|Commander / EDH||Legal|
Printings View all
|Planechase Anthology (PCA)||Common|
|Magic Origins (ORI)||Common|
|Duel Decks: Heroes vs. Monsters (DDL)||Common|
|Magic 2014 (M14)|
|Planechase 2012 Edition (PC2)||Common|
|2012 Core Set (M12)||Common|
|Promo Set (000)||Rare|
Combos Browse all
Creature — Human Wizard
When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand.
Price & Acquistion Set Price Alerts
|Have (12)||Falte , frederiklw , ironax , MythicWinter111 , richardmv , Fiolek , CAPTAINxCOOKIES , _raeofsunlight , Supremespeed , Yawkcorb , gosora , Candyman949|
1 week ago
2 weeks ago
I am a big fan of NN Thomas' post MTG artwork, which includes both prints and resin figures. Interestingly, her style is drastically different for her own pieces than when she was working for Wizards. She still has some notable card art, including Drought, Underground River, and Aysen Crusader.
Anguished Unmaking has always been a favourite of mine. You can really tell how much pain Sorin is in as he destroys his creation.
I could do without the zombies in Endless Ranks of the Dead, but the stained glass window is gorgeous.
2 weeks ago
1 month ago
First, i'm sorry by my english. Second, i'm sorry by my magic's skills. Well, let start.
The deck's premisse is "I want to have a angel 4/4 with fly hitting my enemy in their face".To do this, we will use Geist of Saint Traft, he is a creature costly one/white/blue with hexproof, "Whenever Geist of Saint Traft attacks, put a 4/4 white Angel creature token with flying onto the battlefield tapped and attacking. Exile that token at the end of combat", and a body 2/2. The only problem with this card is in the last party: he is a 2/2. So it's very easy to be killed by a blocking creature. For correct this we will use Steel of the Godhead. Our geist enchanted with this will become a 4/4 creature with lifelink, unblockable and whenever attacks put a angel 4/4 flyng and atacking too.
So, mission completed! But, wait... We can do better. Invocation of Saint Traft permit us enchant a creature to do the same thing the geist does. And, maybe you heard about him, maybe not, but Invisible Stalker is the right blue-guy if you want to attack your enemmy without reaction. Costly one/blue for a creature with HEXPROOF AND UNBLOCKABLE, you will pay two mana for a creture that, if enter the battlefield, can be stopped only for a global distruction or a saccrifice order. The only problem is he is a 1/1, but our propose is enchant he with Invocation of Saint Traft, and now we have our angel 4/4 hitting our enemy and one turn before if we used the saint traft.
This is very fun, we have two combinations to do the samething we want, Saint Traft and Stell of Godhead & Invisible Stalker and Invocation of Saintraft. And the best party of this is in the two case we use a Aura. We already saw a GW Aura and a BW Aura. It's time for a UW Aura.
We use Ethereal Armor to buff our creatures for each aura we have AND give him FIRSTSTRIKE (the Stell of Godhead give unblockable for us Geist, but this in the mostly cases protect him enough), Cartouche of Knowledge allow us to give +1/+1 and fly to a creature AND draw a card (that is awesome), One With the Wind is a generic aura: +2/+2 and fly.
To protect us and buff the Ethereal Armor, we use Journey to Nowhere and Detention Sphere. In the deck we use two of each, but the Detention Sphere is best in the mostly cases. You will use journey if have a deck that wins early and with a creature. In the other cases you will use Detention Sphere: exile all permanents with the same name. With that you can exile a enchantmant that make a combo, remove two or three creatures with the same name or clean a board with Tokens. Yeah, detention sphere is pretty better than journey.
Still to protect us we have Hindering Light, anull a spell that target us or, usually, one of ours enchantments. And you draw a card. Talking about draw a card, we have Ephara, God of the Polis, that is awesome in our deck. Like the other gods, she is a legendary enchantment creature with subtype God, indestructible and isn't a creature while your devotion for heir colors is less than 7. She is a enchantment, so she will buff our Ethereal Armor, we have a lot of enchantments, so is easy to she becomes a creature, but the best of this god is your effect: "At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.". As we have a creature entering the field every turn, thanks to Saint Traft and your enchantment, we will bough a additional card on opponent's turn.
Know, let's talk about three cards that do similar things: Auramancer, Enlightened Tutor and Heliod's Pilgrim. These three cards get enchantments for us: Auramancer recover a enchantment from cemittery, Enlightened tutor search our library for an enchantment, and Heliod's Pilgrim search our library for an aura card. Alone, the best of them are the Enlightened tutor, cost only one-white mana and you can do this in instant speed, for... I don't know, but instant speed is cool. So, why we use 1 auramancer, 3 heliod's pilgrim and zero enlightened tutor?
The motive is Call to the Kindred. Cost 3/blue mana, enchant a creature and at the beginning of your upkeep search the top five cards of your library and put a creature card that shares a type with enchanted creature on the battlefield. If we enchant Heliod's Pilgrim with this, and we can search this card when she enter's the battlefield, every turn we can put for free a creature card on the battlefield, because all our creatures, with exception Ephara, shares a type with Heliod's Pilgrim. This is awesome if you are in a field with much deck control and time. That is my case. Now, with that aren't you case, you will preffer to use enlightened tutor, change the 3 heliod's pilgrim and the call to kindred for 4 of them. But, if you field have much blue-decks that counter your's enchantments, change the heliod's pilgrim for more 3 Auromancers, that way you can recover the enchantments that gone to the cemiterry. For black-decks that force you to sacrifice your creatures, its better the strategy of Call to the Kindred + Heliod's Pilgrim .
Last but not least, we have Hero of Iroas. That card be white don't make sense to me, one time Iroas are Boros, but be happy that is white. Cost one/white for a creature with body 2/2 that makes all your auras cost's 1 less, and have heroic - put a +1/+1 counter on it is awesome. It's no the better card on the deck, buts your effects are awesome. If your enemy can't destroy your enchantments, try to change one or two Hindering Light for more Hero of Iroas.
Know, lasts considerations. The first is why we use only two Seraph Sanctuary. I try to use 4 of them, to gain more life every time the effect of Saint Traft activate, but the life gain don't compensate the fault of blue/white mana. After some tests, two are the best amount for the deck. The second, Anointed Procession. You can use them if you don't want to do the combo Call to the Kindred + Heliod's Pilgrim . With this in battlefield, whenever the saint traft activate his effect you will have two angels attacking your oponnets. That's strong, but the times this card makes you win the game... Well, with me that card never was the reason to me win. Normally, if your oponnet can't stop your creatures, destroy your enchantments or something like this, have one or two angels don't make great difference. So, i prefer the combo pilgrim-kindred. And last, if you are facing a Burn, just put into the deck Lifelink. Cost one-white and gives lifelink for your creatures. This is normally enough to compensate the life take by burn.
1 month ago
I want to thank you from the bottom of my heart for the kind words, advice, and upvote! I'm glad you like what I have so far for the description. I always get those up before asking for help on decks because if there's no description it's near impossible to help. Anyway, I wanted to make a Intruder Alarm combo deck and a Zur deck, so putting them together seem perfect! I wanted a really unique deck since my last deck was heavily based on someone else's.
I see your point about streamlining the combos. I've been worrying I was going a little too far in some places(especially with #2) and I agree with your assesment.
Yeah those two creatures, Steward of Solidarity, and Necrotic Ooze(with them in the 'yard) is the main game plan. All others are secondary and may be cut. I know the Steward isn't as good and is near useless alone but I needed some consistency without having to cash out for Demonic Tutor haha
Sun Titan is great. He hits half my deck :)
Standstill seems okay. It looks kinda easy to play around and doesn't help me if my opponent's board presence is greater. Still, I'll consider it.
Yeah, the lack of haste in the colors is killer. Swiftfoot Boots, Lightning Greaves and their tutors, and Hall of the Bandit Lord are all I have atm. The pillowfort strategy how I live the extra turn to win and I'm glad you noticed and appreciated that!
Yeah, honestly... someone telling me I'm overcommiting on #2 is exactly what I needed. You're right haha
I'll probably end up shuffling this part around a bit. I like the schoolmaster and I like how he can also combo with Sunstrike Legionnaire. I'll leave them, Hermetic Study, and Psionic Gift, then probably toss the rest.
Vedalken AEthermage is good. I'll pick one up!
Gray Merchant of Asphodel will probably be cut but Hell's Caretaker has a lot of synergy with my recursion package of Karmic Guide, Reveillark, Sun Titan, Fiend Hunter, and Auramancer. He's just generally very good and near infinite with Alarm out. I'll ditch the combo but I think he can slide into another category.
While all that's going on.
I like Trinket Mage because he's a cheap tutor, but I don't have many other targets for him.
Martyr's Cause is one I have actually! I haven't tested it out yet but we'll see!
After streamlining Combo #1 and Combo #2 here's what they could look like:
Thanks for laying everything out for my like that! Extremely helpful!
I like that way of looking at it. Pillowfort first, combo second. Thanks for that advice!
Again, thanks for laying all the suggestions out like this! It's especially helpful when you've already talked about the deck a ton and now you're giving the suggestions to go off of what you've already said. I'm finding this extremely helpful and will try to do it like this when I help people!
Ethereal Armor is an easy addition. I already have one so I'll throw it in there!
Once again, loving the summarized lists. It's nice to see what the deck could look like in this way. You are good at what you do friend. You deserve that top helper rank.
I'm glad you recognize some creativity and uniqueness in the deck. I'll gladly take all of your advise into consideration.
I'm going to be updating the deck soon, perhaps this weekend. I'd love it if you'd look at it again once I do... though I know you've definitely spent a lot of time on it haha! Let me know if it'd be okay to tag you or something :)
My sincerest thanks!
2 months ago
Some aura fetch would be good. I like Open the Armory, you dont have anything to bring auras back so I would recommend an Open the Vaults or Auramancer. Also, spells like Terminus are a problem so I recommend Flickerform and maybe Indestructibility for those pesky Wrath of God. Also Faith Unbroken is great for some removal.
3 months ago
I put the followed cards into the sideboard and removed -1 Angelic Renewal and the playset of Auramancer (Feldon's Cane is enough). Afterwards I also removed -1 Bonesplitter now it seems worthless have one at all. Minamo Scrollkeeper have to be added! Thanks Tardigrade_Cain!
3 months ago
I strongly agree with PartyJ on the land count and even go further, because WB can be slow on ramp, you need mana rocks:
On the ramp side, there are a few things that can get you lands, but some can be expensive:
Besides all the above in my opinion this deck needs a direction on what you want to do with it, namely answering the questions What does this deck do? and How does it wins by doing that?
I also sort of agree with shaftdiggity's suggestion. Since your commander has a low CMC, and also is not very easy to deal with, you can rely on him staying on the battlefield and using his ability to get your creatures back from your graveyard. So, one way to go is by searching for creatures with relatively low CMC and/or good Enter the Battlefield effects, combined with Sacrifice Outlets.
These are some ETB examples:
- Oreskos Explorer
- Enlightened Ascetic
- Blade Splicer
- Sin Collector
- Bone Shredder
- Fleshbag Marauder
- Merciless Executioner
- Slum Reaper
- Agent of Erebos
- Puppeteer Clique
- Patron of the Vein
- Angel of Serenity
- Angel of Despair
- Ashen Rider
These need to be used with an available Sac Outlet:
The way to play these cards goes like this: As they enter the battlefield, their first ability triggers and you get to exile somethin. Then, in response (or when the ability is on the stack but hasn't resolved yet you sacrifice the creature. Hence, the second ability will go to the stack, but since the first one hasn't resolved yet, there is nothing to return from exile. The first ability will then resolve, exiling something permanently.
Some good Sac Outlets exmples:
- Altar of Dementia
- Ashnod's Altar
- Phyrexian Altar
- Martyr's Cause
- Viscera Seer
- Razaketh, the Foulblooded
- Carrion Feeder
- Sadistic Hypnotist
Forcing your opponents to sacrifice with you is very good: