Skip to content

Celestial Mantle

~$7.78 low · ~$37.08 high

White. Enchantment — Aura

three generic manaone white manaone white manaone white mana

096 · JMP · R · ENWhat the codes mean

Celestial Mantle

Jumpstart #96 · Illustrated by Steve Argyle

What is Celestial Mantle worth?

Cheapest copy

~$7.78

Non-foil · Jumpstart #96

Buy on TCGplayer

Highest TCGplayer price

~$37.08

Foil · Zendikar #6

See it on TCGplayer

TCGplayer, eBay and Amazon links are affiliate links. We may earn a commission if you buy.

3 prices from $7.78 to $37.08. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

Enchant creature

Enchanted creature gets +3/+3.

Whenever enchanted creature deals combat damage to a player, double its controller's life total.

Upon such armor, even a mountain would break.

All 2 printings of Celestial Mantle

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
Zendikar #6
Zendikar
zen #6· 2009rare· Cardmarket €1.51 · €8.50 foil
rare$8.51$37.08€1.51€8.50 foil

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

Where to buy Celestial Mantle

Graded copies on eBay

Searches for the Zendikar #6 printing.

Graded prices vary a lot by grade. These links search current listings.

As an Amazon Associate we earn from qualifying purchases. We also take part in the TCGplayer (via Impact) and eBay Partner Network affiliate programs. Links to TCGplayer, eBay and Amazon are affiliate links: if you buy through them we may earn a commission at no extra cost to you. Cardmarket links are not affiliate links.

Card details

First printed
2009
Printings
2
Mana value
6
EDHREC rank
#6,445 on EDHREC (Commander popularity)
Keywords
Enchant, Double
Artist
Steve Argyle

What the codes mean

The small print at the bottom of the Jumpstart card (#96).

096 · JMP · R · EN

  • 096Collector number: this card's place in the set list. Main-set cards print it over the set's card count.
  • JMPSet code for Jumpstart
  • RRare
  • ENPrinted in English

How to read a Magic card: every part and code, on real cards.

Rulings (5)

  1. 2009-10-01

    If the enchanted creature’s controller has a life total below 0 (which is possible if that player controls Platinum Angel, for example), Celestial Mantle’s triggered ability multiplies that number by two. For example, if the player had -4 life, that player’s life total becomes -8.

  2. 2009-10-01

    At the time the ability triggers, determine which creature Celestial Mantle is enchanting. As the ability resolves, determine who currently controls that creature (or, if it’s no longer on the battlefield, determine who controlled it when it left). That’s the player whose life total is doubled. It doesn’t matter who controls Celestial Mantle, who controlled the creature at the time the ability triggered, or what creature Celestial Mantle enchants at the time the ability resolves.

  3. 2009-10-01

    If a creature dealing combat damage at the same time as the enchanted creature has lifelink, the life gained due to lifelink happens before Celestial Mantle’s triggered ability resolves.

  4. 2009-10-01

    If a player’s life total is doubled, that player actually gains or loses the necessary amount of life. For example, if the life total of the enchanted creature’s controller is 14 when Celestial Mantle’s triggered ability resolves, the ability causes that player to gain 14 life. Other cards that interact with life gain or life loss will interact with this effect accordingly.

  5. 2010-06-15

    In a Two-Headed Giant game, Celestial Mantle’s essentially doubles the team’s life total. Specifically, the triggered ability will affect one player’s life total, and then the team’s life total is adjusted by the amount of life the player gains as a result of this ability. Suppose a creature enchanted by Celestial Mantle deals combat damage to an opponent, and that creature’s controller’s team has 11 life. That player then has 11 life, so it’s doubled to 22, for a net gain of 11 life. The team’s life total becomes 22 (11 + 11).

Browse more: Jumpstart · all sets · search cards