Aura Graft

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Aura Graft

Instant

Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant.

Neotrup on Moving enchantment using Aura graft

3 years ago

Fair enough, I somehow missed that part. It does reiterate the point that the targeting restrictions of Aura Graft are specific, it has to be attached to a permanent, even if the targeted aura can't attach to anything else.

Neotrup on Moving enchantment using Aura graft

3 years ago

Both versions of Aura Graft work the same way, because they use the oracle text, not the printed text, which reads: "Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant." Oracle text can be found on Gatherer (gatherer.wizards.com).

That said, even off of the original text, "target enchantment that's enchanting a permanent" is a targeting requirement. Since Orim's Prayer is not enchanting a permanent, it would not be a legal target. The Oracle text relaxes this requirement, and Aura Graft can now target Curse of Verbosity, although you would not be able to move it because there are no permanents it can enchant, but you would benefit from gaining control.

Tylord2894 on Moving enchantment using Aura graft

3 years ago

You can not take control of Orim's Prayer with Aura Graft because Orim's Prayer is not an Aura.

Aura Graft require its target to be an Aura, which is an Enchantment subtype. In other words, all Auras are Enchantments, but not all Enchantments are Auras. You will know a card is an Aura because it will have the Aura subtype such as Curiosity. In the case of Orim's Prayer, it is just an Enchantment that you control, just like you would control an Artifact, Creature, or Land.

Hope this helps!!

Voiduk6 on Moving enchantment using Aura graft

3 years ago

Hi all

I have a question about moving an enchantment with Aura Graft.

Specifically this enchantment Orim's Prayer

I've read rules that say if there is no legal place to move the enchantment I still gain control and gain use of abilities. Orim's pray wont be enchanting a permanent it enchants a player so Can I either move it so its enchanting me? or if I cant move it legally do I still gain control of its powers and have orims prayers abilities?

Any help of this would be appreciated,

sriah001 on Uril ramp/control

5 years ago

Thanks hkhssweiss ! So I have noticed in 3-4 player EDH, if I can't draw enough mana ramp and Uril Auras in time, the board state could very well have a few 10/10 fatties and 30 artifact tokens all pumped with +X/+X. I also consistently run out of cards in hand around turn 8. I either have a opening hand full of mana ramp and lands, or some lands and great auras, but for those times when I can't win early game, I need to Day of Judgment or Constant Mists. Even if I get Uril souped up, my opponents find way to bounce/sacrifice/prevent any creatures to attack.

I am trying to find the balance of: play enough ramp/aura draw cards so then I can swing before anyone has a chance, therefore I don't need to reset the board VS take a few more turns to draw for those game-winning cards, but in trade draw a wrath that may control the board to justify my taking a few more turns. I have lost to tokens/fatties damage after swinging with Uril at one person and not able to kill ALL players, so I have found that I need some way to survive another turn and keep Uril on the field.

I am planning to buy Sylvan Library (on my SCG shopping cart), and Hunter's Insight definitely syncs with Uril swinging ANYTIME (or even a turn 1 Serra Ascendant, which I have Aura'd up turn 3-5 and won.

Sage's Reverie is conditional like Daybreak Coronet, but for , I get some card draw out of it and vanilla "+X/+X damage". At most I have seen Uril with 4-5 enchantments and I already can kill someone at that point, so I don't know if it's the best 4 mana for (at most in my situation) 4-5 cards.

Every time I think about adding the enchantresses, I can't think of what I would take out. Manalith is already covered by Darksteel Ingot, Eldrazi Conscription is win more, Boros Garrison, Selesnya Sanctuary, and Gruul Turf bounce a land, but they still produce 1 more than Rith's Grove, so maybe I'll lose the Rith's. Acidic Slime is great with the deathtouch and destroy x, so it's a good blocker AND can take back an Aura Graft'ed mana reflection.

Blessing of the Nephilim and Ethereal Armor are great vanilla damage boosters. Blessing adds a guaranteed +3/+3, while Ethereal on it's own gives +1/+1 and first strike, but will need 2 other attached auras to add the +3/+3 that Blessing gives. Now Uril isn't swinging with only an Ethereal armor, so as long as Uril has 2 other enchantments, we get the equivalent damage, AND first strike. Having both on Uril would total +9/+9 for Uril for only , but without a trample Rancor or Shield of the Oversoul, I'm not swinging for lethal yet nor getting damage past blockers.

What I do want to consider is adding in more cards that give extra combat phases like Aggravated Assault. Maybe Seize the Day or World at War since they have flashback/rebound, or Combat Celebrant since it's only , but it has to survive a turn on the field.

I recently mainboarded Sigarda, Host of Herons since I hate sacrificing an indestructible Uril, and I can always Aura up Sigarda and swing, but I may consider swapping sigarda out for Tajuru Preserver since it's cheaper for the same 'prevent sacrificing' effect and can be cast early game, but I lose a hexproof flying swinger.

I also mainboarded Pariah as an alt way to prevent/redirect damage. I slap it on an opponent's indestructible or fat creature and now they have to either destroy the aura or remove their own creature before being able to deal damage to me. I know I could run creatures that "when damage is dealt to it, do X", but I would have to have both of those cards on hand to get the benefit, and unless I made it indestructible, it's only giving me utility 1 turn. Ghostly Prison also deters tokens/weenies from swinging at me since the opponent can't pay for all of them, and mana-strapped opponents with large creatures may want to save their mana and instead swing at the other opponent. I kept an opponent from swinging his fatty at me with my Soul Snare and I had a Moment's Peace in hand for the next turn after I popped soul snare.

Any thoughts on cards I can cut/replace?

carpecanum on Estrid's Masquerade

5 years ago

Chain Veil and anything with proliferate to help your boss (Contagion Engine and Viral Drake maybe).

Your boss untaps any enchanted permanents so maybe a couple enchant artifact spells? A Sol Ring with Living Artifact = 4 mana and life gain. Ensoul Artifact maybe?

There are a lot of useful Umbra's, Magemarks and Bestow enchantments to put on creatures.

Skull of Orm, Crown of the Ages

If the people you play use a lot of enchantments try Steal Enchantment, Fumble and Aura Graft.

Alexi's Cloak is amazing.

discipleofgary73 on Enchantress's Evening (Concept)

6 years ago

Not sure why it took me so long to come take a look at this - but well done. This looks incredibly fun to play, and has such a unique combination of enchantments! I like the enchantress and Kydele synergy, but wonder if there are a few more things you could add to ensure that doesn't come back to bite you by increasing turnover. Maybe something like Mirri's Guile or Exploration to help streamline the cards you get - maybe even Abundance. Also, some insurance on the hand size. I think Venser's Journal could work especially well. You could also have something like Words of Wind make that combo add to the control you have set up.
The land base is pretty susceptible to things like Ruination and Blood Moon. Having some recursion might help, or just swapping for more basics.
Ishai might not be as effective with some of the control out, since you'll limit opponents' spell casting, but I think the trade off is worth it.
Eon Hub, while it would ruin some things, also has potential if you wanted to leverage more cumulative upkeep cards in the deck. I also think Stasis could fit here, with some of the untap cards you have for yourself.
If there is a goal to get Starfield of Nyx to make creatures, something like Asceticism might help give some extra insurance. Also, Dictate of Heliod or Elesh Norn, Grand Cenobite might help if you want to get Enchanted Evening out at the same time, so you don't have to worry about wiping your lands.
Finally, I saw you had multiplayer tagged. Having cards that let you move enchantments might help out. I can only think of Enchantment Alteration and Aura Graft off the top of my head, but even Copy Enchantment could help get a curse on more than one opponent.

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