Dragon Mantle

Dragon Mantle

Enchantment — Aura

Enchant creature

When this enters the battlefield, draw a card.

Enchanted creature has ": This creature gets +1/+0 until end of turn."

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Dragon Mantle Discussion

Corrosive_Cat on All Faun and Games

3 days ago

Dragon Mantle could be pretty sick here!

Corrosive_Cat on Lightning Cajones

1 month ago

I think Mausoleum Wanderer is essentially strictly better than Cursecatcher here, perhaps. Could even be worth cramming in a couple of Dragon Mantles to boost its countering ability, and swing for more damage.

Samothrace on Rograkh & Kediss, Brothers of Destruction $50 EDH

2 months ago

Ive play-tested maybe 20 hands, and I can see what you mean. It is really hard to swing early AND make it really hurt on a budget. If I were you, I would not try to swing so early. This is just my take, and I come from a very removal heavy met, but I would rather swing for lethal turn 5 than put out a vulnerable commander turn 2 that swings for 2-4 damage. There's evasion on the card, but I would still consider Fleetfeather Sandals or Prowler's Helm to make the damage a more sure thing. Maybe your meta doesnt work this way, But i would lay low and accumulate artifacts, and then win the game all at once.

for bigger damage, maybe Dragon Mantle or Ghitu Firebreathing would do well?? just some ideas.

BrassLord on Rakdos Dragon actual

10 months ago

Looks like a fun deck to pilot.

In reviewing the deck in it's current form, I can see a few different ways of trying to approach your problem. The first would be to double down on discard and reanimation effects to cheat the cards into play. Stuff like Winds of Change Wheel of Misfortune Wheel of Fate help filter through your deck and pair well with those other looting effects you already have. Adding in reanimation redundancy like Animate Dead could could also go.

I think the dragon...er... elephant in the room is the mana curve. Your commander incentivizes you to play big beefy dragons, but that skews your mana curve. Currently you have a LOT of low to the ground single mana producing artifacts (2cmc) and a few later game payoff ones, with the rest of your curve being around the 4-6 CMC. Another way to approach the mana problem is to double down on the big boy ramping artifacts, like Gilded Lotus . Then pair it Voltaic Key and Manifold Key so when it's online, you could actually hard cast some of those late game dragons!

The way mentioned above addresses the mana production head on. It'd also help if you paired some of this with some early game disruption to prevent opponents from getting ahead TOO quickly so you can't catch up. Cards like Mind Twist and Rakdos's Return can be backbreaking when ramped into early, shutting down the scariest player and allowing you to catchup with your dragons. Along those same lines, Torment of Hailfire is another staple big mana sink card to close games (though honestly, your dragons seem like they don't need that much help!) In a multiplayer game, cards like Fleshbag Marauder , Merciless Executioner , and Plaguecrafter can be removal in the early game and make utility spot removal reanimation targets later on.

Cuts I personally struggle with as well! I'd focus on whether or not the cards further your gameplan or promote you winning. For example, in the current list Dragon Mantle feels like a win more card, despite the fact that it cantrips. Unholy Indenture also feels the same way. But you should play the cards you like!

Happy Burninating!

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