Aspect of Mongoose
Enchantment — Aura
Enchanted creature has shroud. (It can't be the target of spells or abilities.)
When Aspect of Mongoose is put into a graveyard from play, return Aspect of Mongoose to its owner's hand.
Printings View all
|Time Spiral (TSP)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Aspect of Mongoose occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Aspect of Mongoose Discussion
5 days ago
Mayael the Anima was my first commander deck. I no longer run her, but there are a few things that I learned while playing her:
1) Protection is key: Because of her ability, Mayael is a lightning rod for removal. I'd think about including cards like Swiftfoot Boots, Lightning Greaves, Dense Foliage (you aren't running much targeted removal anyways), Aspect of Mongoose, or some Umbras.
Also, some haste enablers like Rhythm of the Wild would be good. And I see that the pair of Avacyn, Angel of Hope/Sigarda, Host of Herons have already been suggested. I would consider the third member of the holy trinity, Archetype of Endurance, for complete protection.
1 month ago
While my Nath deck is MUCH more unfriendly I do have two suggestions (that I actually don't play in my own list as I'm much more discard/ stax driven) Kaya's Ghostform and the criminally underplayed Aspect of Mongoose to protect Nath and Heroic Intervention, Wrap in Vigor and Golgari Charm to protect the team. Ezuri, Renegade Leader is also a must include IMO.
1 month ago
If you haven't seen Aspect of Mongoose before you probably haven't seen the others. There are three per color i think. Launch, Cessation and Spirit Loop, Sluggishness etc. Recasting enchantments that fit your deck is as good as card draw sometimes.
1 month ago
I'd cut Aspect of Mongoose. Hexproof is good here; shroud not so much.
Season of Growth is another good draw spell.
1 month ago
Illusionist's Bracers would double opponent sacs.
Den Protector is cheap and pretty worthless after you use the morph. Good sac bait.
Aspect of Mongoose can be cast, sacced, returned to your hand and cast again. Each color has a few enchantments that return to your hand when they hit the graveyard.
2 months ago
Rashmi is awesome. Love her. Lots of ways to build her, too. Obviously I went in a bit of a gimmicky direction but the value is so strong. In my play I've found that smart opponents destroy her on sight, so protection is at a premium. Counterspells and boots are nice but the inclusion of Aspect of Mongoose has helped. I never mind seeing that card. Broken Fall might even be worth it!
2 months ago
Looking good! It's hard to screw up Muldrotha. Just go to value town. Your selection of creatures seems great!
That said, I would include a little more ramp. You are at eightish, which is where one usually wants to be in an EDH deck, but Muldrotha is usually kill-on-sight and 6 CMC. Try to use more things that permanently get a land into the field, which you already have a good amount of, like Cultivate and Kodama's Reach. Also, Wood Elves, Farhaven Elf, and Wayfarer's Bauble can be brought back for value--making them particularly good. Elvish Reclaimer is an interesting choice too.
The one-CMC dorks (Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Boreal Druid, Arbor Elf, Wild Growth (and to a lesser extent Birds of Paradise and Utopia Sprawl) are all extremely good generally for their speed and chumping ability. If they get whacked or boardwiped they can slowly be brought back later. Getting Muldrotha out as soon as possible is very worth it. I don't run many mana dorks in my Muldrotha deck. I would run as few artifact rampers as possible, since you don't have to (as you run Green). Lands are always safest. Commander's Sphere being brought back for the card draw is nice--probably better than the Darksteel Ingot.
Good job on including Evolving Wilds. I would also add Terramorphic Expanse and maybe Myriad Landscape, Warped Landscape, and Blighted Woodland. The Mirage fetches (Bad River, et al) are decent but better with fetchable lands that have two colors--like Sunken Hollow and Watery Grave. Be sure to include Opulent Palace. Exotic Orchard, Grand Coliseum, and Command Tower are worth including too. On a budget, Vivid Marsh, Vivid Creek, and Vivid Grove are all good too. That all said, I still like running a healthy amount of Basic Lands for repeated fetching.
Protecting Muldrotha is important. Kaya's Ghostform is an excellent choice. I would also include a combination of Aspect of Mongoose, Canopy Cover, Alpha Authority, Diplomatic Immunity, Alexi's Cloak, Cloudform, Mystic Veil, Robe of Mirrors, Mirror Shield, Whispersilk Cloak, Neurok Stealthsuit, Mask of Avacyn, and Swiftfoot Boots. Usually the Enchantment Auras are considered weak because they can be two-for-one'd, but Muldrotha can bring them right back!
Personally, I believe every single EDH deck should run at least two boardwipes, and more if you can find the room. Sometimes it's just an emergency. On a budget in Sultai colors I like Crux of Fate and Gaze of Granite the most, followed by In Garruk's Wake (should have the mana!), Deadly Tempest, Decree of Pain, Extinction Event, Hex, Nevinyrral's Disk, Oblivion Stone, Killing Wave, Hythonia the Cruel, Life's Finale, Massacre Girl, Necromantic Selection, and Black Sun's Zenith. Pernicious Deed is great too.
Not everyone likes doing this, but I love running Enchantment-based removal in Muldrotha since it can be reused. Many have strong effects but still aren't worth it since they can be removed but Muldrotha gets rid of that drawback! Things like Corrupted Conscience, Inevitable End, Kasmina's Transmutation, Ichthyomorphosis, Lignify, and Lay Claim. I've actually had good luck with things an innocuous as Universal Solvent.