Auramancer

Legality

Format Legality
Noble Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
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
Odyssey (ODY) Common
Promo Set (000) 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

Hutz on Handsize Matters

1 week 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!

hfvalenz on Athreos Deck (plz halp)

2 weeks 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:

Also, any deck running black should include Urborg, Tomb of Yawgmoth + Cabal Coffers and maybe, Expedition Map to find them.

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:

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:

Forcing your opponents to sacrifice with you is very good:

cornpie987387 on Ith Can Get A Little Complicated

3 weeks ago

I swear every time I look at this deck I see something diffrent!

Two cards you might want to use as well Ishai, Ojutai Dragonspeaker, Auramancer.

Maybe Detention Sphere.

drohack on Voltron, False God

3 weeks ago

Here is my attempt to figure out my "7 by 9" classification of my deck (Referenced article about "7 by 9"). The deck doesn't really fit into the model well since many of the cards overlap by just being enchantments that there's a lot of categories/single cards that only care if other enchantments get played.

The deck itself cost a lot to get rolling and I like where the ramp sits right now even if it's a bit high on cards, but being a 5 color deck has its requriements. I'd like to increase the number of cost reduction cards. And slightly increase the number of draw, and combo cards. If I had to I would probably remove some of the buff/removal/graveyard cards. The issue I have though is that I want to keep the same number of creatures as early agression is this decks downfall. If I could I would also update the mana base and then be able to cut some of the ramp cards.

Number of enchantments: 36 (a * represents that this card cares about enchantments) (15 are auras)

Mana (14)

Ramp(10):

Mana fixing(2):

Cost reduction(2):

Tutor(9) *

Enchantment tutor(6):

Graveyard(3):

Draw(6):*

Removal(7):

Protection(5):

Combo(8):

Buff(4):

Other(8):

Emzed on UGw Arcanum Wings

3 weeks ago

While Auramancer has its uses, isn't it more important to actually find the right aura in the first place? Heliod's Pilgrim is the card I would use in this spot, probably at least 3 of them, and only play one or even no Auramancers.
Supreme Will is a great card, but you already have plenty of cmc3 cards. It's always annoying to draw too many of those when you have access to 4-5 mana and can only cast one cmc3 spell a turn. Since your other cards are essential to your synergy, reducing the number of Supreme Will seems like the most logical way to adress this. I suggest replacing two of them with Commune with the Gods which is a great tool at finding the missing piece to your combo.
As for creatures to enchant, Invisible Stalker might be just what you are looking for, but 1-drops fit your curve much better.

CaptSillva on SWAT CATS

4 weeks ago

Some solid cards you could consider are these Felidar Cub, Adorned Pouncer, Pride Sovereign, Regal Caracal, Felidar Sovereign, Chameleon Colossus, Mirror Entity, Hungry Lynx, Path to Exile, Swords to Plowshares, Auramancer, Rancor, Eldrazi Conscription, Song of the Dryads, and Grasp of Fate.

A few weaker cards you could consider cutting are Staff of the Sun Magus, Wily Bandar, Wall of Essence, Totem-Guide Hartebeest, Leafcrown Dryad, Armored Ascension, Karametra's Favor, and Pariah.

Alystral on Sigarda, Host of Herons EDH

1 month ago

usaDiabetic Sideboard is what I took out, Auramancer straight swap for Eternal Witness being flat out better.Then I thought I'm heavily aiming for Aura buffs as opposed to massive board buff thus swapping True Conviction out and Hunting Grounds I have found in all the times Ive had it on field its rarely done anything for me... and last but not least into the wilds also seems to be a low occurrence for me at being useful VS other cards like Oracle of Mul Daya ect.

TzickyT on The Queen's Curse

2 months ago

i love enchantments and playing my Anafenza The Enchantress EDH Deck stil i am having some troubles with understanding your cursed enchantress deck. looks fun but tarrifieing at the same time. stil i feel like some things can be added and some things can go away. but for a first look this deck at my locals wouldn't survive a single turn. as for the deck u want to play as much enchantments as possible. so the money of lands wil also be of big estimation for the deck. cards i would suggest to put out are - Agent of Erebos Femeref Enchantress Kor Spiritdancer Ulvenwald Hydra i would for creatures add definitly these to your deck Herald of the Pantheon Sun Titan Avacyn, Angel of Hope Auramancer and to slot it out i would also maybe suggest this enchantment Maelstrom Nexus

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