Ancestral Mask

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters Uncommon
Mercadian Masques Common

Combos Browse all

Ancestral Mask

Enchantment — Aura

Enchant creature

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

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Ancestral Mask Discussion

sonnet666 on [List] The MTG Weapons Arsenal

1 month ago

Don't stop now. I believe in you!

JaceTheSwagSculptor on Uril's Revenge

1 month ago

I'm a big fan of the update, the deck has come a long way. However there still are a few things that I think would make the deck better still:

  • Unravel the Aether -> Qasali Pridemage

  • Rounding out the curve so that it has the look of a descending staircase. To do this we need to replace a 3-drop with either a 1-, 2-, or 4-drop. Snake Umbra is definitely the weakest 3-drop.

  • Holy Mantle could still probably be replaced. I still find this card to be really unimpressive at 4 mana.

  • Lastly, Grasp of Fate is still missing. This card is really hard to pass up.

I don't want this to get lost in translation over multiple posts so I'll try to fix the curve and you can either agree or disagree with my adjustments...

You mentioned getting rid of the color fixing enchants like Abundant Growth and Unbridled Growth, but those are there for multiple reasons. They add to enchantment count (for both Ancestral Mask & Ethereal Armor), can filter and/or draw cards, and provide early game fixing. There is not really a need to remove them as they actually do more than you think.

Do you find yourself getting board wiped that much that you need the second Replenish effect in Retether? If not, I'd just replace it with Regrowth. If so, just leave it.

The lands that I suggested were...Grove of the Burnwillows, Horizon Canopy, City of Brass, Mana Confluence, more fetches, and Okina, Temple to the Grandfathers. They will be better than the speed lands and with the replacement of more basic lands, better than the check lands as well. I definitely would not get rid of all your basics though.

My suggestion for your ideal land base would be...

1x Ancient Tomb

1x Misty Rainforest

1x Cavern of Souls

1x Arid Mesa

1x Command Beacon

1x Command Tower

1x Contested Cliffs

1x City of Brass

1x Okina, Temple to the Grandfathers

3x Forest

1x Verdant Catacombs

1x Horizon Canopy

1x Grove of the Burnwillows

2x Mountain

1x Scalding Tarn

4x Plains

1x Marsh Flats

1x Plateau

1x Mana Confluence

1x Flooded Strand

1x Sacred Foundry

1x Savannah

1x Stomping Ground

1x Bloodstained Mire

1x Taiga

1x Temple Garden

1x Windswept Heath

1x Wooded Foothills

I also love that you have this deck tagged as "casual," this deck is a far cry from casual. Lol

Karzalar on Rafuq-yu-uhp

2 months ago

Cultivate, Hyena Umbra, Ethereal Armor, Ancestral Mask could be great additions. If you're searching for some ideas, please check my deck Enchanted! I'm Sigarda, and here's how you die.!

Cheers!

JaceTheSwagSculptor on Uril's Revenge

2 months ago

I run a similar voltron deck with Sigarda, Host of Herons at the helm. I started with a similar mindset to yourself in that I thought "big payoff" ramp like Cultivate and Kodama's Reach were the only way to go but in truth you want faster cards like Carpet of Flowers, Birds of Paradise,Devoted Druid, as well as the fast mana artifacts (I.e. Mana Crypt, Sol Ring, etc). Essentially if your goal is to have Uril out by turn three, you're going to need immaculate mana and ramp that costs < 3 cmc.

I 100% agree with cklise. I use the enchantress engine to maintain card advantage and can confirm that it works wonders for the deck.

Next, cut the group hug cards. Voltron should never be looking to make allies at the table. More people means more chances to lose your general to a board wipe or Arcane Lighthouse.

Your curve is ~2.5 with your highest cmc card being 6. You do not need 41 lands!

Another common mistake I see with decks that are trying to go faster in an this style deck is the inclusion of Serra's Sanctum. A majority of your permanents are aura's. Sanctum does nothing to help get Uril out and is most of the time going to produce no mana before you have him on board. Sure it's great late game, but to get a faster start early mana production is crucial. Nykthos, Shrine to Nyx will work better if you're just looking to do things like cast Three Dreams and play all the aura's you fetch during later turns.

Lastly, design the deck such that your enchantments cater to the way you win - getting to 11 power + double strike or Ancestral Mask with a plethora of enchantments. In Uril's case you are most likely going to need some evasion as well.

I could essentially sit here all day and spout all the things I've learned from playing and improving a voltron enchantress deck for the past 6 months, but this is your this is your deck to design not mine.

Nevertheless, if you have the time or will take a look at my Sigarda list. I'm not saying my deck is perfect, but hopefully it will reinforce what myself as well as others in the comments are suggesting.

nyoumans on Uril in control

2 months ago

I've got both Thalias and Blind Obedience, as well.

I think generally, I've got a bit of a lower curve, so Gaddock Teeg would turn off less of the deck. I wouldn't know what to cut for the Cartouche. I run Madcap Skills, but not Angelic Destiny, Runes of the Deus, Holy Mantle, Gift of Immortality, or Ghostly Prison, preferring instead to run stuff like Snake Umbra, Keen Sense, Ancestral Mask, Blessing of the Nephilim, etc.

Btw, what do you think of running Solitary Confinement in place of Leyline of Sanctity / Ghostly Prison?

je712 on Karametra, God of Harvests

3 months ago

Hey there, I really like your deck. The synergies are strong and it looks like it can do countless fun things.

I run a Selvala, Explorer Returned enchantress build that often finds Karametra with one of the tutors.

I generally found Starfield of Nyx and Opalescense to be underwhelming. Most opponents have trouble getting rid of multiple enchantments, but once they become creatures can deal with them. So I found myself holding them in my hand instead of playing them. You want to play your enchantments to keep the engine going.

There are two auras for creatures i would recommend running even in a deck that focuses on going wide. Bear Umbra untaps your lands when you attack and keeps the engine running. Ancestral Mask Is a great way to one shot people, putting it on your commander often gets its power above 21. This has saved me a few times when an opponent would have won the game if they were allowed to untap for their turn. Heliod's Pilgrim can fetch both.

Nykthos, Shrine to Nyx is one of the best cards in my deck. It often taps for crazy amounts of mana. Mirari's Wake is insane ramp, even more so with Karametra fetching all those sweet plains and forests. Magus of the Candelabra works incredibly well with lands that tap for more then one mana. Arbor Elf Also works great with enchanted lands, combined with Wild Growth or Utopia Sprawl Karametra can come down on turn three.

I really like Congregation at Dawn with Selvala. The synergies are not as strong with Karametra, but putting Eidolon of Blossoms on the top followed by two echnantment creatures lets you play three creatures and draw an additional card (or more if there is another enchantress effect).

Exploration and Burgeoning let you play excess lands you draw from enchantress effects.

Earthcraft would do absolutely insane things in your deck, you could probably play your whole deck in a single turn once you are properly set up.

Good luck with your deck, I'm sure you will have tons of fun playing it.

VesuvanDoppelbanger on Ascend the Starfield

3 months ago

Ancestral Mask could get ridiculous w/ all your enchantments going around.

Enchantress's Presence will net you a lot of draw.

Verduran Enchantress would do the same.

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