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When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand.
Butcher's Cleaver is amazing on tajic. i would also add Assemble the Legion to get tajic's battalion off easily without cluttering the deck with creatures. Maybe add an Auramancer to get it back if it goes away somehow. also i would add Brass Squire , Stoneforge Mystic , Razor Hippogriff , Jor Kadeen, the Prevailer .
You have a good idea at hand here - a white deck with small creatures is very strong in pauper. First, pauper is one of the cheapest way to get into Magic. Second, the first thing you want to learn about deckbuilding is that you want the greatest numbers of the cards you want the most - 4 cards for each of your best creatures. But lets start with the ideal White Weenie deck:
Now that that has been established lets work with what you have here:
This will get you a lot of games. Try to always have a plan on how to win with the deck you are building and focus on that. The above list for example says "I want to create big creatures by casting auras on them and kill the opponent with large flying humans, while clogging up the ground with other dudes to protect myself".
your strategy is far from a reanimator strategy... honestly it is weak focused only on Auramancer ... But since you ARE focused on white enchantments, have you considered Second Sunrise , Open the Vaults , Silent Sentinel or maybe Enduring Ideal ?
This is the type of discussion I long to have here on T/O! This is great!
First of all, I think that so far, until your last comment, I have thought of PoG wrong. It is more like the pauper equivalent of Splinter Twin when put into the correct shell. You may not always get the combo, but having more elves is never bad.
I also agree that splashing in elves is done and is almost obligatory to run Distant Melody and Mob justice is also nice.
That being said, I will flesh two paths - one more focused on the combo and one to improve the current setup you have going. Here goes the first one.
We want mana and tutors in the combo variant and nothing else:
4 Judge Unworthy - or something even more underplayed to protect us.
This is an example shell that puts all manners of enchantments in the yard and brings them back to enable combo whilst deck thinning.
I will make the next comment with the proposed changes to the current formula.
Nice deck man, I have a similar one (however in Esper, and a little less dependant on the fantastic resonator) in The Butthurt Resonates.
Same with Lifebane Zombie and the plethora of Green or White decks that you may verse.
Also, I recommend one Whip of Erebos mainboard. It's useful for keeping HP up, but primarily because it makes Obzedat, Ghost Council permanent, unless a card like Selesnya Charm exiles him. I would take out an Auramancer to do this, simply because I found in my deck that being flooded by 2/2s late game isn't the best, even if you get an enchantment or two back. Also, whip brings back the Auramancer s, retriggering their ETB effect.
Immortal Enchantments (Light Version) - Budget may need to steal some ideas for my deck...I tried to stay more one color but not sure. I like Gift of Orzhova more than Herald of Torment and figured Ethereal Armor was so good I had to throw Auramancer in anyway. I do like the Pain Seer in here though...
|Power / Toughness||2/2|
|Avg. draft pick||8.45|
|Avg. cube pick||12.20|
|Commander / EDH||Legal|
|Planechase 2012 Edition||Common|
|2012 Core Set||Common|