Sleeper's Robe 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.
Official card text
Enchant creature Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Whenever enchanted creature deals combat damage to an opponent, you may draw a card.
Complete guide
Sleeper's Robe is a classic Dimir Aura that combines evasion with consistent card advantage. By granting both fear and a triggered ability to draw cards, it turns any creature into a reliable source of information and resources.
Stealth and Knowledge
This Aura provides two distinct benefits to the enchanted creature. First, it grants 'fear,' an older keyword that ensures the creature cannot be blocked except by black creatures or artifact creatures. Second, it creates a triggered ability that rewards you with a card draw whenever that creature successfully deals combat damage to an opponent.
The Combat Step Break Down
When the enchanted creature attacks, the opponent checks their available blockers. If they do not control a black creature or an artifact creature, the enchanted creature is effectively unblockable. Once combat damage is dealt to the opponent, the Sleeper's Robe ability triggers and goes on the stack. You may then choose to draw a card as the trigger resolves.
Timing and Card Advantage
Because the draw ability is a 'may' trigger, you aren't forced to draw if your library is empty. Unlike static draw effects, this requires the creature to connect with a player's life total, so effects that prevent combat damage will stop you from drawing your card.
When to Suit Up
Sleeper's Robe is best played on low-cost creatures early in the game to begin accumulating card advantage before your opponent can establish a defense of artifact or black creatures. It excels in decks that look to maintain a full hand while chipping away at the opponent's health.
Interaction examples
If you have Rhystic Study on the battlefield and a creature enchanted with Sleeper's Robe, you can pressure your opponent on two fronts. They must pay mana to prevent you from drawing when they cast spells, and they must find a specific type of blocker to stop you from drawing via combat damage.
Using Sleeper's Robe alongside Mystic Remora creates a situation where the opponent is punished for playing noncreature spells while also being punished for failing to block your 'fear' creature. If they cast a spell to try and remove the enchanted creature, Mystic Remora triggers, allowing you to replace the lost Sleeper's Robe immediately.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Sleeper's Robe
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with Sleeper's Robe
No archived Top 8 deck with this card yet.



Rhystic Study
Mystic Remora