Aqueous Form

Legality

Format Legality
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Theros (THS) Common

Combos Browse all

Aqueous Form

Enchantment — Aura

Enchant creature

Enchanted creature can't be blocked.

Whenever enchanted creature attacks, scry 1.

Aqueous Form Discussion

TeLaSoul on Yuriko Ninjas EDH - Tricks and Turns

2 weeks ago

Nice. Look forward to an update as you test cunning evasion, more. Did you cut Aqueous Form for Smoke Shroud ? Just wondering if I should replace it, or run both.

achilles777 on Narset's inevitable Approach

2 weeks ago

Last_Laugh as always, I appreciate your input. I see what you mean as far as sitting on the fence between super fast turn 2-3 and long game. So, here is my compromise, what if I just lean into the super fast part by adding additional ramp such as Simian Spirit Guide , Pyretic Ritual , Rite of Flame and Crystal Vein and remove some of the extra interaction? Ill make room form Copy Artifact and Brainstorm . I am considering Personal Tutor and also Merchant Scroll , would I be better off picking one or the other or would both be fine? I do currently have Scroll Rack in the deck. Those evasive enchantments are good and I can see how they would help, I did have Aqueous Form in the deck previously, I will consider those and see.

Last_Laugh on Narset's inevitable Approach

2 weeks ago

It feels like you're halfway glass cannon and halfway prepared for a longer game. I.e. your removal suite is pretty heavy for a deck with this much ramp that should consistently get Narset out turn 3-4. The deck either races or goes more pillow fort. As built it won't do well in the long game, you can't have your cake and eat it too lol.

I personally suggest cutting most of your non-modular counterspells and some other removal. Delay, Dispel, Mental Misstep, Pyroblast, Rapid Hybridization, and Swords to Plowshares among others. I'm also not a fan of Sensei's Divining Top here (doesn't dig deep enough and no option to put the cards on the bottom of your library).

Brainstorm definitely deserves a spot and Scroll Rack (avail. in gold border for much cheaper). Aqueous Form , Spirit Mantle , Steel of the Godhead for evasion will treat you better here than spot removal. Crystal Vein is another good ramp option. I'd also increase your extra combat spells to increase your odds of going off on your 1st attack.

Kazierts on BU Madness

2 weeks ago

Why instead of using Aether Tunnel you don't consider Aqueous Form or Arcane Flight ?

multimedia on Davy Jones Pt.2

1 month ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

wallisface on (Need Help)Seven Ninja Swordsmen of the Mist

1 month ago

Probably ditch Aqueous Form for starters. Your low-cmc creatures have enough evasion already. This enchant is just going to make your opponents killspells more powerful (as they then 2-for-1). It really feels like this enchant is both overkill and unnecessary

Load more

Aqueous Form occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%