Aura of Silence

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

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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Aura of Silence Discussion

Disciple_of_Doran on Sphere of Nevermore

1 day ago

Aura of Silence is a good card, but I don't think it's good enough to fit in this deck. The extra cost only happens once at casting (as opposed to cards like Ghostly Prison potentially costing every turn), and most artifacts and enchantments that affect us negatively need other cards also in play to be useful, so just banning the relevant cards that go with them with Nevermore effects can often hit 2 birds with 1 stone.

Wyldemage on Sphere of Nevermore

3 days ago

It falls in that pesky CMC 3 spot, but is Aura of Silence worth including or sideboarding?

Mr0bv on UW Belcher

2 weeks ago

That would help, thanks but right now here is what I am currently testing:2 Aura of Silence

1 Porphyry Nodes

3 Stony Silence

3 Dispel

3 Echoing Truth

1 Open the Vaults

2 Wrath of God

Right now I'm considering cutting Stony Silence for some since this actually does ok against affinity if I live past turn 3. They god hand, I have no chance game 1 anyway.

And yes I realize that Stony Silence shuts down Goblin Charbelcher. I usually board in Echoing Truth as well so I can bounce it / something else if need be.

DefinitelyNotJoe on Karametra, God of Harvests EDH

1 month ago

Hey slayingmatt1234 thanks for the feedback, all suggestions are appreciated!

After looking through your deck, it does seem like we've taken quite the different direction to Karametra. When I first brewed this deck, I wanted to take advantage of the flash/recursion creatures that trigger his landfall ability into the most powerful X cost spells I could find. This led me towards a lot of mana doublers, high ramp spells, and even ramp creatures. The end result led me into 2 recurring scenarios in play; snowball out of control with 13+ lands by turn 5-6 consistently pulling Vorinclex, Voice of Hunger (My personal favourite card), or getting consistently locked down by the 3 other players who do not want to see Vorinclex every game.

Now for your suggestions, I used to run Stonecloaker for the same reason you mentioned, but I never found using him more than once a turn to be helpful, and any of the enchantress creatures at same or less cost seemed to net me card advantage more often if not always.

Temple Garden and Scattered Groves will be added, thanks! (This used to be a budget deck, so I strayed from improving the land base first).

Knight of the Reliquary seemed to play too slow for me, I put a lot of creature tutoring so my main landfall triggers have to be multiple triggers in a turn. I found the same with Emeria Shepherd, thought a GREAT card, I just never looked to pick it over any 7+ drop that I normally tutor for. I also leaned towards creature protection over recursion, with cards like Eerie Interlude, Heroic Intervention, and Teferi's Protection, I always found the instant answer to boardwipes to lean in my favor and end up setting everyone else behind.

I will look to add more enchantments if I can find some that tackle the main decks in my playgroup. In my playgroup specifically, I found some interesting answers that I included in the deck. Ground Seal against The Scarab God deck, Blind Obedience against Yidris, Maelstrom Wielder 's Sneak Attack + Maelstrom Wanderer deck, and Stony Silence + Aura of Silence against Sharuum the Hegemon artifact control deck + Nazahn, Revered Bladesmith voltron equipment. The end result now, was a consistent easy 3v1 win.

If you had the pleasure of speaking to any of my friends in my playgroup, they'd tell you that in play, this deck is a TERROR. Ulvenwald Hydra is a champ for cheating Rogue's Passage into play into an easy 20+ damage, an early Vorinclex, Voice of Hunger through Natural Order always locks my opponents to pay from behind, and Worldspine Wurm becomes so easy to play with Fauna Shaman + Garruk, Caller of Beasts / Selvala's Stampede. Any of the instant X spells with a mana doubler guarantees a win ( White Sun's Zenith, Entreat the Angels, Hydra Broodmaster ). A well timed Rishkar's Expertise into Overwhelming Stampede or Genesis Wave closes out easy.

If you get the chance, please play test it! Focus on ramping with Whitemane Lion, Greenbelt Rampager with Amulet of Vigor for an easy 6+ lands on turn, and play Vorinclex, Voice of Hunger to win.

PookandPie on f.r.i.e.n.d.s

1 month ago

I always suggest the same thing to Super Friends decks: Run Humility. +1/+1 counters still buff your creatures, while your opponent's board states get dramatically reduced and some of the largest combo lines in Commander get disrupted easily (you no longer need to worry about Protean Hulk, Tooth and Nails, even Food Chain combos are disrupted by the sheer annoyance that is Humility. Doomsday, Ad Nauseam, Aetherflux Reservoir are still threats, of course, but you shouldn't be playing Super Friends in that kind of a meta game).

Yes, Humility turns off Atraxa's abilities, and your Chasm Skulker will be a 12/12 that, if it dies, makes no tokens. However, it turns your opponent's Blightsteel Colossus into an easily killed 1/1 do nothing with no abilities, their Ghave, Guru of Spores can't combo off and kill you before you could cast a 5 mana Walker, and you don't have to worry about your opponents casting things like Woodfall Primus, Terastodon, Reclamation Sage, and more, because Humility shuts them all off. It's a very good card, and a player casting that was the only time I ever saw a Super Friends deck do anything. Not Doubling Season, not Chain Veil, it was Humility that let that guy stay in the game even though the Ghave player had an infinite life loss combo on turn 5, Roon would have had the board locked on turn 6, and Daretti was... doing Daretti things.

Another word of advice is that a lot of decks in Commander are relatively undaunted by wraths and are capable of winning all in one turn, especially if the game goes on long enough. Disruption like Beast Within (instant speed destroy target Gaea's Cradle or combo piece for 2G is good), Aven Mindcensor (phenomenal at slowing down players with fetch lands, tutors, etc.), Thalia, Heretic Cathar (slows opponents down, which is important for you), Grand Abolisher (makes you immune to counter spells and abilities on your turn. Very good. City of Solitude is a close second option if you don't like Abolisher), Aura of Silence (slows opponents down and functions as removal too. A wonderful card). To add some of these in, I'd drop some of the less effective creatures, like Endless One (doesn't even have evasion, so probably not worth it), Zameck Guildmage, Managorger Hydra (a slower Endless One with trample is just just a big, dumb beater, and it's hard to close out games with just a beater), etc.. I do also like the idea of using Armageddon, Cataclysm, etc., to force your win, but if you don't think your group will like it, then I won't push for it.

Lastly: Fertilid tends to be poor ramp in my experience. Trinket Mage chumps for a turn, grabs Sol Ring and plays it for 3U while Fertilid needs 3GG in order to even Rampant Growth you, which can be rough if it's the only ramp you've drawn. I would do a straight replacement for Mage. I used to play Fertilid in Ghave, but oftentimes if I was ramping with him, then I was already at an excess of mana and didn't need it, so it as a win more card. Or, if he's that near and dear to you, you can drop Managorger Hydra, et al, for it and run Trinket Mage in its place for your mana ramp package (it gets Cornucopia or Sol Ring, in case you draw the other before you cast it).

Sgtpopnfreash on Sen Triplets Ultimate Domination (HOD updated)

1 month ago

Ok so I have a lot of suggestions that would make this deck more competitive because its pretty far off at the moment. I'll go by each section.

First artifacts, you should take out everything you have except for Sol Ring and Sensei's Divining Top. Yes even Chromatic Lantern, especially Chromatic Lantern. Spending 3 mana on a rock that only produces 1 mana is too much of a tempo loss in a competitive game and its effect is unnecessary which I will explain when I talk about lands. Instead add some fast mana acceleration. Cards like Mox Opal, Mox Diamond, Chrome Mox, Mana Crypt, Mana Vault, Grim Monolith, Talisman of Dominance, Talisman of Progress, Dimir Signet, Azorius Signet, and Orzhov Signet. You should strive to run as much of that ramp package as you can afford.

Second lands, with a solid land base you should have no need for a card like Chromatic Lantern even in Sen Triplets. Lands like Forbidden Orchard, Exotic Orchard, Mana Confluence, City of Brass, Reflecting Pool, Gemstone Caverns, Gemstone Mine and Command Tower along with Mox Diamond and Mox Opal should be able to provide all the green or red mana you should ever need in a game. You also are running far far too mana lands. With a decent ramp package running anywhere from 29-34 lands should be more than enough.

Third instants, you are running a lot of control style interaction with counterspells and one-off removal which is sort of fine but a lot of it is simply not viable in a competitive setting. Cryptic Command is super versitile but 4 mana as a response is brutal. Needing to leave up 4 mana for an answer will cause you to not be able to play anything in the early game. There are plenty of 1 and 2 mana counterspells that you should run instead. Disallow and Render Silent have the same problem, its just too expensive on turn 2 or 3 when you are trying to play a signet or talisman to ramp you should be able to have mana for an answer as well. Pull from Tomorrow and Flash seem like super weird choices and IDK why you are running Orim's Chant and not Silence.

Fourth sorceries, the only thing here that i notice is that the triple white kind of makes it unplayable most of the time even when you do have the condition met. With all the other creature wipes I would cut it. Also no Toxic Deluge? Unburial Rites is also way expensive when you have reanimation effects like Exhume, Dance of the Dead, and Necromancy.

Fifth creatures, no this one is messy. you have WAY too many reanimation targets, you need to cut some fatties. In competitive re-animator you only need like 1-3 fatties because they should be so powerful that once they are reanimated they just win you the game essentially. You do not want to have one in your hand ever in an ideal world so you really want to limit the number of reanimation targets in the deck. The only ones i see that are worth running are Jin-Gitaxias, Core Augur and Elesh Norn, Grand Cenobite. You could add an eldrazi titan if you wanted as well. The others are simply weak in comparison.

Those are my thoughts on the cards you are currently running. Now for the second awkward part of this deck. The majority of your card advantage I notice is over time. You have a lot of engines like Phyrexian Arena and Rhystic Study and not many 1 off draw spells like Night's Whisper. That is fine in a stacks strategy when you can slow the game down enough to get the value form them but you arn't really running any stacks effects. This deck should probably run cards like Aven Mindcensor, Sphere of Resistance, Torpor Orb, Cursed Totem, Pithing Needle, Aura of Silence, Seal of Cleansing, Nihil Spellbomb, Tormod's Crypt, Phyrexian Revoker, Blind Obedience. The problem is there arn't that many hard stacks cards that don't hurt your gameplan as much as everyone else. The deck needs a lot of cleaning up and some cohesiveness in its strategy to be considered competitive.

Shinwizzles on Welcome to Rikers Island

1 month ago

Looks like a pretty sweet deck. One thing I'd recommend is to cut some of the 'ETBs tapped' for opponents stuff. Consistency is cool and all, but Loxodon Gatekeeper, Root Maze, Manglehorn, Thalia, Heretic Cathar, and Frozen AEther seems a little excessive. I'm a fan of enchantments, since they're a little harder to remove than creatures. You might want to drop the Loxodon Gatekeeper or Thalia, Heretic Cathar for a Blind Obedience.

Looks like you're also going for locking down the untap step. Have you considered Stasis at all? It has proved to be pretty solid in my deck, so long as I can consistently deal combat damage to have untapped. Also, Mind Over Matter is waaaaay better than the Azorius Guildmage. Pricey, but worth it in my experience. And since you're locking that stuff down, you might want to put some thought into adding a Murkfiend Liege to backup your Seedborn Muse, should it be removed. I could also see the newly printed Mirri, Weatherlight Duelist performing well in your deck.

If you really want to lock combos down though, add in a Gaddock Teeg. Everybody loves it when the ol' Gaddock Teeg slows the game to a grueling crawl.

I think your card draw might also need some work. The last thing you want is to be dead in the water and top decking for answers. Rhystic Study and Bident of Thassa are good, but what makes this deck scary is when your hand is huge--that's what makes your opponents think twice about their plays. I'd recommend a Pull from Tomorrow, Coastal Piracy, Consecrated Sphinx, or at least an Arcanis the Omnipotent to be abused with Derevi, Empyrial Tactician's ability. Add in a Laboratory Maniac and a Mind Over Matter and you have yourself a card draw combo stew.

There's no better way to stop a combo than to simply counter it. I'd consider including a few more counterspells like the OG Counterspell. Disallow is also a solid show-stopper when an opponent thinks they're being clever. Also good for stopping combo engines are Stony Silence, and Null Rod.

It looks like you're relying on a bunch of ETB effects with only Brago, King Eternal and a few reanimators like Eternal Witness and Sun Titan. If you're bent on ETBs, I'd recommend Venser, the Sojourner, and perhaps Conjurer's Closet and of course, the eternally useful Deadeye Navigator, which is good at getting you a lot of mana with either Palinchron or Peregrine Drake (economic option).

Since you're also making things more expensive, have you considered adding in Aura of Silence? Quite good for shutting up opponents. Trinisphere is also effective at making things too costly for the opponents. Lastly, as for dealing with CMC and such, a Void Winnower is pretty good at locking down a great deal of spells. Having a board state with Gaddock Teeg, Trinisphere, Void Winnower, Vryn Wingmare, and Grand Arbiter Augustin IV will give your opponents such a nightmare headache as they try to navigate the actual cost of of a spell.

So it looks like you have a few things that make tokens, but not much else for them. I'd recommend to either go all-in and add in a few more token-makers like Squirrel Nest, Elspeth, Sun's Champion, or Avenger of Zendikar. If you're going that route, I'd suggest Doubling Season, Parallel Lives, or Anointed Procession.

Overall it seems like a really solid deck. Might still need a bit of tweaking, but I like what it's got going on! Also, please don't think I'm trying to tell you how to build your deck, these are only suggestions and ideas to consider! Thanks for sharing!

eddywaters1 on Ghave Tokens and Taxes

1 month ago

Sorry still working on learning the formatting. Tried to hyper link my deck. If you look at my decks it's the one called "Ghave a Little Bit (of my Hate to You)".

As for your deck, I really like the inclusion Rishkar, Peema Renegade and Hornet Queen and Ophiomancer. I also came to the conclusion that having lots of tokens out is a greater benefit to the deck than just getting out extra plus one counters.

Have you considered running Secure the Wastes as a token generator? Pretty efficient and instant speed so you can hold it for when your opponent taps out or something.

Sun Titan is another favorite in my deck, as it brings back hatebears and control enchantments like Contamination and Aura of Silence.

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