Celestial Mantle

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Celestial Mantle

Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+3.

Whenever enchanted creature deals combat damage to a player, double its controller's life total.

ThassaUpYo@ssa on Linvala, Giada & Akroma

2 weeks ago

Love the list, MTGBurgeoning! Have you considered Celestial Mantle and/or Beacon of Immortality to further enhance your life-gaining capability?

carpecanum on bilbo

1 month ago

Celestial Mantle, Beacon of Immortality. Any "ETB gain one life" card can go infinite if you want to include Presence of Gond and either Lurking Roper or Famished Paladin.

FolkOccult on Sisay's Horny Spaceship

2 months ago

Five Color Decks

Probably the one deck-type I've found myself building often, I've built this commander twice, the Jared Carthalion planeswalker three times, Morophon Ultimatum-tribal, Tiamat D&D only, and a couple other flavor specific lore-restrictive decks and the biggest advice I have to offer is trying to balance your mana base and pips (not saying your lands themselves are off, but looking at the color of the spells in your deck I can see the imbalance in colors when comparing your black and white spells to the number of red, green, and blue spells. This isn't necessarily bad, but with as many of these that have two pips of the same color mana, you're going to find yourself getting stuck with something you can't cast because you're waiting on that one pip of additional mana in the color you need).

My biggest piece of advice for accomplishing this is to either focus on multi-colored creatures, or mono-colored pieces that you can cast and send on their way. Both require a tight balance of mana-color, the first requiring as mana colors of mana to be open as possible while the latter only requires you have one of each color available to cast either a white, blue, black, red, or green creature.

By stacking as many pips of the same color (two, three, or four of the same color pip like in Celestial Mantle) you're actively fighting your deck's mana base by telling your one of each color to filter you another color of the same pip (meaning you'll need ways to filter or get these colors which isn't as effective as just having these colors on the field, ala basics, fetches, or mana rocks). With rocks you can do this, or by filtering, but I suggest just pay 2 mana for an arcane signet and you're better off than hoping you can get the color you need to use your Mana Crypt to cast your commander turn 1.

The second part of making sure your WUBRG deck isn't going to smack itself face first off the draw, is going to be curating your mana around your library and the cards within it. I suggest establishing your mana base after you've counted your pips (either making sure if there are any multi-colored spells that they have only one pip of each color present to establish an easier cast Elenda, the Dusk Rose which can be cast with WUBRG components, or lowering your two-to-three pip spells like Liesa, Forgotten Archangel or Mesa Enchantress unless it's pinnacle to your game plan to more multi-colored or single-pip creatures.) or putting as many single-pip spells into this as possible for blatant consistency.

The Game-plan

I can't say I'm skilled or the least bit talented at constructing decks, I actively fight the design philosophy of each plane and their released cards which may never see reprints. Making some set-decks stronger than others innately by what was released at the time.

What I can say helps me recognize a game-plan is looking at the main card I'm building around, in this case Sisay is probably your strongest contender for a commander that can host as many 'sexy mtg ladies' as possible. But. Mechanically speaking, this commander requires legendary permanents. A couple things can solve this, On Serra's Wings is probably the most 'permanent' solution. Giving a creature you control Ring-Bearer would now work in making anything a legendary. Otherwise, the easiest method of achieving this would be to make as many of your creatures as legendary as you possibly can.

Hosting 33 creatures makes this easier to make probable if all of them were Legendary, but otherwise, only serves to fit your card with more creatures that might not trigger your commander and their ability to go permanent ('sexy mtg lady')-hunting and providing you further value.

I definitely suggest the latter and making this focused around as many multicolored/mono-colored legendary women as you can make work. This would give you more access to playable creatures, help you create a consistent mana-base, and most importantly play most anything in your hand.

That doesn't mean select pieces of utility can't be added in Mother of Runes is a great include for flavor if you so chose to keep them, Skrelv, Defector Mite is the same card but legendary and would otherwise be the 'legendary' for this piece of utility. So finding those non-legendary 'sexy woman' slots might be the particularly most daunting task here? I'll try to suggest what adjustments I might myself make when playing with such a theme.

Artifacts

Looking over your decklist, there are a couple red flags that immediately come out to me. This being a WUBRG deck, having cards like Mana Vault or Mana Crypt are going to both eat your life, and mana. Unless going for some specific jank, your first priority should be creating an open and available pool of five mana colors, not colorless mana. Otherwise, you're going to be flooded with mana only capable of letting you cast one color of spell, or at contributing on the generic mana of a spell or two.

I'd suggest swapping your Mana Vault for a Arcane Signet, providing both a cheap (financially) solution to providing you with more different color mana pips that can allow you to 'ramp' off of your Sol Ring, and Mana Crypt if you keep it.

I can't say I'd outright replace Mana Crypt in every deck, it is THAT good, but for WUBRG, nailing your mana base is second to none when it comes to important deck-building topics. You can't shirk the ability to get the colors of mana you need. If finding the pips of mana you need if a priority, I'd replace this with Wayfarer's Bauble to guarantee any one color into play for use.

You can also replace your Gilded Lotus for a Wayfarer's Bauble instead of the Mana Crypt if you really want to keep it, otherwise I'd suggest Fellwar Stone here. Giving you an overall reduced average cmc, while giving you as must opportunity as possible at pulling the colors of mana you need to have open to cast anything you draw.

I can't recommend this as quickly as the others, it has its place in every deck, but you could replace Darksteel Ingot with Relic of Legends for the innate synergy you'd see in making this deck as Legendary-centric as you can.

If you choose not to work towards this overall theme, I can't blame you, but I will say it will not be as effective as you may wish it to become.

I'm going to leave this initial observation of the deck and some suggested adjustments I'd make here, before continuing into looking over your creature base and any synergies I can find.

I hope these initial points, or suggestions, are at least a little insightful, I'll be back with more later on.

myome on Grand Aura Central

6 months ago

some cute auras/equipments to cheat in w/ danitha:Celestial Mantle,, Kaldra Compleat (living weapons can become their own creatures even when Danitha cheats them in btw), Holy Avenger.

Nahiri, the Lithomancer and Stoneforge Mystic are expensive but both cheat equipments into play :)

DemonDragonJ on How Are Green and White’s …

10 months ago

Three colors in this game can gain players life: black, white, and green, and the methods by which they gain players life are different; black gains life either when other players lose life or when creatures die, white has unconditional life gain, but green is less clear about that. It does seem that green can gain life unconditionally, but I feel that green’s life gain should feel distinct from white’s life gain, so that the two colors do not feel too similar to each other.

Other users here have previously stated that there is no significant different between how white and green gain life, but, given that each color draws cards in a different manner, I feel that each color should gain life differently, as well. I previously stated that I feel that green’s lifegain should be reliant upon creatures, just as is green’s car drawing, but, if that is not the determining factor, then I feel that green’s life gain should not be as powerful or as mana-efficient as white’s; for example, compare Stream of Life to Heliod's Intervention or how cards such as Celestial Mantle or Boon Reflection can exist in white, but not in green.

What does everyone else say about this? How are green and white different in how they gain life?

Also, as a side note, green’s card drawing/card advantage used to be reliant upon lands as well as creatures (such as with Nissa, Voice of Zendikar), but WotC decided at one point that green would use only creatures for card advantage, so does anyone know why WotC changed their minds on that subject?

Orange+ on Punching in Pillow Fights

1 year ago

Hi, H-E-N-R-Y

Cool deck you've got going here :)

I have made a Sythis deck myself, but to be honest, Im not completely into what people usually play with Sythis. I could however provide some initial thoughts I have based on your decklist.

First of I would recommend that you structure your deck with categories. I know a lot of people on tappedout doesnt use them, but they are very useful when building decks or providing feedback.

You play a lot of lands that enter the battlefield tapped, but as a two color deck containing green, Im not sure if you need to. Some of them might be handy, like Path of Ancestry and Temple of Plenty which gives scry. But I dont think you need the rest, and could swap them out with lands that dont enter tapped (like just basics). The lands are: Arctic Treeline, Blossoming Sands, Graypelt Refuge, Path of Ancestry, Scattered Groves, Selesnya Guildgate, Selesnya Sanctuary, Temple of Plenty, Thriving Grove, Vivid Grove, and Vivid Meadow

I've tried to play Crystal Chimes myself, and didnt like it that much. If I were you, I would probably take out both the chimes and the Cloud Key. They seem slow. Cards like the chimes and Resurgent Belief are very telegraphed, meaning your opponents will know what you can do before you do them, this is often quite a disadvantage.

Otherwise I think your composition is pretty nice with lots of good cards. But it might get better if you cut some of the larger mana cost cards. If you get to draw a lot from your commander, you might as well play a lot of cards. And if that is the case, mana is what is holding you back. I think cards like Celestial Mantle, Eldrazi Conscription, Epic Proportions, Gigantiform, Indrik Umbra, Martyr's Bond, and Prodigious Growth are a bit too mana expensive. (However, if you treat some of these as wincon, you should keep those)

As I mentioned, Im not quite sure what is common to play with Sythis, but as you have many spells with mana cost 3 or less, you could try Sun Titan. Otherwise, enchantment recursion is really nice in these kinds of decks (against bordwipes and such). Cards like Replenish, Retether, and Brilliant Restoration.

Finally, as mentioned by others commenters, I think removal is really important. I think Swords to Plowshares and Path to Exile are natural fits, but if you want play more enchatments, you could also try Journey to Nowhere, Borrowed Time, or Oblivion Ring. My deck Riders on the Storm has a removal category if you want to take another look.

lessidor on Dragon voltron

1 year ago

The commander look really cool and its ability to not be targeted until you can one shot with it is pretty sweet. i agree that you sould add a decent number of land, usualy i run 35-37 land in 3colors deck, and a good number of ramp too, sometimes 8-10 piece. Being able to cast your deck is the most crucial. some card i personnaly think are not worth a spot in your deck : Trigon of Infestation, Approach of the Second Sun, Boon Reflection, Celestial Mantle, Fountain of Renewal Soldevi Digger Ghitu Chronicler, Dualcaster Mage, those cards seems to me really inefficient or not in synergie with what your are trying to do with the deck! Hope my comment was instructive:)

H-E-N-R-Y on Punching in Pillow Fights

1 year ago

Thanks for the suggestestions guys, I appreciate the feedback^.^

Vessiliana: Though I see your point of it not progressing objectives very far, I still see Celestial Mantle being a useful tool when trying to maintain a lead in a 4 person game. I've used that card in quite a veritable set of situation, but with the high CMC and the low help it provides in completing objectives I can see it not being the best for all situations.

As for Calix I've decided not to run him for the same reason I'm probably not going to use most of AstroAA suggestions: the deck is slimmed to produce the most draws possible from the commander. I've tried to take out all the other card types as much as I can to maintain a constant stream of cards to get that combat damage win. Though if you know of any enchantment equivalents I'm all ears because that would be awesome!

AstroAA: I like the suggestions and good point with the lack of control. I'm thinking I could probably switch out some of the auras like Gigantiform for more control enchantmentes. Like I was telling Vessiliana, the reason that I'm not running a lot of creatures, instants and other card types other than enchantments is because I'm trying maximize the commander's/enchantment synergy to a maximum. By increasing the enchantments I'm actually increasing my draw chances for the creatures that are already there, but who am I kidding, it's usually a voltron win. It sounds like you have a pretty good knowledge of magic cards, do you know any good/sub $5 enchantment control out there?

Ps.Thin ice is pretty gold! Not sure if it'll work with only 11 basics but for that CMC I'm willing to give it a shot if snowlands have had a price drop

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