Arcane Foundry › Commanders › Mangara, the Diplomat
Mangara, the Diplomat
Legendary Creature — Human Cleric · {3}{W} · White commander
Lifelink
Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card.
Whenever an opponent casts their second spell each turn, draw a card.
Build a Mangara, the Diplomat deck →
What Mangara, the Diplomat actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card.
- Triggered ability · cast_spellWhenever an opponent casts their second spell each turn, draw a card.
- Keyword · lifelinklifelink
What a Mangara, the Diplomat deck needs
Plays as pillowfort card draw. What the commander asks of the other 99 — read from the card and checked by hand.
- pillowfort and deterrents (opponents attack with two or more anyway)
- blockers and lifelink
- flash and instant-speed interaction to spend the extra cards
The Mangara, the Diplomat deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 12× Answer a spell or ability before it resolves
- 9× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 3× Answer a whole board at once
- 12× Refill your hand
- 8× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Mangara, the Diplomat
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Answer a spell or ability before it resolves
- Reprieve2 mana
- Rebuff the Wicked1 mana
- Vexing Bauble1 mana
- Boromir, Warden of the Tower3 mana
- Dawn Charm2 mana
- Aven Interrupter3 mana
- Chalice of the Void0 mana
- Not of This World7 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- March of Otherworldly Light1 mana
- Generous Gift3 mana
- Erode1 mana
- Unwanted Remake1 mana
- Angelic Ascension2 mana
- You Cannot Pass!1 mana
Find the exact card the plan needs
- Open the Armory2 mana
- Enlightened Tutor1 mana
- Templar Knight2 mana
- Idyllic Tutor3 mana
- Ranger-Captain of Eos3 mana
- Loyal Tutor1 mana
- Recruiter of the Guard3 mana
- Search for Glory3 mana
Answer a whole board at once
- Vanquish the Horde8 mana
- Wrath of God4 mana
- Day of Judgment4 mana
- Shatter the Sky4 mana
- Split Up3 mana
- Winds of Abandon2 mana
- Depopulate4 mana
- No Witnesses4 mana
Refill your hand
- Esper Sentinel1 mana
- Skullclamp1 mana
- Archivist of Oghma2 mana
- The One Ring4 mana
- Vexing Bauble1 mana
- Caretaker's Talent3 mana
- Enduring Innocence3 mana
- Mentor of the Meek3 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Bastion Protector3 mana
- Codsworth, Handy Helper3 mana
- Avacyn, Angel of Hope8 mana
- Coppercoat Vanguard2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Chaplain of Alms // Chapel Shieldgeist1 mana
Get ahead on mana
- Sol Ring1 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana
- Wayfarer's Bauble1 mana