Don’t let Selfless Spirit and Spell Queller allow you think we’re immune to wraths. Both are still susceptible to targeted removal. Similarly look to Kira, Great Glass-Spinner. She doesn’t completely stall targeted removal.

My issue with Vial is that we run out of steam and don’t have the teeth like Merfolk to press the issue.

As for Phantasmal Image, it’s better in a Vial build where you can instant speed it out in a way Rattlechains doesn’t allow. However, I’ve had enough experiencing in testing where it sits in your hand because the ONLY thing to copy is the lords. While it’s nice when that works, it still leaves us with only eight cards we want to copy, four of which don’t give it that crucial ‘double hexproof’ synergy.

The spell base is undesirable but in my experience, necessary as it gives us more ways to deal with things that our spirits simply can’t. It stretches out the controlling elements of the deck. Before I had Snappies, I was finding 4x Path to Exile to be too little. Even aside from removal of our own, the deck definitely proved better at interacting with spell based decks than creature based ones. Cryptic gives us an all-purpose tool against both.

Leviathan102 on Bant Tribal Spirits

3 months ago

You might want to replace all of the Rest in Peaces with remorseful clerics. Also, you could trim a Path to Exile and maybe a Rattlechains for Geist of Saint Traft. It's a good card.

SynergyBuild on Angelic Vial

4 months ago

Luckily, D&T/Hatebears isn't in the top ten decks, it isn't a real part of the meta with less than a percent of the meta, and your "Heaven on the roam. (Weenie hatebears)" isn't exactly a tuned varient of hatebears either. Your deck also it isn't weenie, but that is beside the point.

Also, "no original content"? I mean, if you are saying everyone plays the exact same hatebears deck, I'd implore you to check that statement, because Death & Taxes has some of the most varients that are still powered enough to see play.

Look at the normal mono-white hatebears builds.

There are some with just Aether Vial, Leonin Arbiter, Blade Splicer, Thalia, Guardian of Thraben, and Flickerwisp as the main core cards of the deck, with Path to Exile, and Restoration Angel, etc. Some of these run Eldrazi Displacer and Thought-Knot Seer with Eldrazi Temple and Shefet Dunes for an eldrazi package.

Some of the eldrazi and taxes decks are W/B (Which I find is one of the most common varients), while others want to run Blood Moon/Magus of the Moon and run W/R. Other W/R varients use Lightning Bolt and Simian Spirit Guide to pump out extra damage or a larger threat earlier on. Plenty of these builds run Chalice of the Void, and plenty don't.

One of my favorite varients of hatebears splashes blue. This one runs a tribal theme with Drogskol Captain and goes for a spirit tribal instead of Flickerwisps and Blade Splicer beatdown. It uses spirits because of the power given by Rattlechains with Mausoleum Wanderer and Spell Queller. Of course it runs a full playset of Selfless Spirit and a pair of Cavern of Souls with a single Moorland Haunt to provide extra value. With a full set of Path to Exile, 3-4 Thalia, Guardian of Thraben, 4 of Aether Vial, and the playset of Leonin Arbiter the deck is a hatebear deck to be sure, and I love having W/U for sideboards, because it can run Meddling Mage, Kira, Great Glass-Spinner, Negate, and Detention Sphere.

Of course there is G/W Hatebears too! Scavenging Ooze, Gaddock Teeg, Qasali Pridemage, and more for extreme value, but I already went over that prior.

Of course, these are just the two and one color lists, there was a bant one I went against, with Spell Quellers and Collected Company for some of the coolest plays I've seen, and a four color list (GWUB) with human tribal, making it seem like a 5-color humans list, but it ran the set of Leonin Arbiter, and it ran green for Gaddock Teeg, so though it ran Champion of the Parish and enough humans to warrant Cavern of Souls, it wasn't straight human tribal.

All of these lists are playable in the current meta, and none of these are top tier, let alone in the top ten decks, in fact hatebears hasn't been in the top ten for a long time if ever. If you claim you don't think any originality can exist in these decks, you are dead wrong, and if you claim you don't want a deck in the meta, then hatebears is perfect for you. Okay?

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