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

clayperce on team haste go

1 day ago

I was a little concerned about your manabase too, so I goldfished 6 games through Turn 5. Here are some notes:

  • Only had to mulligan once = yay
  • Average untapped lands on Turn 5 was 4.1 ... because you don't have any 5 drops, that should be fine.
  • Average number of plays through Turn 5 was 4.7 ... which seems fine too.
  • On 3 of the 6 games, I wanted more Red earlier ... in those games I failed to get Village Messenger  Flip out on Turn 1 and/or Scab-Clan Berserker out on Turn 3.

As HairyManBack points out, it's really hard to get the manabase right for a deck that wants ...

  • 4x on Turn 1
  • 7x , 4x , and 1x on Turn 2
  • 4x , 3x , and 6x on Turn 3.

If there's a lot of Aggro in your meta, you might want to skew your Lands more towards Red-White and balance your and two-drops a little more. If your meta is more Control, I'm thinking you'll be fine.

To get more value out of your Collected Company, you may want to swap some of your two-drops for three-drops. There's a healthy range here though (e.g., you have 9x three-drops, 4C Company runs 12x, and Bant Company runs 7x), so please note I'm just recommending you look at this if you haven't already ... I'm not recommending you change it.

One other awesome thing about Lightning Berserker: When cast for the Dash cost, it's immune to sorcery-speed removal. If that's as big an issue in your meta as in mine, you might lean even heavier on the Red sources.

Some thoughts on Creatures ...

One final thought: True-Faith Censer might be fun in the sideboard. After experiencing Always Watching , I imagine your opponent will side in every piece of EnchantmentHate he or she has. If you are simultaneously swapping in some Censers, you might be able to blank a few of their cards.

Good luck (and good skill!) with the build, and as always, draw well!

Fiat_Luxia on The Clues to Hedron Alignment

1 week ago

Played this deck some more, observations:

darleen on Zedruu-Commander

2 weeks ago

I have always liked Zedruu the Greathearted. Here are my suggestions:

Thought Vessel instead of Fellwar Stone (since you will be drawing to many cards)

Academy Ruins and Tolaria West instead of a couple of basics I guess... your non-basic lands are basically essential...

I don't know what to remove for these but... Auramancer

Drift of Phantasms (tutoring is invaluable in EDH)

Aven Mindcensor (fun hate card)

Grand Abolisher (prevents your stuff from being countered)

Strionic Resonator and Illusionist's Bracers (donate MOAR)

Cloud Key (for enchantments maybe)

Boomerang and Cyclonic Rift are great if you need to get your stuff back.

Deruvid on Blinking Roon EDH

3 weeks ago

Thanks for everyone's suggestions. I will update the decklist over the weekend with my edits. I'll definitely be looking to put in the Illusionist's Bracers and Eerie Interlude / Ghostway. Prime Speaker Zegana is a definite upgrade over Sea Gate Oracle and Farhaven Elf is a better Sylvan Ranger. I'll probably also make room for Stonehorn Dignitary somewhere (maybe Auramancer).

Currently Evangel of Heliod is there in conjunction with the Knight-Captain of Eos to prevent combat damage. I usually get 5+ tokens off him so even in 3 colors he pulls his weight and I'm not ready to cut him. Likewise with Trostani's Summoner the creature generation is just bonkers. The math I had to do when blinking the summoner while I had a Juniper Order Ranger and Cathars' Crusade out was absolutely ridiculous.

Opted against Terastodon because I don't like land destruction and usually there aren't enough artifacts/enchants/planeswalkers to justify blinking him. But if I end up needing a more competitive card, he's definitely available.

The token makers such as Progenitor Mimic and Followed Footsteps I'll have to give some consideration to later, mostly because I don't immediately have them on hand, but they certainly have merit.

Deck's gonna be a boss when I'm done with it thanks to all your help!

Kala on The EDH/Commander Deck Help Game

3 weeks ago

Cards to take out, potentially: Auramancer, Sylvan Ranger, Man-o'-War, Monk Realist, Village Bell-Ringer, Evangel of Heliod.

Cards to put in: Mulldrifter, Wood Elves, Stonehorn Dignitary, Armada Wurm, Eerie Interlude, Prime Speaker Zegana.

Mix and match your least favorites of the old to your favorites of the new!
I hope this game makes me the next deck poster :/

strife65 on Green White Humans

3 weeks ago

Auramancer Might also be handy in this deck with how many auras you run, and you could consider some Duskwatch Recruiter  Flip to keep yourself running into the late game with tutoring and accelerate out your hand if it transforms, if nothing else maybe replace one or two of the Veteran Cathar with them? The Cathar's ability is pretty expensive and it's otherwise just a vanilla grizzly bears in the same cost slot, both help you late game, but I can't see needing more than 1 Cathar on the field since it doesn't tap for its ability.

StevenDF16 on Grantley91

4 weeks ago

I am still looking for Auramancer and Banishing Light, how does that trade sound?

Grantley91 on StevenDF16

4 weeks ago

Actually I guess I have an Auramancer and a Banishing Light if you still need both of those.

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

Printings View all

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

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