Aqueous Form

Legality

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

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Aqueous Form Discussion

Last_Laugh on Narset Turns & Attacks WINTER 2018

2 days ago

Wow, what a worthless post that was.

Consider running more mana rocks that cost 2 or less and 3 is ok if it adds more than 1 mana. Drop your 3 cmc rocks that only produce 1 mana though. Consider Pentad Prism for the only 2 drop rock that can ramp you 2 colored mana. Talisman of Unity is another colored option. Mana Vault is also worth it. I also had good results out of Copy Artifact . Ancient Tomb is really nice. Crystal Vein is a great one-time option. Last is both ramp and haste in one, Generator Servant .

Also consider Aqueous Form , Ral Zarek , and Ancestral Knowledge .

Last_Laugh on Narset - Still My Turn

1 week ago

I'd look into running more mana rocks. Consider Pentad Prism, Talisman of Progress, and Fellwar Stone. I also had great success out of Copy Artifact as a more versatile mana rock. I'd drop Chromatic Lantern as it costs 3 and only produces 1 mana.

Ancestral Knowledge is a wonderful gem here. Mass Hysteria and Ashling's Prerogative are great haste enablers. Aqueous Form and Spirit Mantle are good for combat evasion.

Heretical_Tarp on Dark Purple

1 week ago

It's great that you've identified a core plan to victory for this deck - attacking with an unblocked Master of Cruelties. That's not a very good plan for the Modern format, but it's your plan here so we're sticking with it.

Uh, by the way... is this supposed to be a Standard deck from RTR/THS standard? I was halfway through this comment and I realized it's all cards from that time. If so, most of these comments should still be valid. All of these are just my opinions and I can't account for your meta or what you find fun.

I advise you to identify which cards are contributing to that game plan, and which are not - then you can cut the cards that aren't. Every card in your deck should be winning you the game. I don't know what your budgets are like, so I'm just going to recommend whatever comes to mind. The fact that you're playing Lightning Strike over Lightning Bolt suggests you're on a budget.

For example, some cards which don't help you:

  • Pyxis of Pandemonium: This doesn't do anything. It literally does not affect any zones you care about. You aren't going to get to 7 mana, and if you were, you'd have better things to do, like Cyclonic Rift.

  • Sire Of Insanity: This card has power, but it doesn't contribute to your plan. The plan is "land a hit with Master of Cruelties", not "punch face with fat beaters". You don't need a 6-mana attacker that doesn't help Master land a hit.

  • Vortex Elemental: If you want a blocker, you can do better than this. Also, why do you want blockers? Play, like, another draw spell here, or Chromatic Lantern - anything which helps you Master sooner.

Also, there are cards which are just too situational or too weak:

  • Slaughter Games - This doesn't contribute to your game plan, it obstructs the opponent's. But you can get much better disruption than this. You want a Thoughtseize here instead. It's cheaper, and it'll hit more often.

  • Voyage's End - I get what you're going for here; bouncing a blocker will let you get in, or keep you alive if you're under pressure. But this just doesn't do enough - most creatures your opponents play will be cheaper than Master, so you're unlikely to be attacking into a single blocker with the opponent having no removal. Think about how specific the situation for this to win you the game is! You can do better with this slot. Also, you already have 4 of this effect in Cyclonic Rift, which is alright because it can win you the game from much further behind.

  • Spark Jolt - Again, I get it - it lets you find Master, or finish the opponent off after you have. But it doesn't do enough, and you already have plenty of burn. Most of the time this card is dead, so you can do better.

  • Aqueous Form: Ah, now we're talking. A card that guarantees your Master gets in! Except, it doesn't stop removal, and the scrying doesn't help you find a Master - what else are you gonna put this on, an Omenspeaker? Too situational in my opinion. Thassa, God of the Sea is your best unblockable source.

So, what cards do you want instead? Well, more powerful ones. I'll contrain myself to RTR/M14/THS Standard

  • Chandra, Pyromaster - This card removes blockers, finishes opponents after a Master hit, and digs for Master. No card can win you the game from any position, but this is powerful and versatile enough to justify playing.
  • Far / Away - My replacement for Voyage's End, this clears double the blockers and can actually get rid of things permanently.

  • Hero's Downfall or Dreadbore - I'd upgrade Doom Blade to one of these. Your deck isn't exactly beating with a ton of creatures, so being able to remove planeswalkers will be important.

  • Thoughtseize = Slam dunk include. For one mana, counter a removal spell, remove a blocker, or stop an attacker... sort of. Beats Slaughter Games by a large margin, since you don't have any other ways to look at your opponent's hand.

Anyway, there's not too much you can do with this basic plan and this card pool - even allowing all of Modern, you'll only get so far - but I hope this helps you focus on cards which often advance your plan, rather than cards which maybe help sometimes but usually do nothing.

Icbrgr on Sphinx

2 weeks ago

I love Conundrum Sphinx and highly recommend running Aqueous Form for essentially having him allow you to draw with every attack.

Last_Laugh on Narset, The Frightened Master

2 weeks ago

More 2 cmc and less 3 cmc ramp... Generator Servant, Pentad Prism, Coalition Relic, Talisman of Impulse, Lotus Petal, Basalt Monolith and Mana Vault. I'd drop your 3 cmc rocks that only produce 1 mana like Darksteel Ingot, Spectral Searchlight, Manalith, Commander's Sphere, and Jeskai Banner to make room. Your goal should be T3 Narset and 3 cmc rocks that produce 1 mana don't achieve that.

A few cards giving evasion couldn't hurt either. Aqueous Form, Spirit Mantle, and Steel of the Godhead are probably the best options for Narset, especially Aqueous.

Haste enablers are pretty important here also. Consider Need for Speed, Mass Hysteria, and Ashling's Prerogative.

I'd also save up for a Sword of Feast and Famine. It goes infinite with Aggravated Assault and is just a nice card overall.

And last are a few pet cards of mine here. Ancestral Knowledge works wonders at setting up a Narset attack. Bonus Round is probably a bit win-more but does insanely gross things here.

Feel free to check out my list for ideas. Feedback, Upvotes, and/or Ideas on any of my decklists is appreciated. Narset, American Beauty - Retired

multimedia on ☀ Tuvasa Enchantress | Sun's Glory

2 weeks ago

Hey, really well made deck, lots of good enchantments, Curio is some great tech.

I have a few suggestions of card upgrades:

  1. Grasp of Fate > Oblivion Ring
  2. Enchanted Evening > Privileged Position: there's already Sterling and Auramancy to protect your enchantments Privileged seems overkill. These two cards protect all your permanents with Evening.
  3. Propaganda > Collective Restraint
  4. Stony Silence > Aura of Silence: this will disrupt your opponents much more than you.
  5. Rhystic Study > Imprisoned in the Moon: Study is one of the best enchantments in all of Commander.
  6. Rest in Peace > Cast Out

Several of these suggestions are in the sideboard.

Other cards to consider adding:

Form, Armor and Rancor are powerful one drop Auras with Tuvasa. Consider cutting 1x of each Basic land for three Pain lands?

Cards to consider cutting:

  • Plea for Guidance
  • Render Silent
  • Mirari's Wake
  • 2x Plains
  • 1x Forest
  • 1x Island

Good luck with your deck.


TheVectornaut on Personal Victory

3 weeks ago

Maybe I'm missing something, but some of the cards here don't seem to have much synergy with the mill plan. Glamerdye doesn't appear to do anything except provide fuel for Consuming Aberration. If that's what it's for, Raven's Crime or Oona's Grace would probably be much better. Advice from the Fae also looks needlessly overcosted since I imagine it will whiff often. That said, it and Nightveil Specter make me think devotion/chroma. Cutting the mediocre Nightveil Sprite, Dusk Legion Dreadnought, and Diminish, you could add Sanity Grinding, Mission Briefing, Hedron Crab, and similar cards with many blue mana symbols. Even Nykthos, Shrine to Nyx has a lot of potential since it's a great way to make Torment of Hailfire lethal. If you're dead set on the Abberation plan, I would recommend some way to give it unblockable (Distortion Strike, Aqueous Form, Rogue's Passage, etc.) to help you get in.

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