Umbral Mantle

Artifact — Equipment

Equipped creature has "(3), Untap: This creature gets +2/+2 until end of turn."

Equip (0)

seshiro_of_the_orochi on A fistful of Myr [Urtet, Remains of Memnarch]

5 days ago

This needs Thousand-Year Elixir. It's a powerful card for this deck. A possible wincon could be Umbral Mantle. It'd allow you to gain infinite mana with Myr Galvanizer to then equip Mantleto your commander and make it infinite big.

Profet93 on Shigeki solitaire

1 month ago

Budget per card?

Can you outline how your combos work specifically? I have a general idea but am a bit confused to be honest. I'm sure you're right, I just wanna learn and potentially utilize them in my own decks as well.

Kogla, the Titan Ape + Eternal Witness/Timeless Witness + Rude Awakening/Early Harvest

Sylvan Library - Synergy with top deck manipulation cards like courser, fetchlands. Most importantly, synergy with Abundance to draw 3 of your type of card without loss of life due to replacement effects.

Umbral Mantle - Might be worth considering for part of a combo line that I am unaware of at the moment. Same with Sword of the Paruns potentially.

Maze of Ith + Argothian Elder/Ley Weaver = Infinite mana during the combat phase (helix pinnacle can be a mana outlet, although I think it should be cut).

Ashaya, Soul of the Wild + Argothian Elder/Ley Weaver = Infinite mana

If you were to add Rings of Brighthearth, you could double up on activated abilities like your commander, fetches, thousand year elixir. Although not an entirely serious suggestion, it combos ...... Rings + Deserted Temple + Cradle/Nykthos = Infinite green mana

Nissa, Vital Force - Synergy with cradle, recursion, and it's ult is just one turn away.

unstable_anomaly on All My X’s are in the Hive Nexus

2 months ago

With Nyxbloom Ancient or Mana Reflection in play, your commander goes infinite with Umbral Mantle and Sword of the Paruns. Allows you to make infinite and cast any Xspell an infinite amount of times. With both in play you can accomplish the same thing with Staff of Domination. BloomTender / Selvala, Heart of the Wilds can both substitute your commander for the above listed combos as well as just being great cards in the deck.

Pemmin's Aura doesn't go infinite, but offers a cheap way to uptap and protect your commander.

Seedborn Muse and Alchemist's Refuge would also be really good here.

You may also like Open Into Wonder / Rogue's Passage / Plaza of Heroes / Spellskite / Thassa's Intervention.

Max_Hammer on Activate All The Abilities

2 months ago

Howdy! I have some recommendations!

  • Umbral Mantle can give you an infinite/infinite if you equip it to a myr, or just give you a lot of untaps. Not that you can't do that already, but this gives you an extra +2/+2.

  • Oblivion Stone is an excellent board-wipe. Drop it turn four and slowly but surely just mark everything that's yours. And you could use it as a negotiation tool. "If you murder his commander, I'll keep that combo piece of yours safe."

  • Well of Knowledge reads weird, but it's basically saying "(2): Draw a card. Any player may play this ability but only during his or her draw step." It'll be good for everyone, but better for you.

  • Mirrorpool is just good utility.

  • Thaumatic Compass  Flip is good ramp and lets you just say "Actually, no, that creature isn't attacking."

  • Luminarch Ascension is going to give you as many white angels as your heart can handle.

  • Illusionist's Bracers is just going to double whatever fuckery you're up to.

  • Mask of Avacyn, Lightning Greaves, and Swiftfoot Boots are all excellent protection for your boy.

TheOfficialCreator on Heartless Pressure

3 months ago

What do you think about Umbral Mantle being used to untap your creature? Jandor's Saddlebags and Magewright's Stone are decent too.

multimedia on trelassara, the stomper

4 months ago

Hey, impressive version on a budget, you've put a lot of thought into your deck.

An excellent compact infinite combo for life is Staff of Domination + Accomplished Alchemist by gaining five or more life on a turn. What makes this combo compact is it's two cards and Staff can draw which is helpful when you make infinite mana to draw your wincon in this case Aetherflux Reservoir. Staff can be a mana sink for any other infinite mana combos you play. Heronblade Elite is an overlooked mana dork who can get out of hand quick when playing counters as well as other Humans. With 5 or more power it also infinite combos with Staff of Domination.


To improve gameplay use cards that are part of combos, but are good without combos? Cards that do other things such as ramp or gain life and can be used in more than one combo. Try to limit the combos to two cards to make it easier to assemble.

Staff of Domination, Accomplished Alchemist, Ivy Lane Denizen, Spike Feeder, Cleric Class, Heronblade Elite, Scurry Oak are combo cards that are also good outside of combos. In contrast Sorcerer's Wand, Lurking Roper, Famished Paladin, Krosan Restorer, Presence of Gond are subpar cards that are only here because of combos or are only part of one combo. I'm not suggesting to cut all these cards, just to think about what other uses do they have here besides a combo and are they really needed because of that?

For example, Illusionist's Bracers is an expensive price card here that's only in one combo with one card, Krosan Restorer. Consider cutting Bracers and Restorer? Doing this change would also let you cut some of the lesser Bounce lands, Karoo and Jungle Basin because only playing them for Restorer combo. For a budget manabase Canopy Vista and Fortified Village could replace those lands. By adding Canopy Vista then you have a Selesnya dual land that Three Visits can get.

Many of the combos here require an equipment or an aura, Open the Armory can tutor for either one.


Some changes to consider:

Good luck with your deck.

RinceRaven on krenko

4 months ago

Alright alright so I got asked to give a bunch of suggestions so here we go. Hoo boy. Gonna try to keep most suggestions low on budget but will include the best slightly expensive cards. Should also mention I got a lot of things I know from this primer, cheers. https://deckstats.net/decks/82803/752805-competitive-krenko/en

First the draw pieces you missed: Rundvelt Hordemaster, Dark-Dweller Oracle, Skullclamp, Subira, Tulzidi Caravanner, Reforge the Soul, Conspicuous Snoop, You Find Some Prisoners. The only actual good ones you got in this draft are Idol of Oblivion and Wheel of Misfortune imo, though most are servicable.

Tutors: these beauties can find your best wincons or draw pieces or whatever else you might need most of the time. Goblin Engineer, Goblin Matron, Goblin Recruiter. And are surprisingly affordable.

Next up ramp: Mana doublers are too slow for a deck as fast as Krenko, and you don't have the card draw to support such cards in mono-red. Not really. Also with the 4 mana commander having 2 mana ramp becomes much, much more valued. Cheering Fanatic, Liquimetal Torque, Generator Servant, Wily Goblin, Infernal Plunge, Fire Diamond (Yes I know, I think it's fine here).

Haste: Giving Krenko (and his tokens) haste literally puts you a turn ahead over not having it. Crashing Drawbridge, Ashling's Prerogative (Even gives tokens haste too), Generator Servant (multipurpose? Whoa), Goblin Chieftain, Goblin Motivator, Lightning Greaves, Mass Hysteria, Thousand-Year Elixir (tad pricey but repeatable Krenko seems good) Bloodlust Inciter.

Wincons: gotta end the game somehow. Combo's are good: Breath of Fury, Staff of Domination, Thornbite Staff, Umbral Mantle are the best combo lines for Krenko afaik. If not/next to combo, we have good old damage: Coat of Arms, Eldrazi Monument, Impact Tremors, Obelisk of Urd, Skirk Fire Marshal, Purphoros, God of the Forge, Shared Animosity, Devilish Valet, Quest for the Goblin Lord, Throne of the God-Pharaoh.

If we let our opponents do whatever they want we'll have trouble winning, even with our speed. Luckily red has quite some options. Don't forget Liquimetal Torque can turn things into artifacts so we can shoot them easier. Abrade, Chaos Warp, Gempalm Incinerator (great removal spell, terrible creature), Goblin Assassin (wipes the floor with creature decks), Goblin Bombardment, Goblin Cratermaker, Goblin Sharpshooter, Goblin Trashmaster, Goblin Welder (hits opponents too), Mogg Salvage, Pashalik Mons, Skirk Fire Marshal (your board survives this with Coat of Arms or Eldrazi Monument), Furystoke Giant, Shattering Spree, better than Vandalblast, Wild Magic Surge.

Best Utility Lands: Great Furnace, Buried Ruin, Path of Ancestry, Castle Embereth.

I'm tired and my brain is dying so here's a dump of things I forgot or for didn't have a place to mentioned yet :)

Heirloom Blade, Chandra, Torch of Defiance, Blood Moon, Brash Taunter, Impulsive Pilferer, Jeska's Will, Goblin Chirurgeon, Goblin Sledder, Mogg Raider, Pyroblast, Red Elemental Blast, Tibalt's Trickery, Mogg War Marshal, Legion Loyalist, Legion Warboss, Brash Taunter, Fable of the Mirror-Breaker  Flip, Hobgoblin Bandit Lord, Muxus, Goblin Grandee (idk at what math this is good I'm sure someone did it already somewhere on the internet), Siege-Gang Commander, Zo-Zu the Punisher, Goblin Ringleader, Goblin Piledriver, Arms Dealer, Grotag Night-Runner, Goblin King (get 5th or 6th edition art btw).

Good luck on figuring things out. I'm off to bed

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