Auramancer

Legality

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

Auramancer

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

berryjon on Pattern Recognition #27 - Enchanted

1 week 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 week 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 week 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:

http://magic.wizards.com/en/articles/archive/making-magic/equipment-be-2005-08-22

http://magic.wizards.com/en/articles/archive/latest-developments/power-equipment-2005-08-26

nonjon on Fancy Pants - Pure (C/U)

1 month ago

(16) MODERN PURE decks as of 04/17/17


Delver and the Hasteful Eight (BLUE/RED)

10 spells, 20 land

Sideboard: Pyroclasm, Relic of Progenitus, Smash to Smithereens, Shrine of Burning Rage


Elves (GREEN/black)

10 spells, 20 land

Sideboard: Doom Blade, Elves of Deep Shadow, Putrefy, Naturalize


Veterans (WHITE commons only)

10 spells, 20 land

Sideboard: Journey to Nowhere, Kor Hookmaster, Kor Sanctifiers, Infantry Veteran


Soul Sisters (WHITE)

10 spells, 20 land

Sideboard: Harm's Way, Celestial Purge, Faith's Fetters, Armored Ascension


Goblin Tokens (RED)

10 spells, 20 land

Sideboard: Electrickery, Massive Raid, Destructive Tampering, Goblin Rally


Drain Inspector (BLACK)

9 spells, 24 land

Sideboard: Consume Spirit, Marsh Casualties, Shrieking Affliction, Mind Sludge


Trondrazi Fire (RED/GREEN)

9 spells, 24 land

Sideboard: Lightning Bolt, Shrapnel Blast, Darksteel Sentinel, Volcanic Geyser


Spellbombo (ESPER - WHITE/BLUE/BLACK)

10 spells, 20 land

Sideboard: Disciple of the Vault, Restoration Specialist, Nihil Spellbomb, Sunbeam Spellbomb


Bogle Battle Rattle (GREEN/RED)

10 spells, 20 land

Sideboard: Giant Growth, Electrickery, Destructive Revelry, Fling


Faeries (BLUE/BLACK)

10 spells, 20 land

Sideboard: Doom Blade, Agony Warp, Negate, Faerie Harbinger


Mill-town (BLUE/BLACK)

9 spells, 24 land

Sideboard: Balustrade Spy, Far / Away, Psychic Spiral, Illness in the Ranks


Lingering Tokens (WHITE/black)

10 spells, 20 land

Sideboard: Doom Blade, Rootborn Defenses, Marsh Casualties, Phantom General


Warriors (WHITE/BLACK)

10 spells, 20 land

Sideboard: Rush of Battle, Timely Hordemate, Grasp of Darkness, Raiders' Spoils


Viralbots (BLUE)

10 spells, 20 land

Sideboard: AEtherize, Corpse Cur, Rapid Hybridization, Corrupted Conscience


Dorkless Burn (RED/white)

10 spells, 20 land

All do damage to the face, a bit more than half can aim for creatures too.

Sideboard: Pyroclasm, Searing Blood, Smash to Smithereens, Journey to Nowhere


Fancy Pants (WHITE/blue)

10 spells, 20 land

Sideboard: Auramancer, Recumbent Bliss, Eel Umbra, Ordeal of Heliod


(16) MODERN PURE decks as of 04/17/17


nonjon on Fancy Pants - Pure (C/U)

1 month ago

(16) MODERN PURE decks as of 04/17/17


Delver and the Hasteful Eight (BLUE/RED)

10 spells, 20 land

Sideboard: Pyroclasm, Relic of Progenitus, Smash to Smithereens, Shrine of Burning Rage


Elves (GREEN/black)

10 spells, 20 land

Sideboard: Doom Blade, Elves of Deep Shadow, Putrefy, Naturalize


Veterans (WHITE commons only)

10 spells, 20 land

Sideboard: Journey to Nowhere, Kor Hookmaster, Kor Sanctifiers, Infantry Veteran


Soul Sisters (WHITE)

10 spells, 20 land

Sideboard: Harm's Way, Celestial Purge, Armored Ascension, Faith's Fetters


Goblin Tokens (RED)

10 spells, 20 land

Sideboard: Electrickery, Massive Raid, Destructive Tampering, Goblin Rally


Drain Inspector (BLACK)

9 spells, 24 land

Sideboard: Consume Spirit, Marsh Casualties, Shrieking Affliction, Grasp of Darkness


Trondrazi Fire (RED/GREEN)

9 spells, 24 land

Sideboard: Lightning Bolt, Shrapnel Blast, Darksteel Sentinel, Volcanic Geyser


Spellbombo (ESPER - WHITE/BLUE/BLACK)

10 spells, 20 land

Sideboard: Disciple of the Vault, Restoration Specialist, Nihil Spellbomb, Sunbeam Spellbomb


Bogle Battle Rattle (GREEN/RED)

10 spells, 20 land

Sideboard: Giant Growth, Electrickery, Destructive Revelry, Fling


Faeries (BLUE/BLACK)

10 spells, 20 land

Sideboard: Doom Blade, Agony Warp, Negate, Faerie Harbinger


Mill-town (BLUE/BLACK)

9 spells, 24 land

Sideboard: Balustrade Spy, Far / Away, Psychic Spiral, Illness in the Ranks


Lingering Tokens (WHITE/black)

10 spells, 20 land

Sideboard: Doom Blade, Rootborn Defenses, Timely Reinforcements, Phantom General


Warriors (WHITE/BLACK)

10 spells, 20 land

Sideboard: Rush of Battle, Timely Hordemate, Grasp of Darkness, Raiders' Spoils


Viralbots (BLUE)

10 spells, 20 land

Sideboard: AEtherize, Corpse Cur, Rapid Hybridization, Corrupted Conscience


Dorkless Burn (RED/white)

10 spells, 20 land

All do damage to the face, a bit more than half can aim for creatures too.

Sideboard: Pyroclasm, Searing Blood, Smash to Smithereens, Journey to Nowhere


Fancy Pants (WHITE/blue)

10 spells, 20 land

Sideboard: Auramancer, Recumbent Bliss, Eel Umbra, Ordeal of Heliod


(16) MODERN PURE decks as of 04/17/17


PhotogenicParasympathetic on Zur Monopoly

1 month ago

Propaganda seems good. Auramancer to get stuff back if it's destroyed. Imprisoned in the Moon is searchable removal. Aegis of the Gods is nice defense from edict effects, and Eidolon of Rhetoric (or Arcane Laboratory, if you prefer) slows everyone down, but you get to avoid it by using Zur to put stuff into play anyway. Rest in Peace shuts down enemy graveyard decks. Once Zur is ready to swing to kill, Solitary Confinement prevents your opponents from doing anything in retaliation. If you really wanna be "that guy" you could run Phyresis to speed up the kills. Aqueous Form guarantees no blocks.

wraya2 on Pacifism

1 month ago

Digging in and waiting is cool if you're playing against creature heavy/combat oriented decks but you'll also need to consider what to do against other potential threats I think (i.e. burn decks, mill decks). What's your plan for getting your plan for getting Near-Death Experience back if your opponent enchantment hates it, or exiles it? Consider Argivian Find or Auramancer or Crystal Chimes or Mine Excavation or Replenish

In regards to tutoring for Near Death, you could consider Plea for Guidance or Academy Rector.

Because the fact that you have to wait until your next upkeep in order for it to take effect, gives your opponents too much time to get rid of it, yeah? Maybe consider a Vedalken Orrery to allow you to flash it into the battlefield during an opponents turn in order to get an insta win after being brought down to one... (also, if I'm playing against your deck, I'm only going to swing at you if I know that I have more than enough to put you in the super negative) lol.

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