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Rules guide · Artifact

Robe of the ArchmagiHow 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 Robe of the Archmagi

Robe of the Archmagi 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

Whenever equipped creature deals combat damage to a player, you draw that many cards. Equip {4} Equip Shaman, Warlock, or Wizard {1}

Complete guide

Robe of the Archmagi is a powerful equipment that rewards spellcasters for getting into the fray. By connecting with an opponent, you can refill your hand instantly based on the damage dealt. It is a staple for decks that can make their Wizards, Shamans, or Warlocks unblockable.

What it Does

The Robe of the Archmagi provides a massive card-draw engine tied to combat damage. Its most unique feature is its variable equip cost: while it normally costs four mana to attach, you get a significant discount of only one mana if you are equipping a Shaman, Warlock, or Wizard. Once equipped, any time the creature deals combat damage to a player, you draw cards equal to the amount of damage dealt.

Step by Step Resolution

First, you must pay the equip cost as a sorcery to attach the Robe to a creature. When that creature deals combat damage to a player, the Robe's triggered ability goes on the stack. The game checks how much damage was actually dealt to the player—taking into account the creature's power and any damage prevention effects. When the ability resolves, you draw that specific number of cards.

Common Mistakes

A frequent error is trying to draw cards when the creature deals damage to another creature or a Planeswalker. The Robe specifically requires combat damage to a player. Additionally, remember that the equip cost discount only applies to the three specific creature types mentioned; even if a creature feels 'magical,' if it lacks the Shaman, Warlock, or Wizard subtype, you must pay the full four mana.

When to Play it

This card shines in aggressive Blue decks or Commander strategies where your Commander is a Wizard. It is best deployed when you have a way to ensure your creature isn't blocked, as the payoff for even a small amount of damage is high. It is also excellent in 'Voltron' strategies where you can pump the creature's power to draw ten or more cards in a single swing.

Interaction examples

Speeding up the Archmage

With Arcane Signet providing early mana, you can cast Robe of the Archmagi sooner. If you also have Swiftfoot Boots equipped to a Wizard, the creature gains Haste, allowing you to equip the Robe for just one mana and attack immediately the turn the Wizard is played to start drawing cards.

Mana Efficiency

You can use the mana from Arcane Signet to pay the reduced {1} equip cost for a Wizard. This allows you to hold up other mana for counterspells or protection, ensuring your equipped creature actually survives to deal damage to the player.

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

How it works : Robe of the Archmagi

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatorlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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