Instant — Arcane
Each enchantment deals 2 damage to its controller, then each Aura attached to a creature deals 2 damage to the creature it's attached to.
Printings View all
|Betrayers of Kamigawa (BOK)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Aura Barbs Discussion
8 months ago
King_Kaliban No problem! Another suggestion I just thought of while looking through your list again since you want to keep your creature count low. It looks like you want some artifact recursion since you are playing Daring Archaeologist and Trusty Packbeast . Instead of running both I think you may be better off running Trading Post as an ultimate utility card since it can do it all and it will open open up another card slot. With the open card slot you could then try Coalhauler Swine since I think that fits the theme of your deck really well. And I would personally take out Bounty Hunter for Vandalblast or Disenchant (or some other artifact/enchantment removal that has you gain life or deal damage). Another card that just came to mind to is red's best way of dealing with artifacts: Aura Barbs . It's unfortunate you can't gain life off of that with F&S but you'd sling some damage.
Obviously, all of that is my personal opinion, and I still think your deck is awesome regardless! Let me know what you think!
8 months ago
Looks like SideBae has mentioned most of the really great advice so far, a majority of it regarding strict upgrades to cards you have in the deck like Ancient Tomb over Temple of the False God . This is good advice but I would recommend that if you don’t have the cash to get your hands in the more expensive, strict upgrades that those can be done at a later stage. I think you should follow Sidebae’s advice more attuned with putting in totally new cards like Grave Pact and Dictate of Erebos because these are cards you should be running with a sac outlet as a commander. Once you figure out the direction of the deck, then the strict cash-money upgrades can be made for the cheaper alternatives you may have in place.
I’s say the two biggest cards other than Gravepact and Dictate of Erebos that you shiukd be running are Conspiracy and/or Ashes of the Fallen . These cards will allow you to run a less strict zombie creature collection but will count those creatures as zombies anyway (if you were running blue Arcane Adaptation is the best card for this).
I definitely agree with SideBae regarding the zombie creatures, the removal, and the looting. I would recommend running Vandalblast specifically, maybe even something like Aura Barbs to smack opponents around for using enchantments. I would highly recommend Blood Moon for more control.
Anyway, hope some of that helps! Super unique running Rakdos zombies. +1
1 year ago
Thank you for expressing so clearly the problems you're facing with your deck; that allows us to answer specifically too.
Tuvasa is indeed hard to counter with a mono-red deck. The one red card that would be perfect to deal with her that you seem to not have considered yet, would be Aura Barbs . Maybe Jaya Ballard, Task Mage can help you in some cases (also against the Niv Mizzet deck). Red Elemental Blast and cards like it also come to mind. The other suggestions we could think of are already in your deck.
We've been very successful with our own version of a Neheb deck: enter link description here. Maybe our list can help you fix your issues in ways we have not figured out yet.
Good luck and have fun playing!
Mrs. and Mr. NV_1980
1 year ago
Plus you can access all the relevant artifact based hate cards, those often tend to be more than enough, be it Spellskite, Ensnaring Bridge, or Ratchet Bomb - remember red is a pretty agressive color, so it can race if boggles stumbles and/or lacks lifelink.
1 year ago
Depends on what you expect to go up against...
I would say that 4x Abrade is a given. It can increase your removal count against decks where killing a Goblin Electromancer/Devoted Druid can make a difference between loosing or winning a game. And artifact destruction if as good as ever, its relevant against humans (due to Aether Vial), against the mirror, and give you something to attack Cranial Plating the best card in affinity against this kind of deck.
If you expect elves/merfolk Anger of the Gods is a gamechanger, and it also hates really effectively on dredge. (I would advocate agaisnt heavily sideboarding against living end, as the deck can easily steal game one and a second game just by randomly binning creatures into the grave with the loot effects, similarly to what Arcbound Ravagerdoes in affinity lists. If you face something like any flavor of griselbrand reanimator deck, you will need some dedicated grave hate :P)
Otherwise just diversify the sideboard with multi purpose hate cards - for example Dragon's Claw is great versus both burn/sleigh & storm, Damping Sphere is good vs storm, ad nauseam, tron & amulet titan - the more diverse your answers are the less likely a single Echoing Truth could lead to a game loss.
I run some strange choices in my side, that may be questionable. Hour of Devastation is a sweeper that burns everything even if humans get up their counter, or merfolk/elves are buffed to absurd proportions - and its surprisingly great when UW control boards into being gideon tribal. Harvest Pyre is a great card, but Rest in Peace and the like hoses it - so that is something to consider - Roast on the other hand, nearly covers all the same bases, its downsides being that it can't target flyers like Vendilion Clique, Stormbreath Dragon... etc. and no matter what it can never blow up Inferno Titan/Primeval Titan, and its slow against Reality Smasher as it can swing at least once. (And Lightning Axe is always an option)
If you expect a lot of humans i would strongly advocate playing Torpor Orb which is a bane of that deck (or any eqivalent effect you can find).
Chandra, Torch of Defiance just got a lot worse due to the "rework" of damage targeting rules, its damage can't be redirected to other planeswalkers anymore. Thus Vessel of Volatility got a bit more appealing, since it can't be attacked by creatures & it can power out Demigod of Revenge a turn (and a land) earlier. (Chandra has a few upsides, even though she lack that raw power, she can act as removal, a pseudo Dark Confidant, more like a better Sin Prodder - and sometimes, the effort people take to remove her lead to you winning the damage race by a few points, and her ultimate is a way to win against martyr proc decks, and in prison decks in general.
In red you also have access to some more narrow and devastating effect to hate on specific deck - if yu have such problems in the local meta, like Aura Barbs against boggles, Shatterstorm/Granulate/Shattering Spree/By Force agaisnt effinity, various eggs variants (currenlty KCI-travler), Boil if you want to hate on decks with a lot of blue, red also offers Hazoret the Fervent to shit on midrange even more (if Blood Moon wasn't enough)....
If you want to splash, black has two main attractions: Rakdos Charm & Collective Brutality - which i think are much stronger (and have more uses) than Ancient Grudge. Blue offers Izzet Charm, and white offers the best hate crds against every archetype. Going mardu gives access to Lingering Souls - maybe even in the main, which solves many problems the deck has.
2 years ago
What has been said already, Aura Barbs is incredibly narrow against a very specific deck that doesn't get much attention. If it's played a great deal in your local shops then it may not be wrong to play it in the sideboard, but I would never go into an event outside a Tuesday night Modern night with it in the 75. Modern can be so diverse at any given tournament that your sideboard cards need to have a relevant effect against more than just 1 matchup.
2 years ago
The title pretty much says it all; but more specifically, why isn't Aura Barbs talked about more when referring to siding against bogle decks? Bogles had its time in the light not to long ago and saw an increase in play because of it. It's also a deck that likely pops up in a lot of metas, as it's a relatively easy deck to pilot and on the cheaper side of modern decks. And it posed some issues there for a bit and is still a deck that can catch some players off guard with its speed. So why is a card that completely shuts the deck down and kills at the same time, not talked about? The card is at the rim of CMC limit to be competitive in modern and pretty much wins a game. And it's modern legal. From what I reasoned, the card is only good against one deck and that's why players don't put it in their sideboard where other typical sideboard cards tend to not be better against bogles, but good against multiple decks like Thoughtseize. Right? Wrong?