|Commander / EDH||Legal|
Printings View all
|Commander 2015 (C15)||Uncommon|
|Tenth Edition (10E)||Uncommon|
|Promo Set (000)||Rare|
Combos Browse all
Aura of Silence
Artifact and enchantment spells your opponents cast cost more to cast.
Sacrifice Aura of Silence: Destroy target artifact or enchantment.
Price & Acquistion Set Price Alerts
|Have (16)||Supremespeed , Jpegwun , Gabeph , sonnet666 , , duff87 , Shiromakuro , Dsmonsta , rikertchu , MoJoMiXuP , 8vomit , switchkill65 , voidruby , Friedrice24 , Vergil_Redgrail , Metaphisyk|
|Want (6)||phoere , pskinn01 , mk102 , Xue-Kaihua , xpsychovampx , Grantley91|
Aura of Silence Discussion
3 days ago
ur the first that i see with a teshar deck much grats. i don't know what your money is that u want to spend on the deck but in favor u can go a big way whit this commander. ( artifacts / legendary's / other big creatures and so on. also u need to find a balance between hystorics and the creature u wil be playing aswell as the possibility of being able to not have that much trouble whit the creatures that needed to be removed fromt the game
if u like the saga cards. i would suggest adding those they will give u the opportunity to cast and cast and recast all the time over and over again.
i hope whit this u can get to an new era whit your deck hope this helps a lot
5 days ago
Aven Mindcensor, Hushwing Gryff, Spirit of the Labyrinth, Winter Orb, Thalia, Heretic Cathar, Kinjalli's Sunwing, Vryn Wingmare, Mother of Runes, Ramunap Excavator, Aura of Silence, Sun Titan, Swords to Plowshares, Alms Collector, Mirri, Weatherlight Duelist, Eladamri's Call, Tocatli Honor Guard, Eidolon of Rhetoric, Kataki, War's Wage, Propaganda, Ghostly Prison, Windborn Muse, Stasis, Static Orb, Glowrider, Rising Waters, Lodestone Golem, Damping Matrix, Cursed Totem, and Damping Sphere
The cards above are powerful stax pieces that are heavy play, yet range from 0.15$ to 5$ on tcgplayer. Below are more expensive cards that still are good for the deck, yet are not required.
Hokori, Dust Drinker, Rhystic Study, Sphere of Resistance, Thorn of Amethyst, Nature's Will, Bear Umbra, Sword of Feast and Famine, Grand Arbiter Augustin IV, Linvala, Keeper of Silence, Recruiter of the Guard, and Thalia, Guardian of Thraben.
Other than these stag pieces (cards used to lock your opponents out of the game) the deck should ramp, have some good interaction, and have draw power too. It can then use a decent field of small creatures and some combat steps, or powering out planeswalker ultimates to win. Below are some ideas on how to do that.
2 weeks ago
Hey there. I was thinking you might need more "umbra" auras to protect your Uril once he's out. Felidar Umbra or Snake Umbra would be good to look at. Would recommend taking our Mirri, and replace her with another enchantment, maybe Aura of Silence for a bit more control on the field. Dawn Charm or Silence was fun for protection too.
2 weeks ago
This ended up being really, really long...so if it's TL;DR or you feel too critical, feel free to delete it (I wouldn't even complain at this point). Hard to really see this as an "Enchantress" deck while only being able to use Mesa Enchantress and NOT including a Serra's Sanctum to boot. Much more simply an Enchantment heavy Angel deck, which I definitely approve of since I love both Enchantments and Angels, but the title is misleading.
Enchantress is a deck centered around the Enchantress triggers of Argothian Enchantress, Verduran Enchantress, Enchantress's Presence, Eidolon of Blossoms; and if you're adding a color, you add White so you can use Mesa Enchantress and Femeref Enchantress. Without this core, it's not Enchantress.
As for the rest of the deck, it looks like it should be able to hold its own, but would probably improve with some cheaper Angels or more ramp. I used to run Voltron Akroma, Angel of Wrath and had to use tons of mana rocks just to make it playable. Akroma also cost 5WWW to get the FIRST time soooo....yeah...
Angels:Serra Avenger, Angelic Page, Emancipation Angel, Seraph of the Sword, Sustainer of the Realm, Angel of Condemnation, Seraph of Dawn, Blinding Angel, Herald of the Host, Angel of Sanctions, Angelic Arbiter, Angel of Serenity, Akroma, Angel of Wrath, Resolute Archangel, Archangel of Thune, Baneslayer Angel, Serra Ascendant, Avacyn, Angel of Hope, Iona, Shield of Emeria.
Enchantments:Serra's Blessing, Brave the Sands, True Conviction, Righteous Cause, Aura of Silence, Blind Obedience, Endless Horizons, Spirit Loop, Karmic Justice, Nevermore, Seal of Cleansing, Sphere of Safety, Spiritual Focus, Starfield of Nyx, Worship, Moat, Test of Endurance
Rocks/Ramp:Land Tax is pricey, but the best mono white land grabber in the game.Gilded Lotus, Chrome Mox, Lotus Petal, Manalith, Fellwar Stone, Spectral Searchlight, Darksteel Ingot, Mind Stone, Thran Dynamo, Pristine Talisman, Caged Sun, Gauntlet of Power, Extraplanar Lens, Explorer's Scope, Thunder Totem, Marble Diamond.
Other:Door of Destinies, Herald's Horn, Howling Mine, Demystify, Disenchant, Fragmentize, Forsake the Worldly, Fumigate, Aetherflux Reservoir, Approach of the Second Sun, Faith Healer, Grand Abolisher, Open the Vaults, Replenish, Second Sunrise, Oketra's Monument
A number of these are pretty pricey (and definitely out of my price range) but as someone who plays White in every format he plays, a Tribal player and an Enchantress player, I can go on and on and on about these kinds of decks...This deck happens to have a White-centric tribe and is Enchantment based. XD My apologies.
3 weeks ago
Heart of KiranDecent coz u have a bit of planeswalkersPeacewalker ColossusReally decent coz it gets rid of crew basicallyFleetwheel Cruiser pretty decentGearshift AceIts okConqueror's Galleon FlipFlips into a decent card drawFairgrounds WardenGood RemovalMaster TrinketeerCreates tokens to pilotDwarven BlastminerGets rid of those pesky non-basics Dwarven Miner Does the SameJor Kadeen, the PrevailerPumps all ur shitChief of the FoundryGood budget pumpMine LayerGood old land destruction goodness!Metalwork ColossusEasy to get out, reks faceGuardian IdolCan be a creature and taps for manaScourglassGood one sided board wipeThunder TotemCreature and ManaAura of SilenceStops the group from playing dem noice artifactsMishra's FactoryTurns into creature to crew ur freakin vehiclesMask of MemoryGood Card Draw!
1 month ago
1 month ago
Hey there, I like where you're going with this. A friend of mine runs an angel tribal that I loath, so I know with time, this deck will definitely be a monster. I do see that you have some inconsistencies for it being tribal. Like quite a few things that only target one creature whereas you want stuff that affects all of your divine beings.
So here's a list of things I would drop and some suggestions as well. Not knowing your budget, I'm just going to suggest anything that comes to mind. Take out:
- Alabaster Potion
- Divine Transformation
- Stave Off
- Death Ward
- Angelic Blessing
- Angelic Edict
- Tyrant's Machine
- Pit Trap
- Pacification Array
- Glasses of Urza
- Angel's Feather
- Battlegrace Angel
- Land Tax
- Linvala, Keeper of Silence
- Avacyn, Angel of Hope
- Path to Exile
- Holy Day
- Reverse Damage
- Aura of Silence
- Ghostly Prison
- Sphere of Safety
- Luminarch Ascension
- Kindred Boon
- Belbe's Portal
- Door of Destinies
- Herald's Horn
- Urza's Incubator
- Vanquisher's Banner
- Path of Ancestry
- Cryptic Gateway
- And either Caged Sun or Extraplanar Lens. If you do the lens, used Snow-Covered Plains so you only benefit from.the extra mana.
A lot of the suggested upgrades suggested are designed to help your game plan you have set up, are better versions of cards you had, or just to help get your angels out quicker since they are expensive to cast and white has some of the worst ramp in the game. Here's a little k to my friends deck for more ideas: Angels in the battlefield Best of luck to you!!
1 month ago
First things First, the deck seems a bit all over the place. Pick a theme/wincon/something to be the foundation of your further work and start from there. I'd suggest going for a mardu control deck with toxic amounts of pillowfort and a wincon that would (ab)use that stranglehold the best.
Manabase could use some work, but it's a start.
Make youre you limit yourself to 2cmc ramp. It's because ramping out Marchessa earlky is crucial. Ramping a single mana t2 means she can hit the field t3 if you have the lands, while a t3 ramp makes your 4th turn stronger, but you con't have a bomb to cast off of that. So swhitch out Commander's Sphere and Darksteel Ingot for a Star Compass (great in budget multicolor decks) and another rock of your choice. Manabase and ramp are to be updated last, but this is an important change you should do asap.
Make your wincons more focused; Approach of the Second Sun goes in line what you're doing; you're pillowforting yourself, making everyone miserable and you draw cards by doing that. Torment of Hailfire on the other hand, though it makes people miserable, can't win reliably bc you can't create enough mana to make it work as a finisher. This is not Alesha, and even though your game plan might be similar, the deck itself doesn't really support creatures like Master of Cruelties and such. Try to evaluate cards based on how well they do in here.
Authority of the Consuls is neat. It stops some combos, slows down everyone a bit and makes your opponents more appealing attack targets than you are. Meaning that 1) you're even less likely to be attacked, and 2) you can regain Monarch more easilky if you get dethroned.
Thalia, Heretic Cathar Works similarly enough, but being a 3/2 First striker makes her an excellent blocker.
Aura of Silence will heavily slow down faster decks and it can serve as an emergency removal.
Mogis, God of Slaughter might be fun. Potentially a good blocker with edict effect stapled to it.
Luminarch Ascension will make you a target, but it's lots of fun and goes well with what you're trying to do.
A deck is more than a sum of its parts, it's more like an engine or a clockwork; each part has a purpose. Exchanging a part with a similar part might not work well if they are different in some key aspect. And adding a cool part might not work at all if it's not well supported by the rest of the structure. These cards aren't what I'd find to be immediate inclusions instead of similar cards, but a guideline to which I myself would tailor the deck if I were to (re)build it and make it evolve from this point.