|Commander / EDH||Legal|
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|Modern Masters 2015 Edition (MM2)||Common|
|Return to Ravnica (RTR)||Uncommon|
|Scars of Mirrodin (SOM)||Common|
|Mercadian Masques (MMQ)||Uncommon|
|Promo Set (000)||Rare|
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Enchantment — Aura
Enchanted creature can't attack or block, and its activated abilities can't be activated.
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4 days ago
Hey, man. Finally got the chance to look at it, thanks for linking it to me. Here are my suggestions:
There are a few really good upgrades you can make on the cheap. I'd say almost all the upgrades below are strictly better except Divine Visitation which is new to MtG, since it's a part of the new Guilds of Ravnica block. Trading out Sigil is just personal preference.
- Swiftfoot Boots for Lightning Greaves
- Sigil of the Empty Throne for Divine Visitation
- Prison Term for Conclave Tribunal
- Kemba's Skyguard for Boreas Charger
- Ajani's Sunstriker for Burnished Hart
- Worn Powerstone for Thought Vessel
You've got too many enchantments eating up space for things that are more important like your land base. White has a really hard time ramping and tends to be the most costly color, so you want to draw as much of it as possible. I'd aim for 35 lands minimum, but 36 is probably preferable. Every land counts.
- Angelic Gift
- Cradle of Vitality
- Curse of the Forsaken
- Ethereal Armor
- Luminarch Ascension
Six of the eight add-ins below are lands. You need a hard to deal with board wipe like Wrath of God and I'm really surprised you didn't immediately go for Riot Control, since it's a table staple. If you really don't want it, I'd go straight for the Path to Exile.
- Windbrisk Heights
- Terrain Generator
- 2x Plains
- Myriad Landscape
- Mistveil Plains
- Wrath of God
- Riot Control
Mono-colors can get some crazy mana numbers going, but white has terrible ramp, cards like Land Tax and Thawing Glaciers will help you get lands on the board, while the multiplier artifacts will keep your mana plentiful.
1 month ago
Good start, a few cards don't seem to fit the goal of the deck.
Laboratory Maniac - I dont see a infinite draw engine to make this a viable win condition.
Teferi, Hero of Dominaria - You have an okay amount of instants (It's just how the deck wants to be built), but I think you're a little short on benefiting from his + enough for his cost.
Sigarda, Heron's Grace - You're got 6 Humans and Tuvasa ain't one.
Acidic Slime - Great removal, but because it costs so much it's only worth it in decks that can consistently bring it back from the grave or blink it.
Aura Shards - I don't think you have enough creatures to really abuse this, but it is still really good.
Abundant Growth - Great color fixing, but not ramp.
Luminarch Ascension - You might have enough protection to get this going, maybe.
Estrid, the Masked - She's still great protection for your Enchantments and your commander.
Wild Growth - 1 drop enchantment ramp
New Horizons - Color fixing, ramp, and some pump.
Sol Ring - Come on, Really? xD
Supreme Verdict - Just a good wipe.
One reason why you might not want to go the way im about to suggest is because my Controlling Girlfriend(s) deck does this too. But, feel free to copy me (You always do xD)
Aura of Silence - more tax and can destroy something.
Totem Armor is strong. If you want to go down that path the precon has some good ones, but look up cards that give totem armor, they aren't bad.
2 months ago
Or make them indestructible, or give them protection from artifacts, or regenerate them if damage reaches lethal, or find a way to Stifle the Ballista's ability multiple times, or prevent activated abilities from being activated (Arrest, detain effects, Damping Matrix, etc.)….
In short, if your opponent is running Walking Ballista against you, there are lots of options besides Hexproof.
If you're the one running Walking Ballista, then you don't need to redirect the targets at all to target different creatures or players. It doesn't hit everyone, just one target at a time, and you would get to pick the targets. And in that case you'd probably want things like Illusionist's Bracers or Rings of Brighthearth to get more out of each activation, since each activation is also going to weaken the Ballista until it runs out of counters.
2 months ago
how is Arrest helping against Emrakuls shuffle effect?
3 months ago
3 months ago
Glad to hear you're enjoying the deck!
I've made some changes to the deck that seem to be for the better: - Changed 2 of the plains with Blossoming Sands; Because it's not running that many lands, getting a green source is essential, and also helps against burn. - Upped Wild Growth to 4 - Upped Heliod's Pilgrim to 4. It's just an amazing asset to this deck. - Added a single Journey to Nowhere to the deck, and one to the sideboard.
I noticed you removed Nylea's Presence; while it's the worst land aura, I really think it contributes quite a bit, specially if you're running cards in the sideboard which aren't WG.
Instead of Arrest, I would run something cheaper, like Journey to Nowhere, Crystallization, or even Lignify. For the decks you need it, you need it quick. Duress has really helped me in many pairings.
3 months ago
In a gist, less removal, more ramp, creatures and lands.
This is a solid deck. It really has some power in some places. The trick is getting it to be cohesive. Right now there doesn't seem to be a real solid theme or focus which makes the deck unwieldy during play. It wouldn't take much to fix this, though. I think it would be a good idea to focus on getting Athreos out and then playing value creatures and forcing opponents to make the decision on whether or not you get to play those creatures an additional time.
Cards to pull: Removal - You have more than enough in here so you can cut some of the less effective (more restrictive) cards like Divine Verdict, Pillar of Light, Ghostly Possession, Reprisal, Murderous Cut, Arrest, Suppression Bonds, Doom Blade or Armament of Nyx. (I put the cards in order of what I would think is best to pull to worst to pull). I would generally stay away from creature based removal here because you want to increase the number of creatures you have in the deck.
Other - These are cards that kinda just take up a slot. They're generally not bad, but they kinda pull this deck in directions that don't help the deck win like it should. These include Raise Dead, Baneful Omen, Edge of the Divinity, Cutthroat Maneuver, Erebos's Titan, Nighthowler, Pontiff of Blight, and Hopeful Eidolon. I hesitate to put the creatures on here cuz I think it would be best to have more creatures than fewer but these ones are good things to cut if you're looking to make more room.
Cards to add: Generally, I'd try to slot in some more ramp cards like Sol Ring, Orazca Relic, Orzhov Signet, Commander's Sphere, Solemn Simulacrum and the like. Also you could do with more card draw. For instance Dusk Legion Zealot, Ambition's Cost, Read the Bones, Hedron Archive, etc. And then put in some more quality creatures. Maybe they should have etb or death effects like Merciless Executioner, Fleshbag Marauder, Demon of Dark Schemes, Elenda, the Dusk Rose, Blood Artist, and more. Or maybe they're just solid creatures like Bontu the Glorified, Cataclysmic Gearhulk, Crested Sunmare, Urgoros, the Empty One, or Vona, Butcher of Magan. Maybe even a couple more board clearers like Crux of Fate, Bontu's Last Reckoning, Fumigate, or Hour of Revelation
Essentially, this deck has the structure to be real strong. It just needs some focus and a few upgrades to really get where it wants to go. Hope this helps.
3 months ago
Ah, that's not a problem man. If you want to use something like Brainwash, try using Arrest. It's a little more expensive to cast but this permanently prevents attacking, blocking AND activated abilitys from creatures your oppenents control. This might be a little farfetched but try using Privileged Position just to gain some more protection and keeping those Arrests / other permanents you control alive.