|Commander / EDH||Legal|
Printings View all
|Duel Decks: Heroes vs. Monsters||Common|
|Planechase 2012 Edition||Common|
|2012 Core Set||Common|
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
1 day ago
@celsha While yes Martial Law doesn't do much in the deck, Grafdigger's Cage will result in a disruption to 5 other cards in the deck (Emeria, The Sky Ruin, Field of Souls, Auramancer, Graceful Reprieve, and Defy Death) that is already seen in Rest in Peace, Samurai of the Pale Curtain, and Relic of Progenitus.
1 week ago
I haven't got to try her got to find one first. I haven't decided if Disciple is staying around. Reason being is because I don't REALLY want to sac creatures all of the time. I might run Mentor of the Meek, since I can hopefully play any additional mana into it. Issue arises when I can't really afford to do it, but could REALLY use the draw.
Have you noticed any issues with flyers? Like not having them I mean? Looking back, there are times where having them are awesome, and then there are other times they are just more creatures. That's why Pia and Kiran are in the deck at 4 mana to try and get flyers. Angel is an awesome card and has helped me, especially if Crusade is out. Priest has also been a solid card, making a 5/5. I do want to possibly slip Siege-Gang in, but I don't want to take a card away from a lower cmc to play it. With Angel, I either got a biggen, or several small. Recently, I considered Lingering Souls and Haunted Dead. Haunted dead makes a spirit, can recur itself and can also be used to help discard cards if he's in the grave. Lingering Souls is a low cmc I can cast, get tokens and flashback if need be, not to mention I can pitch it and still use it possibly.
I am looking to replace Stingscourger and Anafenza. Reason being is if Crusade stays, I don't need a redundancy of Redcap. I could replace it with Auramancer to recur enchantments to the field. Blind Obedience is one card people kill right away. Stingscourger I might replace with another draw effect, either keeping Cathartic Reunion in, or adding something like Dark Confidant.
One card that really drew hate was Hokori, so he came out. It does remove a way to deal with lots of lands, but one of my friends plays Experiment Kraj, and can really untap his lands and make infinite mana. Even then, I dunno if it has super effected the game in my favor.
1 week ago
There's an argument to be made for using Hanna in your deck, since she interacts with cards like Thousand-Year Elixir and Pemmin's Aura to give you lots of potential long term advantage. She also plays nice with Seal of Cleansing. If you were to drop black and just go U/W, I would suggest either her or Grand Arbiter Augustin IV to be your commander. That being said, to get her effect you have to usually wait until your next turn. That gives your opponents a heads up about your plans and a chance to disrupt. Your other enchantments are worth getting back if they do get destroyed or sacrificed, but considering how few of them you have in the deck you may find that Hanna spends a lot of time sitting on the board doing very little. I'd give her a lot more consideration if you were going heavier on the enchantment theme and were running cards like Sigil of the Empty Throne and Hatching Plans (I typed this up before seeing your latest comment, thankfully I saw the new post in time to edit).
My argument for Auramancer is just that it does what you need it to do as soon as it enters the battlefield, and then leaves a body behind to sac to Ertai to help make sure that Dovescape gets another chance to hit the board. You could do it all in one turn if you had 10 mana, although it would require a lot of white and blue mana to pull off.
I'd also like to re-suggest Bloodline Keeper Flip over Emeria Angel if you get your hands on one, since it works that much better with the inclusion of Thousand-Year Elixir and Lightning Greaves on top of Pemmin's Aura.
1 week ago
I tested your deck a bit to see how it plays out, and just wanted to share some observations.
With the ramp you've included, the deck seems to be pretty consistent in hitting the 6 mana mark that you need. It comes at a bit of a cost though; spending your first few turns ramping means that you aren't playing cards early for Ertai to work with. I almost never wanted to cast Ertai when I hit the 5-6 mana mark because my board position was never at a state to take advantage of him. With the way the deck is currently designed, I think that what you need to do is include more wrath effects. That way, you can spend the first few turns ramping, then wipe the board, and afterwards play Ertai to hold back anything really threatening while you try to go for your end game. Wrath of God, Day of Judgment, Martial Coup, and bringing back Cyclonic Rift are all worth considering. I would also consider bringing back Reassembling Skeleton because of how it can block early and come back after a wrath to fuel both Ertai and Skullclamp.
Your selection of counterspells could be modified a bit. The ones you have are cheap and good for protecting, but not effective at helping you deal with opponents' counterspells. You currently have no way of getting Dovescape back if it is countered or destroyed by a creature. You could exchange Hindering Light for Negate and Turn Aside for Counterspell. I like the Rebuff the Wicked though, since it lets you leave blue mana up for other things and because no one expects a counter to come if you just leave white mana up. Open the Vaults or Auramancer might be worth including as a way to get Dovescape back if it does hit the bin.
Cards that under-performed for me were: Athreos, God of Passage (there weren't many threatening creatures on my board for it to matter); Kor Cartographer (there is enough cheaper ramp in the deck that I usually wished I drew a different card); Expedition Map (never wanted it considering all the other ramp and land search that is in the deck); Diabolic Intent (I only occasionally had a creature in the early game to sac to it); Skeletal Scrying (never had that many cards in my graveyard early on, and it was usually easier for me to search up Necropotence); and Utter End (expensive to cast and usually left me wishing it was a Swords to Plowshares or Cyclonic Rift).
You were right about that Netherborn Phalanx though, it's a nifty bit of tech in this deck.
1 week ago
It's a pretty straightforward deck to play, but the biggest problems are going to come from most player's sideboards.
Natural State is always going to be a threat to you, and if you see a lot of enchantment removal coming out, Auramancer is also great for your sideboard to get that game-winning Armadillo Cloak or Ancestral Mask back.
1 week ago
3 weeks ago
the other Isperia, Supreme Judge ( or Bruna, Light of Alabaster if you really like a voltron enchantment build) is better. she'll give you card advantage, which pulls you ahead. then replace most of the lands with basics, running more basic lands will help you more then Phyrexia's Core with no artifacts or Grixis Panorama in blue white, basics are the way to go. Ruination and Back to Basics are somewhat common in EDH. It also seems like your deck is trying to different things.one side is control, the other is creatures, and the other is voltron. try to get down to 2 ( like voltron and control) somewhat budget cards at about $2.50 each are Ghostly Prison Propaganda and Sphere of Safety ( these cards work well with an enchantment voltron type deck) higher quality creature is also important. Archon of the Triumvirate Blazing Archon Angelic Arbiter Sun Titan Resolute Archangel Lavinia of the Tenth Daxos of Meletis Angel of Serenity Medomai the Ageless Sunblast Angel Stonehorn Dignitary Angelic Skirmisher Frost Titan Auramancer Monk Idealist Sram, Senior Edificer. then with control Curse of the Swine, Reality Shift Render Silent Stubborn Denial Arcane Denial AEtherize Judge's Familiar Rewind Swords to Plowshares Detention Sphere Oblivion Ring Journey to Nowhere board wipes are kinda expensive so idealy its Wrath of God but on a budget Day of Judgment Planar Cleansing and if youre going for a heavier enchantment build then Winds of Rath will put you far ahead. card advantage Blue Sun's Zenith Brainstorm Preordain Ponder Mind Spring Stroke of Genius Think Twice and enchantments Righteous Authority Ethereal Armor Vow of Flight Vow of Duty Gift of Immortality Spectra Ward Favorable Winds Gravitational Shift Blind Obedience tokens and valueSigil of the Empty Throne Ajani's Chosen Decree of Justice tutors Plea for Guidance Three Dreams and lastly mana rocks are very good at ramping your mana, which is important for being ahead in the game and not falling behind. Azorius Signet Azorius Cluestone Fellwar Stone Coldsteel Heart Darksteel Ingot Mind Stone Worn Powerstone Commander's Sphere and very important is a Sol Ring! i hope this helps you a lot, i tried to stay with in a below $2 for every card and about 98% are within that budget. and i wish you the best of luck playing commander!
FUL on Auraguardian
1 month ago
If you count a lot on Pestilence for winning the game i'd consider Undying Evil/Unearth, so you can use the ETB effects of creatures like Lone Missionary or Auramancer while the die from pestilence, for example