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Community Rating: 3.315 / 5  (111 votes)
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fun for multi. Cradle of Vitality with Triskelion in play and use my fave muli life gain spell Congregate
Posted By: mabo (4/29/2011 12:17:49 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Who else is thinking this would be really fun to use in a deck based on Lifelink, or better yet, while using a creature with Celestial Mantle equipped? That's doubling your life total whenever it attacks, and then you can give a bonus of +YourLifeTotal/+YourLifeTotal to any creature you control. Especially in lifegain decks, where your life total will be something like a couple hundred before very long.
Posted By: Garfunculus (3/3/2011 3:33:32 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


I'm suddenly reminded of Phantom Nishoba.
Posted By: SolidSoldier (5/30/2011 4:51:06 AM)
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While this is good with Mayael's Aria, you still have to wait a turn for the combo to finish working. This doesn't take effect until after the Aria has finished resolving. So it'd go something like this:
Turn n: You have a creature with 9 power. At the beginning of your upkeep, Mayael's Aria triggers, and boosts it to 10. Then, the second ability triggers, and you gain 10 life, which puts the trigger for Cradle on the stack. Then, the Aria checks if you have a creature with 20 power, sees that you don't, and finishes resolving. Then the triggered ability for this resolves, you get to pay your 1White, and give your creature 10 more counters.
Turn n+1: You have a creature with 20 power. At the beginning of your upkeep, Mayael's Aria triggers, boosts it to 21, gives you 10 more life, and wins you the game.

Of course, surviving that last turn shouldn't be too hard, if you just gained 10 life and have a huge creature.
Posted By: sonorhC (10/1/2011 9:41:27 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


With Beseiged now 'Infecting' white you'd have to think it wont be long before we see some killer lifegain tricks to boost up p/t on somebodies poisoned creatures. This card could be a staple in decks like that.
Posted By: Mike-C (3/2/2011 5:42:41 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


Got both Cradle of Vitality and Mayael's Aria within a day of each other. Saw this combo and decided why not. Turbo fog, Uncounterable, low mana cost fatties, and cards like soul's grace. turn 4 if your god, turn 6-7 average. Either way, you could make it to turn 10 without a problem with this deck, even if your opponent is running heavy removal, or control. you only need a creature on the field for one turn.
Even if all 4 of your Aria's hit the graveyard, you still have monsters swinging at 20/20 plus, easy, and with green, not hard for them to have trample
5/5
great synergy card.
Posted By: Zyant (11/23/2009 1:42:24 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


This card is just ok. The problem with this card is that it is slow and clunky. It's got some good combos, but it generally results in loss of tempo to profit. I tried it with my lifegain deck and it just didn't flow well. It works as a great backup plan/alternative. Now, I limit myself to 1 in my life gain deck and that works just fine. Overall, great flavor, but average card 3/5.
Posted By: dberry02 (8/5/2010 12:01:59 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


What are you guys talking about. This card works well you just have to think LIFE GAIN and not direct damage. It is a life gain card. Just put it in a deck with some lifelink creatures, or spirit loop, and continually put the counters on to the lifelink creatures. Throw in an oldschool card like Worthy Cause and you're golden.
Posted By: harkonnenscum (5/6/2009 10:20:00 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


Sorxores: Your Uril, the Miststalker combo is flawed. The second part of the ability that let's you gain 10 life if you have a creature with power 10 or greater will only trigger the Cradle's ability after the entire Mayael's Aria triggered ability has finished resolving. You noted that your opponent can't disenchant the enchantment or destroy Uril to stop the combo while the ability is resolving, and that is correct because players don't receive priority while spells and abilities are resolving. For that same reason, you won't be able to pay 1W to put 10 +1/+1 counters on your creature in order to win the game from the third part of the ability until after Mayael's Aria's ability has finished resolving.

Thus, suppose you had a 9/9 Uril at the beginning of your upkeep. Because you control a creature with power 5 or greater at the beginning of your upkeep, the ability will trigger. If you still control your 9/9 Uril when the ability resolves, then he will gai... (see all)
Posted By: Kenji18 (8/7/2009 6:23:15 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


That card isn't as bad as you could think. Here is a nice combo that work well with this card:

Mayeal's Aria (Enchantement that cost RWG) (when a creature you control have power 5 + give +1/+1 to all creature, THEN when a creature have power 10+ gain 10 life THEN if a creature have a power of 20+ you wint he game)
Urils The miststalker (Creature that cost 2RWG)(Cannot be the target of spell or abilities controled by your opponents Gain +2/+2 for each aura) 5/5

Bring your Uril to at least 9 attack power (by waiting 4 turn or by giving him auras or what ever the way you want to do it) then wait your upkeep your Uril will receive a +1/+1 counter since you have a creature with power 5+ (if your Uril is only at 7 you can use a giant growth to bring him at 10) Now you have a creature with power 10 and your still resolving your Mayeal's Aria spell so you gain 10 life. Pay the cradle cost to put 10 +1/+1 counter on target creature (Urils). Now you have a creature with a power of 20 so... (see all)
Posted By: Sorxores (5/22/2009 1:51:44 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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