Aura of Silence

Aura of Silence

Enchantment

Artifact and enchantment spells your opponents cast cost more to cast.

Sacrifice Aura of Silence: Destroy target artifact or enchantment.

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Printings View all

Set Rarity
Commander 2015 (C15) Uncommon
Tenth Edition (10E) Uncommon
Weatherlight (WTH) Uncommon
Promo Set (000) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Aura of Silence occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

White: 0.49%

WU (Azorius): 1.29%

WUB (Esper): 0.38%

GWU (Bant): 0.76%

Aura of Silence Discussion

Coward_Token on Siona: Amazon Enchantress Primer

17 hours ago

Sterling Grove? Another tutor for your combo and makes Aura-based interaction like Song of the Dryads a bit more potent. Personally not a fan of either Exploration or Burgeoning since they're dependent on e.g. having a land-heavy opening hand and/or good draw source to actually matter

Aura of Silence over Krosan Grip?

Joe_Ken_ on The Boros Legion has arrested my wallet

1 day ago

Generator Servant I feel should be cut for a mana rock like Coalition Relic since it can net you 2 mana on rounds that you don’t use it.

I’ve also always found that Aura of Silence is a nice include since it will slow your non green opponents down significantly and acts as a piece of removal when stuff is about to get rid of it on the board.

Smothering Tithe as others have mentioned has pretty much become an auto-include in most decks.

Tectonic Giant is a good card for what the deck seems to want to do, dealing 3 damage to each opponent when it attacks so you can get the commander online sooner or acting as card draw for the deck. Also putting Aurelia, the Warleader in the 99 combos really well with the sword of sinew and steel and swords of war and peace you have in it.

I’ve also always been a huge fan of Mask of Memory in my Boros decks since it is decent enough card draw and is especially good with the earlier mentioned Aurelia. Another good ‘card draw’ card is Outpost Siege since the second mode can come in handy as well if you have a really developed board and are preparing for a wipe.

Mortlocke on Sigarda, Host of Fortron

1 week ago

Much better decklist! I'm glad to see your manabase has rounded out and you have an actual removal suite along with the previously suggested pillow fort pieces. I know you got on me about not suggesting what to cut - and well...really it depends on what direction you want your deck to go in. I think you're too concerned with playing low to the ground spells - in a sense, you're thinking a little too aggro for the commander you have. Voltron is inherently slow - the idea is that you'll eventually have so many enchantments that the opponent(s) will have zero options available to them to get rid of your commander (outside of maybe an overloaded Winds of Abandon ). You don't need to focus on getting a ton of low CMC spells - what you need to focus on are spells that can make an impact at every point in the game.

Revisiting our talk about Land Tax - so after re-examining it, it can help you late game if you are behind someone in lands: You thin out the lands in your deck to increase the chances that your next draw step will get you an actual useful card. My only reservation is that of the 34 lands in your deck, only 12 are basics. I'm not sure how often the previously mentioned scenario will occur, but I think that Pir's Whim and Sylvan Scrying will be more beneficial to you as you will probably want to tutor non-basic lands over x number of basics. (This is all my opinion, so take it worth a grain of salt.) Yes, I know they cost more than , but your concern over having lower mana costs and wanting to get your commander out ASAP makes your deck too linear and vulnerable. The hallmark of having a good EDH deck is to be able to win games where you don't even cast your commander. If the table can just stop your commander from coming into play, or possibly remove it once or twice - what's your back up? What I think is that you need to favor flexibility and board control over sheer aggro and low CMC.

Here's what I'd consider cutting:

  • Land Tax - like I said before, can only tutor you up basic lands and thin out your library. This isn't what you need. You need to focus on getting those utility lands. I'd toss in the only true ramp white has in this card's place - Smothering Tithe . Don't hand me that "Uhhh but I don't have a mana dump" argument. If you believed that, then you wouldn't have included a powerful mana doubler like Mirari's Wake . Cut this stupid spell, you don't run enough basics to justify it being in the deck, and it's not consistent. Smothering Tithe will net you more mana in the short and long run. Your deck isn't aggro, so vs. doesn't matter.
  • Day of Judgment - your deck has plenty of removal and mass removal options. I think this one is just a little redundant unless you intend on combining it with Yavimaya Hollow . But even then, Divine Reckoning and Winds of Rath save you from having to use to get the previously mentioned land. I still say cut it. In it's place use Smothering Tithe . It's the only true ramp white has. It's a very good spell - try it. Trust me. And don't hand me that "I don't have a mana dump" argument, if you really believed that, then you wouldn't have included Mirari's Wake .
  • Farseek - Since you are in only two colors, this card doesn't really do you much good. I'd cut this for Sylvan Scrying
  • Gaddock Teeg - You aren't exactly playing Stax, so this card is kind of useless. On top of it potentially being a nonbo or (non-combo) with some spells, like overloaded Winds of Abandon or Eldrazi Conscription . I'd use Aura of Silence in it's place.

Magk_Autumn on Lavinia, Approach of the Second Pool

2 weeks ago

TheFatman35

You are correct. But it would trigger the second part of Approach, putting it 7th from the top in your library, again, so that you draw in to it with the lock established. Ideally, you have found Teferi, Time Raveler while you were setting up the lock and looking for Approach. But anything that will destroy or exile or sacrifice or bounce an artifact will work for breaking the lock when you are ready to cast Approach from your hand for the second time. If you do have Teferi, he can both bounce Knowledge Pool and prevent opponents from responding to Approach. Aura of Silence is a good backup because it serves as a stax piece that deters players from playing their best enchantment/artifact, but then breaks up my lock so I can close out the game -- and it's tutorable, unlike Teferi.

Break the lock: Aura of Silence / Austere Command / Cleansing Nova / Generous Gift / Reshape / Return to Dust / Teferi, Time Raveler

Barbarian_Sun_Pope on Hoot Hoot

1 month ago

Sweet deck, I used to run U/W Netsuke deck focused around limiting the number of spells they can play. Have you considered Deafening Silence , Aura of Silence , or Rule of Law . These should be pretty cheap, easy to splash in, and allows for easier countering. Paradox Haze could also speed things up considerably. I do agree with Riskybiznu that there's not enough interaction in this deck, you might consider AEtherize or even Evacuation since you have very very few creatures and it keeps their hand full =).

Hikarumei on Faeries Tribal

1 month ago

so the way I see it you're actually quite close (33 basic lands means 25 basic lands brings you up to 82)

Sooooo creatures

  • Zephyr Sprite (basic 1 drop flyer, but a 1 drop flyer is good on its own)
  • Wydwen, the Biting Gale (3/3 flyer with an ability that gives you bounce to save itself or add faerie casts)
  • Wasp Lancer (3 mana faerie flyer, that's it)
  • Vendilion Clique (ok, pricey but a good way to say no to an incoming problem)
  • Thieving Sprite (another way to say no to an incoming threat)
  • Silkbind Faerie (untap effects are very exploitable, although often rare)
  • Silkbind Faerie (easy to be a 3/3 flying vigilance for 3)
  • Ringskipper (this one is kinda mostly filler but could be obnoxious to get rid of)
  • Quickling (ok I think this is a diamond in the rough, 2 mana, get a body AND save a faerie from impending doom)
  • Oona's Gatewarden (i know defender BUT WITHER IS SUCH A GOOD MECHANIC)
  • Nightveil Sprite (2 mana 1/2 flyer that lets you look at the top card of your library, with the option to toss)
  • Mistbind Clique (forcing your opponent into an all out play can create quite the opening, timing it before the end of a phase limits their options on what they can do with all that mana)
  • Metropolis Sprite (With anthems that ability could be nasty, especially since early game flyers are often going unblocked)
  • Knacksaw Clique (I hate myself for suggesting this monster of a card but even if you aren't stealing their cards, your permanently removing them and that's just nasty)
  • Faerie Vandal (drawing 2 cards in a turn isnt hard in blue, so in many cases it will get +1/+1 every turn)
  • Faerie Mechanist (counts as an artifact AND sifts for more)
  • Fae of Wishes (that adventure lets you pull solutions out of thin air)
  • Eye Collector (1/1 with a decent ability)
  • Brazen Borrower (again not budget but another great adventure)
  • Faerie Guidemother (1 drop white with an ok adventure option)
  • Phyrexian Metamorph (clone that can hit artifacts always good, especially in EDH)
ANTHEMS

Other Stuff

My sanity is lasping soooooo…. Also might want to think of artifact / enchantment recovery cards and good ol’ Elixir of Immortality

MurderForBrunch on EDH Removal Master List

2 months ago

Hi! A really good piece of permanent based removal is Cindervines . I like a lot the utility of this card, is like the Gruul equivalent of Aura of Silence

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