|Commander / EDH||Legal|
Printings View all
|Modern Masters 2015 Edition (MM2)||Common|
|Return to Ravnica (RTR)||Uncommon|
|Scars of Mirrodin (SOM)||Common|
|Promo Set (000)||Rare|
|Mercadian Masques (MMQ)||Uncommon|
Combos Browse all
Enchantment — Aura
Enchanted creature can't attack or block, and its activated abilities can't be activated.
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2 weeks 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 weeks 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.
1 month ago
I definitely want Cyclonic Rift, just gotta buy it :P. I think at this point I'm more unsure of what I would replace for Cultivate and Explosive Vegetation. These are the cards that I feel are more place holders at this time, let me know what you think:
Ajani, Valiant Protector - Definitely fits the +1/+1 counter theme and has potential to be an amazing game changer, just feel there might be something more useful as many other things give counters.
Blackblade Reforged - Again potential to be a massive game changer, but will be targeted almost immediately and isn't as useful until late game anyway.
Sleep - perfect for creating openings and finishing off players, but is best played only at the end of the game.
1 month ago
Well, in regards to the control-type spells, your first priority is political effects. As in interacting with the players as a player. Vow of Lightning is an easy example of this, but also Racecourse Fury could be a bargaining chip to get others to fight each other. Most recently there's even Frenzied Fugue, which lets you nab anyone's creature, at least for your turn. These type of "forced aggression" and "theft" effects are fairly specific to red (at least when you forget Mind Control and its ilk). That vow card is part of a cycle for good reason though, as white of course has access to numerous Pacifism and Arrest variants, so don't forget those either.
What also isn't unique to red or white, but is certainly prolific in the colors, is land hate. You have access to things like Apocalypse and Razia's Purification to give you some perspective. Now these spells are not aura's, but Destructive Urge is and Custody Battle, when placed on the right creature, might as well be land hate too. You've got Conquer too, but that one's a little high priced mana wise (but it is pretty janky too.
Now as far as the voltron/tokens build, I can say to you the same thing I mentioned to someone else: "the amount of evasion you need is inversely proportional to the amount of removal you intend to play". If you'd going wide with tokens as well as tall from suiting up one creature, it is inherent that you won't play as much removal or need evasion I would think. Really what you need at that point is the recursion and protection effects, because your aggression will demand opponents play their own removal or lose to aggro (which that recursion and protection acts like redundancy for your commander Tiana to boot).
In any case, I would suggest keeping in mind the mana cost of the cards you play, versus the amount of "cheat" spells you have (like Nomad Mythmaker and Replenish). If you want to only cheat out Eldrazi Conscription (or similar cards) then you could build around that, but having the back-up plan to hard cast it with ramp is also a safe bet.
As another small thing, curses are auras too. wink*
1 month ago
So if I added Sram, Senior Edificer changed about 7 enchantments to auras then Sram would have 14 ways of drawing cards. That's not bad either. Mesa Enchantress currently has 21 ways of drawing cards. The Vanquisher's Banner has 21 ways to draw cards too. And the Well of Lost Dreams has many ways of drawing.
PS yes some cards are expensive so I don't have them in here. And some cards you suggested I had in and took out like Angelic Arbiter
2 months ago
Just some card suggestion(s):
2 months ago
Soltari Visionary for enchantment destruction and a near-unblockable creature could be strong.
Bonesplitter to pump your commander and swing in for easy commander damage could be sweet.
If you happen to run all these more enchantments, Ethereal Armor could be very strong.
3 months ago
Nice deck!I like your approach - you use most powerful cards in each color. Also i consider your work on categorization of cards.
There is few cards you may like to your "stax" theme:Rhystic Deluge can tap
Rishadan Cutpurse can force your opponents to sacrifice permanents and great with flickers
Escape Routes will bounce your Palace Guard when its about to dead or serch more auras with Heliod's Pilgrim
Righteous Aura is better then any circle of protection (i guess)
Detainment Spell better then Arrest and Faith's Fetters, because you have alot of prevent already, but this cheaper
Field Surgeon save your creatures from Pestilence or such
Soltari Visionary maybe fine, considering you have only 1 enchantment removal
Snuff Out better then Doom Blade because it can be played for