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Cloak of the BatHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Commander Legends: Battle for Baldur's Gate· June 10, 2022
Carte Magic Cloak of the Bat

Cloak of the Bat is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Equipped creature has flying and haste. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Complete guide

Cloak of the Bat is a versatile equipment that grants your creatures both mobility and immediate impact. By providing flying and haste, it ensures your threats can bypass ground blockers the moment they hit the battlefield. This low-cost artifact is a staple for aggressive strategies looking to maintain momentum.

What it Does

Cloak of the Bat is an Equipment artifact with a mana value of two. It grants the equipped creature two key keyword abilities: flying and haste. Flying prevents the creature from being blocked except by creatures with flying or reach, while haste allows the creature to attack or use activated abilities with the tap symbol even if it hasn't been under your control since the beginning of your most recent turn.

How it Resolves Step by Step

First, you cast Cloak of the Bat for two mana. Once it is on the battlefield, you may activate its equip ability by paying two mana and targeting a creature you control. This ability can only be activated during your main phase while the stack is empty. When the equip ability resolves, the Cloak becomes attached to the creature, and that creature immediately gains flying and haste. If the creature leaves the battlefield or the Cloak is moved, the creature loses these benefits.

Common Mistakes

A frequent error is trying to equip Cloak of the Bat at 'instant speed' to save a creature or block a flier during an opponent's turn. Remember that the equip ability is restricted to sorcery speed. Additionally, if the creature gains haste from the Cloak and you then move the Cloak to a different creature, the first creature will lose haste. If that first creature was played this turn, it will no longer be able to attack or tap for abilities.

When to Play It

This equipment is best utilized in decks that rely on combat damage or creatures with powerful tap abilities. Because it only costs two mana to cast and two to equip, it is easy to deploy alongside a threat in the mid-game. It is particularly effective for closing out games by giving a newly cast large creature the ability to fly over a crowded board state.

Interaction examples

Accelerating the Cloak

You can use the two colorless mana produced by Sol Ring to pay the entire casting cost of Cloak of the Bat. Alternatively, if the Cloak is already on the battlefield, one tap of Sol Ring provides exactly enough mana to activate the equip ability, allowing you to suit up a creature without spending any colored mana.

Fixing for Flight

In a Commander game, Arcane Signet provides the specific colored mana you might need to cast your creature. Once that creature is on the stack and resolves, you can use two mana (potentially aided by the Signet) to attach Cloak of the Bat. This ensures your Commander can benefit from haste and flying the very turn it arrives, regardless of its original keywords.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Cloak of the Bat

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatorlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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