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Haunted CloakHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Commander Masters· August 4, 2023
Carte Magic Haunted Cloak

Haunted Cloak 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.

01

Official card text

Equipped creature has vigilance, trample, and haste. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Complete guide

Haunted Cloak is a versatile piece of Equipment that provides a creature with a powerful suite of offensive and defensive keywords. By granting vigilance, trample, and haste for a low equip cost, it ensures your threats remain active and dangerous from the moment they hit the board. This artifact is a staple for aggressive decks looking to maintain pressure without leaving themselves vulnerable to a counterattack.

What Haunted Cloak Does

Haunted Cloak grants the equipped creature three specific keyword abilities: vigilance, trample, and haste. Vigilance allows the creature to attack without tapping, meaning it remains ready to block during your opponent's turn. Trample ensures that excess damage from an attack carries over to the defending player or planeswalker if the creature is blocked. Finally, haste allows the creature to attack or use abilities with the tap symbol even on the turn it enters the battlefield.

Resolving the Equip Ability

To use Haunted Cloak, you must pay its equip cost of one generic mana while you have priority during your main phase and the stack is empty. You choose a target creature you control; if the ability resolves, the Cloak becomes attached to that creature. The creature immediately gains all three keywords. If you move the Cloak to a different creature later, the first creature loses those keywords instantly.

Common Pitfalls

A common mistake involves the haste keyword. While you can move Haunted Cloak between creatures, a creature must currently have haste to ignore 'summoning sickness.' If you equip a new creature to give it haste and attack, then move the Cloak to a second new creature before the first one attacks, the first creature will lose haste and will no longer be eligible to attack that turn. You cannot 'share' one Cloak to let multiple newly-played creatures attack in a single combat phase.

Strategic Timing

Because the equip cost is so low, Haunted Cloak is excellent for 'hot-swapping' keywords after combat. You might attack with a large creature using the trample and vigilance provided by the Cloak, then, during your second main phase, spend one mana to move it to a different creature you just played to give that new creature haste for a tap ability.

Interaction examples

Speeding Up Mana Production

If you have a creature that requires tapping to produce mana, you can play Haunted Cloak using mana from Arcane Signet. Once the Cloak is equipped to your creature, the haste keyword allows that creature to tap for mana immediately, rather than waiting a full turn cycle.

Layering Protections

If you have both Swiftfoot Boots and Haunted Cloak on the battlefield, you can equip both to the same creature. The creature will have hexproof and haste from the Boots, plus vigilance and trample from the Cloak. Note that both grant haste; while redundant, the creature still benefits fully from the other three unique keywords.

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

How it works : Haunted Cloak

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Haunted Cloak to allow two new creatures to attack in the same turn.

    No other card is named in this ruling.

02

Legal formats

pioneermodernlegacypaupervintagepennycommanderoathbreakerpaupercommanderdueltlr
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