Whispersilk Cloak

Whispersilk Cloak

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Artifact — Equipment

Equipped creature is unblockable.

Equipped creature has shroud. (It can't be the target of spells or abilities.)

Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)

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Whispersilk Cloak Discussion

GobboE on Mimeoplasm Infect 1 Vs 1 FRENCH

19 hours ago

hey, Nice idea.Getting one big, beefy creature, then attack and go for the instant kill.It is vulnerable to creature destruction (as your deck is very reliant on mimeoplasm) I advise adding Lightning Greaves and Whispersilk Cloak

mortilus on Kemba's Kittens!

1 day ago

I would recommend getting rid of Ardent Recruit, Auriok Sunchaser, Court Homunculus, Leonin Elder, and possibly Armed Response.

  • Ardent Recruit, Auriok Sunchaser, and Court Homunculus are all just "meh" creatures. They get slightly better when you have enough artifacts, but it's not very noticeable. Contrast them with
    • Kor Duelist or Fencing Ace - double strike works great with +damage equipments.
      • Kor Duelist can swing for 6 on turn 2 - I've actually had him win games for me. Just treat him like Kemba, load him up with damage, and they have to blow creatures and spells just to avoid dying in the very beginning of the game.
    • Alternatively, instead of dropping a creature that gets slightly better, you could drop some artifacts/enchantments to make all your creatures better: Honor of the Pure, Intangible Virtue, Glorious Anthem, Path of Bravery, Knighthood, Spear of Heliod.
      • With these, Kemba can start dropping multiple 4/4 cats per turn, possibly with vigilance and first strike
      • For example, in order for Auriok Sunchaser to even be worth casting, you have to equip her, which makes Kemba weaker and your army smaller.
      • Note that having just one +1/+1 enchantment, Kemba, and 2 other creatures gets you almost the same benefit as all three of those creatures combined
      • Of the three, Ardent Recruit is the best, in my opinion, just because his power gain is the biggest, without any requirements other than "just play the deck".
  • Leonin Elder - how many artifacts can you realistically expect to enter the battlefield? In your entire deck, you only have 15 non-creature artifacts, and your deck essentially revolves around those. Potential replacements:
  • Armed Response - 3 mana for a target-limited kill spell that might not even kill anything? This does not seem worth having. Compare to:
    • Condemn - gets rid of commanders permanently, handles those creatures that need to get gone now, and it's 2 mana cheaper. You could get an extra equipment on Kemba with that mana
    • Crib Swap - no targeting requirement, and the 1/1 shapeshifter is hardly a drawback. Afterlife is similar, but the flying spirit is a bit harder to deal with
    • Devouring Light - exiles instead of kills, can be cast for free, and can target blocking creatures in addition to attacking
    • Judge Unworthy - heck, if you're going to maybe not even kill the target, you might as well set up your next couple of turns. And it's cheaper, to boot


I have a Kemba deck to play vs my coworkers, and one of the biggest things I noticed about her is that having awesome equipment is great and all, but they tend to be expensive to equip. Since it's so expensive, it's hard to get more than one out and/or equipped per turn, and Kemba is slow enough to get started as it is. I found I had better success once I subbed less-expensive equipments in - the drop in power was offset by the larger number of cats faster.

Equipments you might want to consider

  • Scythe of the Wretched - of course, I just got through saying "consider cheaper", but the threat this equipment can present is worth considering
  • Bone Saw - free to cast, cheap to equip. The only thing better than free to cast is free to equip, and you have Puresteel for that
  • Bonesplitter - cheap to both cast and equip, and the threat this can present is huge. Synergizes extremely well with Kor Duelist (swing for 6 on turn 2)
  • Explorer's Scope - cheap and cheap, and when it works, it's great! I've gotten 6 lands in a game from this thing. not quite as good as scry, but the extra lands can offset that.
  • Whispersilk Cloak - I notice you have no means of preventing Kemba from dying. Shroud can help.
  • Vorrac Battlehorns - cheap, gives trample, and makes her harder to block. Win/win/win
  • Manriki-Gusari - the stats aren't the best, but it's cheap to equip and the destroy equipment ability can actually be game-changing. Opponent commander has Swiftfoot Boots? Not anymore!
  • Darksteel Axe - Basically the only thing this has going for it is the indestructible.
  • Neurok Hoversail - Similar to Darksteel Axe, the only thing this is good for is flying. But that alone can be great.
  • Ring of Thune - Gives Kemba vigilance and makes her bigger and bigger every turn? And it's cheap? Win/win/win!


Creatures you might want to consider

  • Mistmeadow Skulk - the protection actually comes in very handy - possibly not in this format though
  • Mentor of the Meek - you'll be getting cats every turn, might as well keep your hand full as well
  • Soul Warden and Soul's Attendant - For a weak 1-drop creature, she can heavily influence your opponent's decisions
  • Suture Priest - Similar to Soul Warden but has the added benefit of shutting down opponent's token-generation until it's dealt with
  • Standard Bearer - The sheer levels of frustration this girl has caused other people in my games alone makes her worth mentioning.


Something to be wary of is having too much graveyard retrieval. Sure, it's nice to be able to get back the one or two particular equipments that will win you the game, but if they don't kill your artifacts then you have a dead card in your hand.

Right now, you have 5 cards (a full 10% of the deck) that are only useful if your opponents kill (or try to kill) your artifacts.


You only have 15 lands. I would recommend bumping that to 20 - there's no point in having things in your hand or on the battlefield if you can't do anything with them. Remember, you have to activate abilities, sometimes multiple times per turn, in order to actually use the equipments.

Lack of lands was the biggest problem I had when I first started Commander.


Last comment: You have no or very few combat tricks. The plan is to swing with Kemba, right? What's preventing her from dying to a kill spell? What prevents infinite chump-blocking? Only one creature/token needs to be lost per turn, until she gets trample.

I found that having protection spells (this is white, after all) was very helpful.

  • Cho-Manno's Blessing is great due to the surprise/instant aspect as well as the permanence
  • Pentarch Ward not as surprising, but replaces itself
  • Any of these might be useful, the drawback being that most are single-target, one-and-done spells. There are a couple "affect your whole team" ones though.
  • Spells like Holy Day and Dawn Charm can salvage an unwinnable game, and are an unpleasant surprise for your opponent. I don't think board wipes are much of a problem in this format, so Rootborn Defenses probably won't be as useful.

buildingadeck on How to Have Fun in EDH - Phelddagrif Surprise

2 days ago

Haha! I know the feels there, friend. I've had one deck hit the 10-point score, and it was primarily because I took 2nd at my local FNM that people even looked at it. But honestly, kudos on this build. I'm going to continue tinkering with it and see where it goes. Whispersilk Cloak might end up making the cut for that moment when you need to deal 21 commander damage and quick in tandem with Strength of Cedars. Unblockable hexproof for 21 is pretty great. It also looks more like you're just trying to give your creature hexproof.

HungryWampa on Memnarch the Taker - Suggestions Welcome

2 days ago

Oh, a must have equipment is Whispersilk Cloak. Its fantastic for a heavy hitter or your planeswalker

ecmmyers on UB Graveyard Hijinks

3 days ago

Hey there! I saw that you are a newish/returning player who's experimenting with mill, based on your post to reddit/r/EDH. I run a similar mill/flavor list myself with Dimir Mastermind, if you want any ideas. But for now, let's focus on your deck!

I noticed that you lacked the oomph to push through your beaters like Consuming Aberration. Things that may help this is a Rogue's Passage or a Thassa, God of the Sea or an Artful Dodge. I would cut an island for the passage and cut Dralnu for Thassa. Unless you want him in there for flavor reasons, you are giving an opponent a very tempting offer to basically board-wipe you. He's good when built around (e.g. preventing or redirecting damage, or with hexproof), but the downside will outweigh the good in this deck, I think. Someday, when you buy an Urborg, Tomb of Yawgmoth and turn your opponents' lands into swamps, you will know the joy of Wrexial's innate swampwalk.

Sands of Delirium is a bit slow, good for dumping excess mana - when you don't want to save for counters. Try a Whispersilk Cloak instead for extra protection and unblockability.

Consume the Meek won't help you much except vs unbuffed token swarms and in the early game (where you wouldn't likely want to cast it) so maybe try and increase the number of creatures in the deck, especially at the lower end of the curve. I suggest Nighthowler or Sewer Nemesis or an Undead Alchemist (Which you should already be running because of it's ridiculous interaction with Altar of the Brood :p)

There's something better than Sinister possession (2 life is paltry in a 40 life game, i wouldn't think twice of swinging at you unless it was my last two. There's a saying in Magic that goes "The only life that matters is the last point". I digress.). Look into a Phyrexian Reclamation to raise some dudes from the dead and back into your hand for some decent recursion/ card advantage. Again don't worry about the two life - a card in hand is often worth more.

Pearl Lake Ancient is good in Standard, but in this deck he is a super costly beater with no built in advantage except that you can set yourself back three turns in land drops to dodge a spell. Instead of PLA, look into a Nemesis of Reason for repeatable good mill.

Profane Memento doesn't further your board or gameplan very much. Where are you dumping the life you earn? Many times in EDH a player will swing out all at once, or use a combo that doesn't care about life totals. Instead, here's Mesmeric Orb (admittedly not very budget friendly but very effective) equally useful is Cyclonic Rift or Swiftfoot Boots

Rather than Shriekmaw, consider Royal Assassin since he has a repeatable effect and he can kill any tapped creature. You won't be targeted with as many attacks early game if he's out.

Rather than Kraken of the Straits, which will usually be no better than any other vanilla beater for 7 mana, Look into a Phenax, God of Deception to put some of the fat butts you got in this deck to work! Look what he can do with a Consuming Aberration or a Wight of Precinct 6! If that doesn't do it for you, maybe a Lord of the Void and Exile-Mill seven cards while keeping a creature. Another good alternative is Sepulchral Primordial or Diluvian Primordial so you get 3 spells or creatures at once!

For mill, you want global effects. Hitting multiple players. In a four player game, a mill deck is looking at taking care of 276 cards. Extract from Darkness hits everyone and you get a warm body out of the deal. Mind Grind is an effective finisher if your opponents don't have legendary Eldrazi. For those you should use Praetor's Grasp .

As a word of caution, I've tried Forced Fruition and it is pretty funny to get out, but it helps your opponents more than it hurts them most of the time. They will combo out very fast or overrun you with threats faster than you can deal with them. It works best when you can punish drawing.

Drawing - Replace Jace's Ingenuity with Rhystic Study. You will draw a buttload of cards. Otherwise, think of Minds Aglow to draw another player out.

For mana:

Basalt Monolith is good in a few infinite combos, but I would recommend Armillary Sphere as a way of getting more colored mana in your pool because your general is color intensive.

Another good, cheap dual land is Tainted Isle.

Very nice Wrexial list. Be sure to keep in a few of your favorite cards. Don't let players like me push you around. Make it personal. Here's a +1 to get you started.

This is a lot at once, so I will let you ask any questions you may have. As promised, my multiplayer mill/ graveyard deck Welcome to the Undercity.

Xeenon on

4 days ago

Interesting deck that will generate a lot of hate. Couple suggestions. I think better cards can be found to replace Gold Myr, Iron Myr, Jhoira of the Ghitu, Silver Myr, Vedalken Outlander, and Oblivion Stone. I also don't know if having that many "Destroy target land" cards is necessary. Maybe remove a couple of those to make room for a couple pieces of equipment that could give your commander haste and shroud.

I think the following cards would be useful in this deck Gisela, Blade of Goldnight, Hellkite Charger, Magus of the Disk, Magus of the Moon, Urabrask the Hidden, Mindbreak Trap, Cataclysm, Ravages of War, Ruination, Supreme Verdict, Lightning Greaves, Swiftfoot Boots, and Whispersilk Cloak.

Ferrit on This Too Shall Pass

5 days ago

This is a really nice deck, with a really great idea, but i think it's a little too slow, so you should slow down the opponent too.These are my ideas :- 3 Plague Beetle -1 Whispersilk Cloak +4 Inquisition of Kozilek to slow him down while for the rest of the time you turn his precious lands in swamps.-4 Blistergrub +4 Gatekeeper of Malakir it raises up your devotion while destroying his creatures, it's a beautiful card that only mono-black deck can play because of its cost.- 2 Tendrils of Corruption +2 Geth's Verdict I think that let the enemy sacrifice his creature as an instant for 2 while make him lose 1 life at a time is better than at the fourth turn shoot 4 damage and gain 1 life to a creature, like Tarmogoyf or Siege Rhino, that is not even going to die.-2 Stalker Hag +2 Hunted Horror It's a good finisher for 2, with all your cards that make him sacrifice protection from black is not a problem and with swampwalk is the same.-2 Unholy Strength +2 Evil Presence now that your creatures are bigger and badder you should not have problem with their currently strength but you would want to control more the game, and eliminating his mana base is perfect.That's all i have to say :) hope you like my advice.Let me know what you think ;).

Madarakita on death to everything!!!

6 days ago

Given mana costs and whatnot, I feel like first off; this is a deck where you want to have Temple of the False God and Sol Ring. This deck has practically no mana ramp whatsoever, and if you

Also; Whispersilk Cloak. See, the nifty thing about Kresh is that he puts the counters on himself. He doesn't target himself in any way whatsoever. Slap a Cloak on him and he's not only got shroud, but he can freely swing away for commander damage that will steadily get higher and higher.

Creature wise: I'd take out Cockatrice and Kessig Recluse. The smaller deathtouch creature are more efficient, and by the time you have the mana for either of those higher-costing ones, you want to be dropping your general, a Reaper of the Wilds or...anything else, really.

Also, dump Vhati il-Dal. He's fun, but when you're pinging off creatures that either have deathtouch, or have gained deathtouch off something else, toughness isn't going to matter; whether it's 1 or 99.

Also, drop Nirkana Cutthroat. I've tried running him before and unless your green end is mana engines out the wazoo, he's not ever going to reach his full potential in terms of the Level Up ability.

Overall, the trick I've found with Kresh is to run a lot of creatures in the 1-5 CMC range that're either meant to die off (See: Vengeful Pharaoh or serve some immediate benefit when something else dies (See: Reaper of the Wilds ). In that vein, Dread and Mogis, God of Slaughter are excellent picks.

I like your idea of basically throwing up a wall of deathtouch/death effects in combat, but I think some of the creature picks need to be looked at again, and this deck is in SERIOUS need of some sort of mana accel/ramp.

Also, look into Amulet of Vigor. You've got a TON of lands that enter the battlefield tapped, and the Amulet'll speed you up a good deal.

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