Aura Thief

Legality

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

Printings View all

Set Rarity
Urza's Destiny (UDS) Rare

Combos Browse all

Aura Thief

Creature — Illusion

Flying

When Aura Thief is put into a graveyard from play, you gain control of all enchantments. (You don't get to move Auras.)

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Aura Thief Discussion

I_TappedWrong on Fateshift on over here

11 minutes ago

yeah i have the card Aura Thief in my binder im just missing Enchanted Evening

Driffwood on Fateshift on over here

55 minutes ago

Honestly the Aura Thief + Enchanted Evening usually makes the table scoop, especially when I just sit there with both in play and do nothing until anyone someone targets my stuff then I pop in Silumgar Sorcerer, exploit the Aura Thief and now I control all the permanents.

Wunarg on I don't run any wincons

1 day ago

Hmm Chaos Wand for repeadatly stealing, Order of Succession for when your loosing.

If you wanna be really evil Worst Fears Aura Thief or ,even though its not that stealy, Curse of the Cabal note how that one says permanents not non land permanents and make em do all the politics.

Pikobyte on Greed: Trip to Podalicious Value Town Baby!

1 month ago

This does look like a pretty solid list. I don’t know your meta, but I would cut some ramp for utility and protection. Curator's Ward, Diplomatic Immunity and Bear Umbra are nice protection pieces.

Also some cards that have value when dying have proved to be very helpful. Night Incarnate is a great card to punish token decks. Aura Thief and Mindslicer both offer incredible value. The thief steals all enchantments ruining pillow fort and mana doubling strategies for your opponents. The mindslicer is the bane of every control and combo deck and isn’t that big of a thing for you. Both of them are nice rattlesnakes against boardwipes too. Finally Mesmeric Orb is broken af here. Fills your grave and annoys your opponents to death. Hedron Crab would be a nice option to mill yourself or to nullify top of library tutors end of turn if you keep a fetchland open for that case.

Actually I can’t see a real weakness in your deck, but if you like a more mean and control-type of playstyle you may like the suggestions.

aznb01777 on Commanders by Power Level [EDH Tier List]

1 month ago

DangoDaikazoku is this an overall tier list or multi-player? With in a multi-player set up I would have gone for seedborn muse and generate lots of draw engine going for an Enchanted Evening and Aura Thief or just turn all perms into creature enchantments and blow up all lands besides minds

SynergyBuild on tuvasa Tier?

1 month ago

Really, it would be around tier 4 this build. I imagine a better version going with a more consistent stax plan that happens to run a few key enchantments, instead of this could even be tier 2.5, but the commander would be all but a major part of the deck.

If you want a real enchantment-based build, use Earthcraft and Squirrel Nest, drop the Enchanted Evening/Aura Thief, Starfield of Nyx, Sigil of the Empty Throne, and Solemnity/Phyrexian Unlife/Solemnity/Decree of Silence. You should run Altar of the Brood as support for both the earthcraft combo and Opalescence/Parallax Wave.

The other drops you should have are cards like Cultivate and Kodama's Reach, because they are bad cards and shouldn't be run in any non-landfall deck, Cleansing Meditation because it is bad, and Skyshroud Claim. Pendrell Mists is too much mana for this deck to handle, as is Omniscience, despite its power in some decks.

Sun Titan would be okay in a more dedicated stax build that doesn't go with enchantments, despite its promise with Mana Vortex, and Austere Command/Supreme Verdict should be on the chopping board.

Leyline of Anticipation is weak for its mana cost, and is abd draw, only semi useful when in openning hand, but even then it isn't great.

Sphere of Safety is too much mana, and I'd probably drop a Propaganda or Ghostly Prison, perhaps because you'd just tutor up a Solitary Confinement.

Seedborn Muse, Mystic Confluence, and Mirari's Wake are a waste of mana, I know why you run them, but they are traps.

Words of Wind is a maybe, I feel it has value when comboing off, and acts as a wincon with Earthcraft/Altar of the Brood and a creature, but is otherwise weak.

Energy Field needs to go, it sucks, as does Hesitation and Lunar Force, yes, Sun Titan, no even so. You will not use these in a meaningful way.

Academy Rector is for pulling out your Decree of Silence/Omniscience, but because you are not hulking it up or having any consistent way for it to die, it isn't worth it.

Land Tax is a bad card, honestly unless you are monowhite or in a deck that benefits from discarding cards, it isn't worth it. The thinning is the best it does, and a card in your deck that thins only is trash. If it is used to help you hit land drops, your deck is either A: Not in need of land, or B: Awfully built or was mulliganned poorly.

Beast Within and Counterspell need to go, there are much more efficient options like Force of Will, Nature's Claim, and Swan Song.

Karmic Justice is a bit bad, I'd drop it, probably for Greater Auramancy.


Now the next part is on what to add. I talked about dropping around 27 cards, so there is some room. I would drop around 3 lands at least as well, which leaves us with a clean 30 cards to add.

Now, we'll add the cards I previously talked about, Altar of the Brood, Earthcraft, and Squirrel Nest. These help you win the game after we dropped a lot of your previous wincons. Greater Auramancy is also a card I prior suggested, and helps stop a Nature's Claim kill you. 26 cards left to go.

The next is to replace the lands we dropped. You want mana fast, so you can empty your hand, and use Tuvasa to draw more cards, aiming to hit a real enchantress or tutor for one. This means two things, more tutors, and more ramp.

Wild Growth, Utopia Sprawl, Overgrowth, and Fertile Ground help benefit Earthcraft when used to make more mana on combo turn, especially with an Opalescence out. Mana Crypt, Mana Vault, Sol Ring, Chrome Mox, Mox Diamond, and Lotus Petal allow the deck to get more mana faster as well. This leaves 16 cards.

With tutors, Idyllic Tutor, Worldly Tutor, and Mystical Tutor are the picks for me, leaving 13 cards.

Teferi's Protection, Swan Song, Flusterstorm, Seal Away, Ravages of War, Force of Will, Nature's Claim, Armageddon, and Cast Out are efficient pieces of interaction I would suggest. This leaves 4 cards.

Back to Basics, Root Maze, and Rest in Peace make for a good toolbox effect for hate pieces. This leaves 1 card.

Nature's Chosen is a card I have found success in, and suggest you try it too. Enchanting a Tuvasa makes it another land in essence, and can untap a Serra's Sanctum, it is under the radar, so pick it up before all of the Emmara, Soul of the Accord players find out about it. That is it!


This last part is about optimizing your landbase for Back to Basics and Earthcraft, they synergize well, so don't worry too much about stretching your deck thin.

After looking through, the following lands are must drops, as they aren't good in nearly any deck:

Maze of Ith, Krosan Verge, Reflecting Pool, Reliquary Tower, and Rogue's Passage

They don't have a place in this deck.

Similarly, you should optimize your deck to get your colors more on curve, fetchlands being a major part of that. Wooded Foothills, Flooded Strand, Polluted Delta, Misty Rainforest, Scalding Tarn, Verdant Catacombs, Arid Mesa, and Marsh Flats are the missing ones in your colors. You can use them to fetch the shock/dual lands for colors, or basics for Back to Basics/Earthcraft.

Wooded Bastion, Flooded Grove, and Yavimaya Hollow should be dropped as well to fit them, as well as Brushland for Razorverge Thicket, Adarkar Wastes for City of Brass, Hinterland Harbor for Mana Confluence, Glacial Fortress for Exotic Orchard, and one of each basic because you have too many lands.


That's it. That would actually be a tier 3 enchantress deck, and doesn't stoop to just playing Tuvasa for colors for a stax-combo deck, running no enchantments.

aznb01777 on Commanders by Power Level [EDH Tier List]

1 month ago

SynergyBuild Serra's Sanctum is playable in this build, you can easily blow up anything with Aura Shards and Enchanted Evening or a permanent Insurrection combo with Aura Thief. Not to mention the enchantment draw engine is pretty consistent while also having ramp from green, and strong blue cards Cyclonic Rift and River's Rebuke, and you can even run Training Grounds, Gaea's Cradle, and Heliod, God of the Sun for even more synergy.

darker on Aminatou, The Mid-Range Mini Mage

1 month ago

Aura Thief is in fact a meta call. We've got Ramses Overdark, Daxos and Nekusar players. I just re-read Academy Rector... derp, it really doesn't make sense. I've been on the fence about Trinket Mage. It gets me to Altar of the Brood and the necessary mana rocks for Tezz, but there might not be enough targets for it. For ramp I can swap out Land Tax for Thawing Glaciers. I'm thinking about taking out the Kaya wincon to make more room for control/draw, the two others should be enough. Agreed that I could use more card draw and I think adding more bounce or blink effects just for Parallax Wave and Parallax Tide (If I included it) might be getting too cute... But there is something tasty about permanently exiling your opponents stuff and saving your own!

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