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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 |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Mantle of the Wolf
Enchantment — Aura
Enchant creature
Enchanted creature gets +4/+4.
When Mantle of the Wolf is put into a graveyard from the battlefield, create two 2/2 green Wolf creature tokens.
legendofa on Favorites and Bests
1 year ago
I like these questions. Just giving everyone a chance to talk about themselves is an underrated art form.
My favorite color pair is . I'm happiest when I can out-resource my opponents in as many ways as possible--mana, cards in hand, board presence, etc., and the combination of 's ramp and creatures, and 's removal and discard, and their overlap in graveyard recursion, draw power, and lifegain, is what drew me to this combination. I'm happiest when my opponents have run out of steam and I'm still going strong, especially after they've thrown their best at me.
I can't pick out a strongest color pair; their strengths and weaknesses can't really be compared. The strongest color combination is the one that you're most comfortable using and that brings you the most satisfaction.
I would not remove from the game. It's arguably the most technical and tactical color, and it provides checks on a lot of different formats. If you've never seen a Saskia vs. Edgar vs. Dragonlord Dromoka vs. Atla EDH match, it's a race to see who gets out the most, biggest creatures out the fastest before someone combos off or beats everyone else down. If you enjoy that, great! It can be a lot of fun. But I like a little more tactics and trickery, and provides that angle that the other colors don't have. Counterspells, unlockable creatures, and Control Magic effects may not always be fun on the receiving end, but they provide a needed depth to gameplay.
The main three ways I see creature Auras being made stronger are recursion (Rancor, Spirit Loop), replacement (Griffin Guide, Mantle of the Wolf), and protection (Diplomatic Immunity, Indestructibility). If the Aura provides a new threat when it goes away, or just refuses to go away, it makes the two-for-one problem much more manageable.
My favorite tribe is Skeletons. They're more interesting than Zombies, smell better, require less care and feeding, and Zombies are spotlight hogs, getting new powerful cards almost every set while Skeletons keep getting maybe one or two cards a year (usually worse than a Zombie option). Outside of being the forgotten cousin of Zombies (one of my least favorites--can you tell?), I like Skeletons on their own merits. The skull and bone aesthetic is always popular, going back at least to medieval Memento Mori art, and Skeleton Scavengers's Regenerate was one of the first complex abilities I learned how to use properly, so they have some nostalgia factor for me as well.
For lands, I almost always go for the 40% and adjust as needed--faster, lower-cost decks get less; slower, more controll-y decks get more. I try to err on the side of having a couple too many lands than not enough. I do have a goal of one day owning a Legacy or even Vintage Dredge deck, though, and those can have single-digit land counts (does anyone have a pile of Lion's Eye Diamonds or Bazaar of Baghdad they want to give away for free?). I don't usually use the MDFC lands myself, but I've seen them used well, and the Pathways are a great option if you can't or don't want to shell out for the shocklands, fast lands, or other big-money lands. (They're still above what I would call truly budget, though.)
wallisface If I may speak for the OP, this doesn't appear to be focused on any specific format. It's asking questions about what you enjoy, how you feel about certain cards and effects, and general chatting.
multimedia on Werewolves on the hunt
2 years ago
Hey, good attempt for a budget version of Tovolar. nice Aggravated Assault. You've mistakenly added two Tovolar's Huntmaster Flip :)
The card that combos with Spellbinder is Savage Beating for extra attacks which is now a $30 card. Without having Beating then Spellbinder is not worth playing because there's only 5 instants here out of 94 other cards.
When you control five or more lands then Bear Umbra enchanted to a creature who can keep attacking can pair with Aggravated Assault for extra attacks. Attacking with five or more creatures makes Druids' Repository combo with Assault. Savage Ventmaw who can keep attacking combos with Assault and also makes infinite green/red mana. Umbra could replace Spellbinder, Repository could replace Mantle of the Wolf and Ventmaw could replace the other copy Huntmaster.
Consider more one, two, three drop Werewolves to replace the vanilla four and five drop Werewolves?
- Scorned Villager Flip
- Realmwalker: changeling, it's a Werewolf and a Wolf.
- Kruin Outlaw Flip
- Geier Reach Bandit Flip
- Daybreak Ranger Flip
- Breakneck Rider Flip
- Village Messenger Flip
- Hermit of the Natterknolls Flip
- Reckless Waif Flip
- Lambholt Elder Flip
- Wolfbitten Captive Flip
Some of these could replace:
- Tormented Pariah Flip
- Tavern Ruffian Flip
- Tireless Hauler Flip
- Burly Breaker Flip
- Villagers of Estwald Flip
- Harvesttide Infiltrator Flip
- Bird Admirer Flip
- Spellrune Painter Flip
- Fangblade Brigand Flip
A couple of reasons for these changes is to get three or more Werewolves onto the battlefield to transform Tovolar quicker and have more Werewolves that can give you value rather than just only being Werewolves.
Some lands to consider adding, replacing of some basic lands.
- Karplusan Forest
- Unclaimed Territory
- Cinder Glade
- Rockfall Vale
- Rootbound Crag
- Fire-Lit Thicket
- Game Trail
- Naya Panorama
- Jund Panorama
Good luck with your deck.
BRG24 on Selesnya Wolves
3 years ago
Cool deck, but there are a few things that I’m not so sure on. Howlpack Resurgence feels like it has to be run as more than a one of, the anthem and it’s flexibility are too strong not to. Silverfur Partisan and Nightpack Ambusher are both strong cards, but there seems to lack any support for either, since you lack any targeting spells and relying on Vivien, Champion of the Wilds for flash seems too risky and inconsistent. Spirit of the Hunt seems quite good, and also gives more support for Ambusher, and running some wolf synergy auras like Mantle of the Wolf, Raised by Wolves or Wolfkin Bond, while perhaps to expensive in terms of mana, combine really well with Partisan. Moonlight Hunt is a brilliant card that I think would allow for much needed removal as well. My final suggestion may be slightly controversial, as I feel that a red splash for something like Arlinn Kord Flip or Ulrich of the Krallenhorde Flip might be better than white for Tolsimir? Not as sure on that one, but it’s certainly something to consider, although whatever colour you splash I’d recommend focusing your mana base much more towards green. I appreciate that this is a bit long, but I hope that you find this helpful in some way.
rotimislaw on Zombie Enchantress
3 years ago
Thanks for playtesting OberstHati!
I agree on Kaya's Ghostform - didn't think about it. Destiny Spinner indeed seems clunky and maybe worth a sideboard slot only. Reg. Polukranos, Unchained, I wonder. Need to check it on my own vs. Mantle of the Wolf.
The Overgrown Tomb and Fabled Passage are not here due to budget constraint - I play Paper and prefer to keep low profile ;)
Thanks again!
OberstHati on Zombie Enchantress
3 years ago
I looked at your Deck and built it from Memory to test it on arena. I think Kaya's Ghostform performs better than Destiny Spinner, keep the spinner in Sideboard for Counterspell heavy Decks. Kaya's Ghostform on your Setessan Champion is quite some insurance,...i played 3Polukranos, Unchained, 23 lands, no Mantle of the Wolf, cuz i forgot about it. i used 4 Overgrown Tomb and 3 Temple of Malady, 1 Fabled Passage. When playing against Controldecks i had to target my own Zombies to get the card draw going with Dead Weight and Mire's Grasp, but that's OK too. You definitely want to go against Aggro, that's where this deck performs really well. Off the meta, and not the selesnya version, so +1.
MagicWizard1993 on Abzan Lurrus
3 years ago
I would suggest some bigger creatures. Like Setessan Champion and the aura Mantle of the Wolf, hope these suggestions help.
multimedia on Eutropia, an Enchanting Tour
3 years ago
Hey, more land auras are good ramp for your deck because they trigger Eutropia and other enchantresses. Utopia Sprawl, Fertile Ground, Overgrowth, Wolfwillow Haven, these could replace land ramp spells.
Hadana's Climb Flip especially Winged Temple of Orazca which doubles power is good with Eutropia to make her a real threat to kill with Commander damage. Cephalid Constable has a busted combat damage trigger. Pump Constable with Eutropia and give it flying making it easier to do combat damage. As it gets bigger it can bounce more of your opponents permanents.
Incubation Druid (with a counter on it) + Freed from the Real + Shimmering Wings is infinite triggers of Eutropia. Incubation enchanted by Feed can make infinite blue mana and use that infinite mana to infinite cast, ETB and bounce Wings. Whip Silk can also do this except with green mana instead of blue.
Flooded Grove and Hinterland Harbor are Simic dual lands to consider adding.
Cards to consider cutting:
- Omen of the Hunt
- Rampant Growth
- Cultivate
- Kodama's Reach
- Displacement Wave
- Thassa's Intervention
- Kiora Bests the Sea God
- Mantle of the Wolf
Good luck with your deck.
DuBie15 on Rafiq
4 years ago
Argentum Armor, Hero of Iroas, Silverblade Paladin, Boon Satyr, Mantle of the Wolf, Rebuff the Wicked, Display of Dominance, Prodigious Growth, Mask of Memory, Destiny Spinner, Sentinel's Eyes, Setessan Training, Ethereal Armor, Bonds of Faith, Holy Mantle, Staggering Insight
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