Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Frontier Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Planechase Anthology Common
Magic Origins Common
Duel Decks: Heroes vs. Monsters Common
Magic 2014
Planechase 2012 Edition Common
2012 Core Set Common
Odyssey Common
Promo Set Rare

Combos Browse all


Creature — Human Wizard

When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand.

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Auramancer Discussion

xSKINCOLLECTORx on Death of a Thousand Pits

2 days ago

I used to have to run Treasure Hunter and Auramancer until they printed Restoration Specialist I love that card. I bought five foils and use it in any edh deck with white, and recommend it frequently. It's so good with its single use, but having Alesha, Who Smiles at Death or a Sun Titan in your deck just makes it better

Sconed on Breaking the law

2 weeks ago

If you are playing Auramancer, why not play Angelic Renewal as well?

Lithusael on Enchantress Oops! All Permanents

2 weeks ago

Hello sir,

Sweet list!

You might want to consider Mesa Enchantress and Words of War. The additional enchantress effect improves your carddraw and the words add some spot removal, aswell as another win condition.

I personally like Femeref Enchantress. It adds up well with the triad Rancor, Brilliant Halo and Undying Rage. Just add some Auratog or Thaumatog to spice things up :) besides your Auramancer you could even play Monk Idealist.

This gameplan could be supplemented by Endless Wurm, Faith Healer and a Crystal Chimes.

Maybe I was able to give you some new ideas, if you want to try something new :)

Best regards, Friedrich

Rogue_Toaster on Tortex Control

1 month ago

Is there a reason why you prefer straight GB to the Abzan variant? I understand that it enhances your engine with gift, but white also opens up access to Auramancer, which itself is recursive with tortex. It also gives you stronger removal through Journey to Nowhere. Is the two-color mana base more reliable with the rats finish?

I'd love to hear your thoughts. +1 from me

lagotripha on turn one token win! (selesnya)

1 month ago

If you're looking for small changes, cut the Armada Wurm and doomed traveller for Nest Invader, then run Eidolon of Countless Battles in place of Acrobatic Maneuver and Favored Hoplite instead of become immense.

The issues you're facing are a little bigger than that kind of tweak I feel- the deck is working at odds with itself. You have some creatures that want creatures on the board to stall to midgame, spells dedicated to ending the game asap, voltron-type enchantments and flicker effects that destroy those enchantments. You'll probably need to drop some things to make room for the bits to join it all together, and that will take testing.

Flickering the enchantments is awesome, but felidar is pretty much the most efficient option without animating them. Most of these in blue but there are surprisingly few that just read permanent (because it gets sorta broken with Reality Acid) Venser, the Sojourner is memorable but its usually U/W/g for Momentary Blink Eerie Interlude and big, enter the battlefield creatures (stalling forThragtusk or Akroma, Angel of Fury).

The theros-theme enchantment matters cards provide some nice options for searching them and easing casting. Herald of the Pantheon in place of soul warden leaves casting them substantially easier and Starfield of Nyx provides some resilience in place of armada worm. Heliod's Pilgrim is a repeatable tutor able to be used alongside Tallowisp for a decent shot at enchant creature card advantage, with Auramancer but lacks a lot of the resilience of boggles (which you may want to look at for cards like Kor Spiritdancer, Spider Umbra etc). You won't be able to take advantage of that archetype due to being hit hard by targeted removal, but spells like Rancor with built-in protection should always be considered. Retether may be worth looking at if you see boardwipes.

Broadly speaking when making decisions about what to swap I'd look at three things- what do I want to do turns 1-2-3. Doomed traveller is difficult to utilise in the first few turns as you're not running Viscera Seer type stuff, and Soul Warden while providing nice resilience through lifegain doesn't have the turn two-three cards to back her up. Enchanting her with fists or cartouche is fantastic, but very vulnerable to disruption. I would not feel confident in a burn player not using lightning bolt given how long it takes to get everything else online, and countering your own aura with cloudshift the turn after feels so bad. However, if you have substantially more low cost cards it may be worth it- running a soul sisters package (Martyr of Sands/Soul's Attendant) will take most decks to midgame, Favored Hoplite/Herald of the Pantheon/Eidolon of Countless Battles/Gatherer of Graces/Evershrike/Hero of Iroas/Hopeful Eidolon/Sram, Senior Edificer/Sigarda's Aid Renowned Weaver/Strength from the Fallen/Wreath of Geists are all pretty effective if focussing on the go wide/cast auras plan, so long as you make sure they all work well together, and cards like Auramancer and Heliod's Pilgrim work to fix a couple of larger spells in the midgame Sage's Reverie/Spectra Ward perhaps. If you need to cement a board presence (t1 creature, enchant creating tokens) Umbra Mystic is worth a try.

Leonin Relic-Warder is an interesting sideboard option, especially alongside Oblivion Ring to loop herald, but if you find yourelf with decently sized tokens Sundering Growth is strictly better. Flickerform is only worth trying as a one-of.

berryjon on Pattern Recognition #27 - Enchanted

1 month ago

Ladies and Gentleman: Before you is a fine example of why the "Troll" creature type gets Regenerate.
(Hrm, there's an idea. There are 27 Trolls in the game, only two of which don't have Regenerate. I might be able to do something with that!)

Once again, you're looking at things from an extremely narrow and ultimately blind point of view. Auramancer is Common to encourage the use of Auras, as it is a readily available tool. Printing it at a higher rarity would deter players from using it.

Auramancers was last printed in a full set in Magic Origins, which had 12 Auras in it. Four of which were white - Grasp of the Hieromancer, Knightly Valor, Murder Investigation, and Suppression Bonds. Of those, Auramancer synergizes best with Murder Investigation due to the requirement of a dead creature, and with Suppression Bonds to help re-lock a creature after the card is removed.

Oh, and I'll let other people express their disappointment in your opinion of Commander. They can do that so much better than I, as I don't particularly care for it either, but I'm not going to demean it for that. It's a part of the game, and I have to accept it for that.

colton815 on Pattern Recognition #27 - Enchanted

1 month ago

I dont play commander, i think its a garbage format. and you're comment about Auramancer was just ignorant. rarity doesn't affect how useful a card is. the effect of the card determines how effect it is. Auramancer is no more "useful" as a common than it would be if it were a rare.

berryjon on Pattern Recognition #27 - Enchanted

1 month ago

colton815: Have you ever considered why any Voltron Commander deck depends on the Commander having Hexproof or similar levels of protection? And why Auras are the single most recurrable card in the game?

Auramancer had to be printed at Common to be even remotely useful. Retether and Replenish, while Rare, affect all Enchantments.

Because you lose them too fast when you depend on them without additional protections. Equipment doesn't have that vulnerability.

The 241 problem has been a known thing since the first time someone cast Terror on a Thicket Basilisk with Lure attached to it. Back in Alpha.

And as for your requests for citations:

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