Ancestral Mask

Ancestral Mask

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 for each other enchantment in play.

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Trade

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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Arena Cards (ARENA) Uncommon
Eternal Masters (EMA) Uncommon
Mercadian Masques (MMQ) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Ancestral Mask occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

GWU (Bant): 0.55%

Ancestral Mask Discussion

CJH123 on Uril, the Dollar Store Yeti

2 weeks ago

I'd focus on enchantment ramp (à la Wild Growth, Wolfwillow Haven, Overgrowth and Sheltered Aerie) over the artifact ramp and things like Rampant Growth. This could be supplemented with things like Arbor Elf, Voyaging Satyr and Blossom Dryad.

To my mind, if things like Ancestral Mask, Soul's Majesty and Rishkar's Expertise are working out, it's because you're already winning. I'd rather run things like Gryff's Boon, Messenger's Speed and Madcap Skills - I'd also work on reducing the overall CMC of your enchantments.

I'd switch Winds of Rath out for Gravitic Punch.

I'd also think about adding something else you can win with (if Uril becomes uncastable or is otherwise removed). Fleecemane Lion could carry a handful of aura's. Alternatively, Siona, Captain of the Pyleas + Shielded by Faith with Emblem of the Warmind or Fires of Yavimaya.

xram666 on Tana's token army

1 month ago

Other cards worth considering could be: Kamahl, Fist of Krosa, Xenagos, the Reveler , Clan Defiance, Mirror Entity

Heliogabale on Budget Uril Voltron

2 months ago

Cool deck, I like a good Voltron and appreciate the budget effort.

Here are some suggestions, some from your Maybe and some new. I hope they work with the cost limitations:

OUT : Decimate (needs 4 targets to be cast), Trapped in the Tower (too restrictive), Heliod's Pilgrim (single trigger), Faith's Reward (Situational) and Indestructibility (too high cmc for effect), Hunter's Insight (Single use)

IN : Prison Term, Ancestral Mask, Setessan Champion, Frontier Siege, Shielded by Faith, Rhythm of the Wild

Cheers,

raspberryfish25 on Karametra, Enchantress

2 months ago

I never really thought about how Emeria, The Sky Ruin and Karametra, God of Harvests interact because you are right you are ramping a lot of plains with Karametra. How quickly are you ramping in this deck because when I ran Karametra as my commander I found by the time I was able to cast her most of my small support creatures had already been cast from my hand.

I also agree going a Voltron style of play in EDH is risky unless you are using creatures like Uril, the Miststalker or Sigarda, Host of Herons with built in strong evasion / protection. However, I found using Ancestral Mask as one of the cards in the 99 makes for a strong secondary wincon. Sure, the Maze of Ith and boundless instant speed spot removal exist but, if you time that Voltron alpha strike correctly you can typically knock one opponent out the same turn you play Ancestral Mask. Not sure how good you are at politicking at your table but, even if someone at the table has an answer to your big Voltron creature you can typically talk your way into letting the creature live until combat resolves. This is assuming the person with the answer is not the person you are trying to kill. If that is the case then you are screwed!

Anyways, glad I was able to give you some advice.

Vimozahr on Tuvasa enchantments

2 months ago

Cut Creatures for Voltron/Aura-Stuff like: Dont cut Cards like Mesa, Argothian...

Your Commander is also good for beating CMD DMG so use them. Also more Enchantments/Auras, more Carddraw = Awesome.

All That Glitters

Ancestral Mask

Aqueous Form

Battle Mastery

Bear Umbra

Diplomatic Immunity

Eldrazi Conscription

Ethereal Armor

Helm of the Gods

Lightning Greaves

Mirrormade

Sword of Sinew and Steel

Pick Auras first.

raspberryfish25 on Karametra, Enchantress

2 months ago

So I like your deck as it is very similar to an enchantment deck I run Enchantress Harvest. However, here are a few suggestions you might want to consider.

  • Should Karametra really be your commander? For the longest time I had Karametra as my commander because she ramped and doubled as an enchantment but, the reality is by the time you have 5 mana how effective is getting an additional land each time you play a creature, especially with a deck that has a CMC at 2.83? I ended up adding her to the 99 and switched to Shalai, Voice of Plenty as my commander. The upside of Shalai is she provided additional protection for all my enchantress and, gave me a mana sink for when I had additional mana. Even if you don’t run her as your commander I would still consider adding her as part of the 99. Maybe consider switching out Aegis of the Gods or Nyx-Fleece Ram for her?

  • I counted 9 aura’s in your deck so I would consider swapping out either Auramancer or Monk Idealist (Preferable the Monk because Rebecca Guay’s art on Auramancer is amazing) for Heliod's Pilgrim. I have found the pilgrim is a good situational card and rarely becomes a dead draw. Depending on the situation she can act like a Sakura-Tribe Elder fetching out one of your enchant lands effectively ramping you or, she can pull out one of your aura based targeted removal spells to remove key threats off the board.

  • How good is Nyx-Fleece Ram in this deck? Sure, it is an enchantment creature and sure you gain a life each turn but, how impactful is the lifegain and, other than being an enchantment based wall how important is this card in your deck? Personally, I would swap it out for Destiny Spinner because they both count as enchantments but, more importantly the Spinner is making 55 of your cards in your deck uncounterable. If you throw your lands in there, then with Destiny Spinner out 92 / 100 cards in your deck can’t be countered. That is a huge setback for the blue players at the table. Also, don’t write off that second ability because, it is common by turn 9 to have 10 plus enchantments on the board and, more mana than you know what to do with. There have been several times in the late game I am sitting with 20+ mana nothing to play and a ton of enchantments on the board. Turning 3 or 4 of my lands into huge 10+ P/T creatures with trample can quickly end one of my opponents, especially if they don’t see it coming.

  • Replace Emeria, The Sky Ruin with Nykthos, Shrine to Nyx. In order for Emeria to work you need to have every plains you are running in this deck out which seems very unlikely. Most games this is going to function as a plains that comes into play tapped with little upside. Nykthos, on the other hand, will give you gobs of mana especially considering most of the things in your deck are permanents.

  • I personally would remove Sakura-Tribe Elder and consider replacing him with something like Cryptolith Rite or Dryad of the Ilysian Grove. Cryptolith Rite is useful in this deck because you typically will have a lot of enchantress on board doing nothing for you besides giving you card advantage. Why not put those ladies to work and turn them into mana dorks?

  • Replace Green Sun's Zenith with Finale of Devastation. For me this is more of a personal preference as both are really good and I ran GSZ for many years in my enchantress deck but, what I like about the Finale better is I can pull stuff from my graveyard if necessary or in the late game it functions almost like a Craterhoof Behemoth since your deck should be creating insane amounts of mana. One of my typical wincon’s when I have a large board state is to cast Finale of Devastation for 12+ mana and search out Nylea, God of the Hunt to give everything trample (if I already have her out then I will grab the biggest flyer I have left in the deck). Then I will swing with the team. Even with just a few creatures on the board you are giving everything you have trample and at least +10/+10 which typically will mean the end of one or more players.

A few cards I would consider adding:

  • Captain Sisay I can’t tell you how powerful this card is in your deck. Already I counted 8 legendary cards in your deck and, with the inclusion of cards like Nykthos, Shrine to Nyx or, Shalai, Voice of Plenty that number will rise. Even with the 8 legendries you have if you get to untap with her you are going to be pulling cards like, Gaea's Cradle, Serra's Sanctum or, Dragonlord Dromoka which anyone of those cards alone could put you way ahead of all your opponents. Most importantly she is an amazing toolbox answer to anything your opponents will throw at you. Needing additional mana? Then use her to grab one of your busted lands. One of your key enchantments got destroyed? Sounds like it is time to grab Hall of Heliod's Generosity. Black player got you down because they keep making you sacrifice your stuff? Then go grab your Sigarda, Host of Herons and give that player the middle finger! I can keep going but you get the point of how powerful getting the answer at any given situation in the game can be.

  • Nylea's Colossus I never knew just how powerful this card was until I saw it played against me. I was in a game when it came down and my opponent was like, “ok I will make my 4/4 flying angle token an 8/8. I will then play this enchantment, the angle is now a 16/16. For my final 2 mana I will play a Darksteel Mutation on your commander making that angle a 32/32 then attack. Do you have any flying creatures to block with?” I respond with, “I did have one until you turned it into an insect” which my opponent responds, “O ok well then you take 32 damage, Good Game!” Play against a Nylea’s Colossus once and see how busted that card can make even the smallest of creatures become.

  • Academy Rector, Idyllic Tutor, Enlightened Tutor and, Plea for Guidance all basically do the same thing, tutor for enchantments. If you can’t afford the Academy Rector or Enlightened Tutor then I understand not adding those to the deck but the other two tutors are super cheap right now and should be added. Basically, the more abilities you have to tutor in the deck the more answers you will be able to retrieve to solve the situation at hand. One common misconception people have is if you are going to tutor then you are always going to be tutoring for the same cards which is not always the case in a deck like this plus if you are playing against lower power level decks then don’t always search for your powerful cards like Sigil of the Empty Throne instead opt for something less powerful like a Soul Snare or one of your big enchantment creatures to use them as a big beater.

  • Wrath of God / Day of Judgment and Austere Command. I was like you and only ran Quarantine Field for years as my single mass removal spell and, I would always run into situations where I need an answer to a scary board state. Once I ditched Quarantine Field for Wrath of God and threw in Austere Command I found I had more answers to what my opponents where doing. I would personally run both but, if you had to pick one then I would use Austere Command because it will allow you to deal with more problems on the board. However, if you are going to run Wrath of God then you need to get the From the Vault Annihilation version because it has Heliod kicking ass in the artwork! (gotta stay on theme!)

  • Ancestral Mask that card just rocks in any enchantment deck but, I use it as a secondary wincon. So many games I will attach Ancestral Mask to Shalai and instantly turn her from a 3 / 4 into something silly like a 24 / 25 with the large amount of enchantments I have on the board then knock an unsuspecting player out from commander damage. It is even better if you have Nylea's Colossus on board because with the Ancestral Mask alone you can turn your commander into something silly like a 50 / 51 or bigger.

  • Ghostly Prison You already have Sphere of Safety and Solitary Confinement in your deck. To further your pillow fort strategy, I would also add this card to the mix.

  • Sun Titan This one is more of a personal preference of mine but, because you are running so many 3 cmc or less permanents in the deck this card will do a lot of work in the reclamation department.

  • Starfield Mystic just like Herald of the Pantheon this card turns into a powerhouse of a card in the ramp department. Personally, I would run both as part of my ramp package.

Overall I think you have a really strong deck and are off to a fantastic start. Some of the suggestions I suggested are based on things I have seen playing my own enchantress deck. Also, throwing in those alternate wincons makes the deck more enjoyable to pay because I am not winning in the same fashion every single game. On top of that it also helps to make the deck a lot more resistant. Lastly, because there is no true go to Selesnya enchantment commander don’t be afraid to switch up who you use as your commander. In fact, I will commonly switch out my decks commander from Shalai to one of my other legendary creatures before matches based on what I am facing. If I find someone in the pod has a stax based deck then I am throwing in Sigarda as the commander. I find myself up against a lot of decks with blue in them then using Dromoka as the commander can be a fantastic choice.

Tzefick on Pattern Recognition #141 - Voltron

3 months ago

I completely agree on White being one of the best supplementary colors for a Voltron strategy, if not for anything else than their affinity for equipments, auras and not letting the opponent do anything on your turn.

I feel like you're not giving enough credit to Green and Black and too much credit to Blue. Mainly because blue-white (as the preference for at least 2 of the colors for your Commander) don't have that good Voltron commanders to blow the other colors completely out of the waters.


Green have ways to protect with Veil of Summer, Heroic Intervention, Autumn's Veil. Green can re-use the graveyard far better than you give them credit for. Which is not irrelevant if your plan goes awry and your Commander ends up dead or countered a lot. Or if all your equipment gets blown up with a Vandalblast.

Green also have a piece of the "my turn, I play, you don't!" with City of Solitude and Dosan the Falling Leaf.

Green has a lot of card draw available to them to substitute blue's card draw. And in certain situations their card draw is more efficient than blue, especially for Voltron. Hunter's Insight, Return of the Wildspeaker, Soul's Majesty, Rishkar's Expertise. If you choose the aura approach, there's the entirety of the Enchantress group that white also have some additions for.

Green also have a few enchantment affinities like white, with the likes of Sterling Grove, Ancestral Mask, Rofellos's Gift.

And how could I forget about the lovely interaction between trample and deathtouch - you're basically getting unblockable at that point. Hmm, it seems like black is more keen on giving it to creatures than green is.


Moving on to Black, there's a group of surprise cards that Voltron Commanders can take advantage of, like Hatred and Tainted Strike. And the ever-weird Endless Scream that's permanently applied firebreathing. Of course not to mention the best variety of tutors available in Commander.

One way to get past your opponent's defenses is if they don't have any. Black is certainly one of the better to provide in that aspect.

I'm quite certain I don't even do black justice here, but I'll refrain from bloating this response further. I just feel like the ranking is skewed disproportionately.

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