|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.
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Aura of Silence Discussion
1 day ago
Any creatures over 3 CMC that gives infect should be cut out unless you really like their effects, on T4 average you should already have Atraxa out to start the proliferation of the poison counters. You can stall out the game using interaction type cards, if your playing in 4 player pods, consider cards like Evacuation, Aura of Silence, Mystic Remora.
IMO there are synergy between cards like Ichor Rats and Capsize when you have enough mana each turn to bounce the rat and recast them. Gives everyone a countdown and with support cards you run you can eliminate them either all at once, or the one who threatens your plan the most.
This is my mindset on a gameplan. Early game play at least one infect creature and start hitting everyone to gain the counters, while you do that set up either card draw engines or protection. Mid game cast Atraxa and start ticking up the counters, at this point you want to get your proliferation engines to make them really worried. If everything goes to plan you should be able to kill them before late game. However if it does go into late game you should be able to do protect your pieces, control the flow of the match, and than slowly tick their counters up.
So far I will say definitely invest in tutors like Vampiric Tutor, Worldly Tutor, Diabolic Intent, Imperial Seal (If you can get one), Idyllic Tutor (this one is a maybe), or Fabricate. After that card draw engines to refill resources like Sylvan Library, Phyrexian Arena, Necropotence (Only if your mana base can support the triple black). Interaction or Protection spells will be after, depending on which route you go, you can run cantrips while having Inexorable Tide out or ramp like crazy to activate Contagion Engine multiple times. It's up to you how ya wanna build your deck.
I hope these suggestions kind of help ya, feel free to ask me if ya have anymore ideas that may confuse you! :P
5 days ago
Aaerys No problem!
Yes definitely keep the artifact synergy, honestly if you don't like the combo approach and want to go for the more interaction routes with fun things to play (like playing with other people's deck ;3) than I would suggest more protection, counterspells, artifact synergy, card draw, as well as interaction.
Here is a list of some additional cards that I found useful and within the $20 or less range.
These cards will make opponents less likely to hit you, or will at least slow them down enough for you to interact with them.
A couple more useful counters, best one I like to use for Sen Triplets is cards like Remand, Muddle (because the 2 cmc transmute comes in clutch), and Arcane Denial as it gives more options to choose from their hand.
Shimmer Myr and Raff Capashen are honestly auto include in my opinion, giving the ability to flash in your commander and not waiting to wait one whole turn before her upkeep effect is amazing, it also allows us to hold up mana to interact with other players before deciding what we can do. The curve is also great since Shimmer Myr is 3 cmc and Raff is 4 cmc, we can hold mana for our counterspells and interactions and if the coast is clear flash in Sen. Trophy Mage is for the redundancy that you have more than a likely chance of tutoring your Shimmer Myr or Crystal Shard (Shard always makes sure that your opponent will be reluctant to tap out and thus preventing them to cast more creature spells). Voltaic Key is there just for more fun shenanigans, I always like having them in these type of artifact decks. Academy Ruins is a card I would highly recommend investing into, it saves your artifacts, it allows recursion, and if the case where Sen dies, you won't have to consistently pay the tax for it with this card on the field.
On another note Paradox Engine is a powerful card, it allows you to gain extreme amount of value, hence the reason you would want to include more mana rocks into the deck. I added Aetherflux into list in the case you want to close out a game, since you are running Isochron Scepter already, adding in Dramatic Reversal will be your win con and also allows you to net infinite mana and play your opponents hand if you so would choose. The playstyle is all there for you to choose ;3
Some choice cards I like to use, Notion Thief is there for them really sneaky plays when there is a mass Windfall or if someone taps out for a burst draw. Sphinx is a high power card engine. The time warp is there for just pure value.
Some notable cards are like Snap, which untaps your land and bounces the creature back to their hand, pure value if its your turn next as now you will be able to cast that creature as well! Capsize is also a deadly card, as you can bounce their land and then play the land you bounced on your turn with Sen on the field, buyback is also killer (I have people scooped many times when I used this trick 1v1). Tower of Magistrate is really interesting against other people playing with artifacts (This auto de-quips voltron commanders!). A lot of these spells can also be copied on to Isochron Scepter making them extremely useful for you to control your opponent and allowing them what spells they can play, bouncing the spells you want to play from their deck, and removing the cards you don't like.
One more card which is a great mana rock.
Hopefully this gives you a better idea of a Control Sen Triplets shell, I think you can tell that this was one of my favorite decks before I retired her ;P
CaptSillva on Angels
5 days ago
Here are a few cards you could consider Bruna, the Fading Light, Gisela, the Broken Blade, Linvala, Keeper of Silence, Baneslayer Angel, Heliod, God of the Sun, Wrath of God, Day of Judgment, Journey to Nowhere, Aura of Silence, Lightning Greaves, Mirror of the Forebears, Radiant Destiny, and Kindred Boon.
I feel like I should point out though, that a lot of angels tend to have natural vigilance. So having too many vigilance enablers is a thing that can happen. I feel like if you want these types of effects in your deck they have to do a little something extra. Serra's Blessing seems a bit too weak as a result and the Angelic Field Marshal is a bit too unreliable.
1 week ago
If you want a way to deal with opponents’ lands without expending your own, then there’s always Field of Ruin. Faith's Fetters can deal with problem lands too, although it doesn’t stop Cabal Coffers or Nykthos, Shrine to Nyx. There’s always good old Stone Rain too
I think one of our problems is that we don’t see eye to eye on hate cards. I LOVE cards like Blood Moon, Rest in Peace, Aven Mindcensor, Torpor Orb etc because they all punish degenerate decks! It brings me so much joy to drop a hate card because it helps me just as much as any other card that only helps me - by hurting everyone else
Aura of Silence is exactly like that. You’re wrong about it being a 1:1 answer card because it prevents players from doing everything they want in a turn. No matter what, it deters further threats, and once someone plays something that you don’t like, you can just blow it up!
You can also think about it this way - hitting your opponents in the face with Kalemne doesn’t help you, it only hurts your opponents. Hate cards are no different
Anyways that’s just me - I’m not here to tell you to build a certain deck or play a certain way, I just want you to know where I come from :)
1 week ago
Ocelot44 thanks a ton for the suggestions!
I really should be running a way to deal with an opponents' lands. However needing to blow up my own land to do so seems really painful. So I need to find a different solution.
Nahiri, the Harbinger, Wear / Tear, Legion's Initiative and Ingot Chewer have all been in the deck at one point or another. The two former I could see returning at any point but personally I never had great luck with Legion's Initiative. I found that leaving 2 mana open each turn hurt, and if your opponents are smart it's not too hard to play around, plus, in a game where everyone is wiping the board 5-6 times a game, it really just is like trying to fix a dam with bubblegum and tape. Boros Charm makes the cut because its tricky, tutorable, and can be recurred with Mistveil Plains. And I find Ingot Chewer is too cute even for Kelemne. (lol)
An overarching instinct I had making this deck is I really cant afford narrow 1:1 answers for things unless the literally win me the game Comeuppance, Wild Ricochet, or are extremely efficient and/or can be tutored off Sunforger like Return to Dust.
I see the cards you've suggested, and they're good, but some of them I can't see running, and it makes me wonder what I'm thinking is best for the deck and why. Perhaps I value Sunforger too much, but I do like any answer cards to be instants under 4cmc for that reason, in the same why I'd rather run Aura of Silence in a deck with Enchantment synergies.
I don't really see the deck as one that can actively prevent opponents from achieving their gameplan, but finding ways to work around them. Because, for example, while Aura of Silence is a great card, ultimately it doesn't further my plan and I'd really rather just play a mana rock. And yeah Return to Dust doesn't either, but it atleast has synergy with Sunforger and doesn't cost me a card in the end.
I really just try to get the most out of the cards I play, and I see them in 2 ways:
Anything that doesn't fall in those categories is either Lands, Ramp, or Sunforger Package.
I can see adding Reforge the Soul immediately to the deck so thanks for that one ;)
At the end of the day it is just different ways of valuing cards and deck building, no one is right or wrong. I'm also just happy to see someone else who enjoys building her too.
1 week ago
Good to see someone else who shares my love of Kalemne! :)
You can't really afford to lose to a Ghostly Prison effect, so you might want to consider running more Disenchant effects. Aura of Silence is incredible because it taxes your opponents' mana until it gets rid of something, and it wombo combos with Sun Titan! I've also had great success with Nahiri, the Harbinger and Wear / Tear. I've never personally run this, but a classic Kalemne card is Ingot Chewer because you can evoke him and still get an EXP counter!
Maze of Ith and Kor Haven will also cause you problems, so some land destruction should be added in case anyone in your meta starts running these. Strip Mine and Dust Bowl are both classic and reliable
I really like @Ivogel's recommendation of Possibility Storm because I've run it before, and let me tell you, it immediately pisses off everyone else at the table (especially control players) and the value that you can get from double EXP counters is real! Highly recommend trying it out sometime!
To me, it doesn't look like you're running enough draw. If you ever want to add more, I've had great success with Reforge the Soul, Magus of the Wheel, and Howling Mine if you can't afford a Wheel of Fortune
1 week ago
After a night of playtesting I have seen that the combo routes proved to be very brutal. In our meta, where lots of disruption is eminent, it is vital to take the lead (ramp package present) and stax your opponents the moment your first infinite route goes disrupted. With this package you buy time to re-order your pieces and retry for a second infinite loop. Recurring from being countered/controlled is also included in the package.
However, I feel there is always room to grow. These are the cuts I made for a new round of testing:
- Crop Rotation : Not vital for the combo lines and I needed room to improve
- Eidolon of Rhetoric : It was impactfull for the whole board, but also for myself after being disrupted
- Banisher Priest : Better option ready for testing available
- Kamahl, Fist of Krosa : This is one of my two relics from the past; letting go of the nostalgia...
- Elesh Norn, Grand Cenobite : This is the second relic; there she goes...
- Nature's Claim : Enchantment removal was lacking in this build
- Tangle Wire : More impactfull stax piece
- Mangara of Corondor : Tutorable by Sisay and an emergency brake in case things go sour.
- Sensei's Divining Top : Nice synergy with Sisay. Love to try this out.
- Aura of Silence : Needed more enchantment removal and extra stax benefit as bonus.
Looking forward to a next EDH night! Let me know if you got some ideas. I want to go brutal 2.0....
2 weeks ago
maxon: any card that discourages an opponent from playing a certain way. Examples (as I probably described that in a not-great way) include Dread and No Mercy to discourage attacking me, Aura of Silence and Seal of Cleansing to discourage artifacts and enchantments, and Portcullis and Grave Peril to discourage creatures
I’d say most removal, counterspell, and fog effects can be used politically, especially if they’re repeatable. Cracking Spore Frog in Meren of Clan Nel Toth to save an opponent could have them owe you a debt, or pointing a removal spell at the Mind Over Matter or other combo piece can curry favor with every at the table (except the guy trying to combo off). This probably wasn’t exactly what you were looking for, but I think it’s worth mentioning.