Auramancer

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) Common
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.

Price & Acquistion Set Price Alerts

A25

PCA

ORI

Ebay

Auramancer Discussion

Hi_diddly_ho_neighbor on Estrid Parallel Lives Tribal

5 days ago

First of all, this deck is amazing. I love the idea you are going for here.

There honestly isn't much I'd change, but I thought of a few cards that might be decent additions:

Sigarda, Host of Herons and Greater Auramancy might be good additional sources of protection. Auramancer and Monk Idealist can provide you with more cheap recursion.

I think your list could use a bit more card draw as some of the cards you have listed aren't exactly card advantage. Eidolon of Blossoms would definitely be great here as it automatically replaces itself. The new Satyr Enchanter is another good option. Mystic Remora and Rhystic Study also seem great in this list.

This deck might want to play more at instant speed so Leyline of Anticipation, and to a lesser extent, (mainly because it isn't an enchantment) Vedalken Orrery, are options.

Lastly Oblivion Ring is probably a better option over Skybind.

Great deck and +1 from me!

DiscoMiniFridge on The French Taunter, ft. Zur

1 week ago

Ayoooo, kind of drunk, bud.

Alright, so a couple things jump out; foremost, Cloudcrest Lake is really, really bad. I would replace it with Arcane Sanctum. Actually, with such a low curve, you could even drop down to 37 lands, dropping a basic land.

With the freed up slot, I would suggest running another wrath, or piece of spot removal. The following are staples: Utter End, Anguished Unmaking, Path to Exile, and Day of Judgment or Merciless Eviction. Cleansing Nova is a sweet, new card as well. However, for your theme, Seal of Doom may be more fitting.

Seal of Doom and Seal of Cleansing become even better with some recursion, which is markedly absent. I can suggest, at least, Sun Titan and Auramancer.

While only relevant to auras, Bruna, Light of Alabaster, Nomad Mythmaker, and Retether are great.

Additionally, you could run Phyresis if you're feeling degenerate.

Concerning the mana base, you could run fewer Islands for more Plains. Of course, the deck would really appreciate more premium dual lands, but I understand they're expensive and not particularly exciting purchases.

Other than those points, the deck has a solid strategy, and should be frustrating to play against. Good job.

Andros240 on Tuvasa Enchantress | **PRIMER**

1 week ago

Hi Enral. I really like this list! I currently have a Karametra enchantress deck and am moving over to Tuvasa. I have a couple questions! The lack of creatures worries me a bit, how has it been in testing so far? Karametra runs around 15-17 which is something I felt more comfortable with. I also enjoyed having Auramancer and Monk Idealist to bring back enchantments. The high CMC enchantments worry me a bit as well(mainly because I don't have an Academy Rector). Any plans to increase the creature count?

SynergyBuild on Protean Chromium, Elder Dragon

1 month ago

Those all seem like great options for the extra turn varient, will you write up a decklist and put it in the description?

Also, what are you dropping for the combo?

It seems like Intuition might be a fun joke card with the combo.

Here is what you do: Fetch an Archeomancer, Mnemonic Wall, and an Unburial Rites

Whichever is left in hand, cast it, recurring Intuition (or recur Archaeomancer then recur Intuition if that was the card left in hand), then cast Intuition again, fetching Auramancer, Monk Idealist, and Exquisite Blood, then whatever is left in hand, cast it, if it wasn't Exquisite Blood then recur and cast Exquisite Blood.

After all of that, flashback the Unburial Rites targeting either Mnemonic Wall or Archaeomancer (whichever is left) recurring Intuition a final time. Cast it, fetching Argivian Find, Mine Excavation, and Sanguine Bond. Whatever is left in hand, cast it, if it wasn't Sanguine Bond, return Sanguine Bond to hand, and cast it.

It is an 8 card combo, but every piece is fetchable with one Intuition The combo costs , so it is really easy to go off turn one with it.

SynergyBuild on The Abzan Enchanter's Essential Style Collection

1 month ago

Sorry it took me so long, I suck at math and typing.

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Okay, so first off, I'd suggest you drop high-costing cards. If they cost a lot (5+ mana with three colors, 6+ mana with two colors, 7+ mana with one color), and immediately win a game, they are worth it, as long as during normal, early-mid (Turns 1-6) game play, you can reach it with your ramp and manabase.

Now, onto the two cards that I believe fall under this "high-mana cost"-do-not-win-game card category:

  • Duneblast - This card is big, it leaves you with the best board state (Provided no opponent held up a counterspell, Heroic Intervention, Golgari Charm, Wrap in Vigor, Faith's Reward, or Teferi's Protection), but it does only help you get the best board state in terms of creatures. What creatures is the deck trying so hard to protect it couldn't run an Austere Command or Merciless Eviction over. I mean Day of Judgment/Damnation/Wrath of God feels better than this, because of your commander being able to pull off bringing back any board state you lost in them.

  • In Garruk's Wake - I hate this card, and love it at the same time, I mean, similar problem to Duneblast, and if you are going to make something expensive, go all the way, but 9 mana? At least personally, whenever a board-state has gotten out of hand, it has either A: been very early in the game, so people didn't have easy ways to deal with it, or B: be well protected, think an Archetype of Endurance+Avacyn, Angel of Hope being flipped from a turn 4 Tooth and Nail. The idea I want to make is a Merciless Eviction gets around anything, and come down for 2/3rds the price. I'd still rather see a Tragic Arrogance, as that card lets you pick the worst for all of your opponents, the best for you, and is sacrifice and choose, so they get around every keyword like Hexproof/Indestructible/Protection.

Now onto the next group of cards that need to go, cards that are good with enchantments, yet are not in fact enchantments, and could be replaced by enchantments:

  • Yavimaya Enchantress - Ooh it is by far the worst enchantress, Early game it does nothing but chump block, mid-game it blocks for real, late game it blocks and hopes someone has no creatures now that it has high damage. It will die if it gets large, because it has no built in protection, and generally just isn't very good in this deck.

  • Helm of the Gods - It's like Yavimaya Enchantress, except it doesn't have a body, so can't chump block early game, and doesn't count opponent's enchanments, and generally just isn't very good in this deck.

  • Blessed Spirits - It's a Yavimaya Enchantress that only counts enchantments put after him and doesn't count opponents enchantments, all to give him flying. At least he can deal damage through blockers, and though he has no protection, he is the best of the bunch. I still don't think he is worth keeping.

  • Celestial Ancient - Honestly, I have disliked this guy every time. People claim he is Cathars' Crusade levels of powerful, as in it isn't an enchantment (like Cathars' Crusade isn't a creature), and it places a bunch of counters on your creatures! This just isn't true though. Cathars' Crusade and effects like it (Coat of Arms/Door of Destinies in a tribal deck) are great because they aren't creatures, so they are harder to immediately remove. They also work because they are on enter the battlefield. If I put ten 1/1 creature tokens onto the battlefield with a spell, they all become 11/11's due to Cathars' Crusade, suddenly 10 power is 110 power. Casting enchantments doesn't have that effect. To pull off something similar, you'd have to cast either 10 actual enchantment creatures (You have 12 in total), or cast ten creatures/make ten tokens (Heliod, God of the Sun/Sigil of the Empty Throne) and then cast ten enchantments, which is difficult on many levels. The point is it looks really good, but it isn't.

  • Blightcaster - I love this card. No sarcasm, no until now or anything, it is a pet card of mine. That and Doomwake Giant are why I feel black should be greatly considered in the colors to use for enchantress. It is great, but without a lot of protection, tutors, and ramp, it falls short almost every time. If someone would be hurt by it, they remove it. It is a four mana do nothing, or Disfigure once or twice most of the time.

  • Auramancer - With a sacrifice outlet, and your commander, it feels good, because it can be a Regrowth for an enchantment on a repeatable engine, but that doesn't do it for this deck, and being a creature isn't enough, so I don't think it makes the cut.

Now onto the category of enchantments that I feel fall short in this deck. Whether they are too much mana, or not powerful enough, possibly their mana requirements are simply too much for this landbase.

  • Spectra Ward - It may be really cool, ooh look, I can turn any creature into a nearly untouchable (minus board wipes or enchantment removal+creature removal or colorless creature removal), unblockable (except colorless creatures), and it gets a power pump! +2/+2 isn't much in commander, and everyone runs sweepers. It is unblockable and untouchable until it isn't and I don't think such an effect belongs in any place other than a voltron build. Uril, The Mistalker maybe.

  • Ancestral Mask - Well, it is an iconic card. Sees play in voltron, bogles (voltron on tiny hexproofers), and sees play nowhere else. Trust me, no legacy enchantress list has used that card as a wincon, and in commander, it does find a place, but in voltron, and this deck isn't that.

  • Celestial Archon, for either it's bestow or normal casting cost, it is overpriced. It only does one thing, beat face. Serra Ascendant beats face at a rate per mana cost 7.5 to one. 15 to one if you count lifegain, and the only downside is not having first strike (Unless you consistently are beneath 30 life). Straight damage isn't the point of this deck though. It is about drawing card and then whittling your opponent to death whilst you combo out. This card doesn't help with that, and is 3 mana more than I would ever consider using (for both costs).

  • Ethereal Armor - Again, this is for voltron and bogles, not for enchantress.

  • Fate Unraveler - This is a Nekusar, the Mindrazer card. It is in the same vein as Underworld Dreams, a great card, especially if there is Niv-Mizzet, the Firemind combo in your meta. Fate Unraveler however gets pinged four times by Niv-Mizzet, the Firemind and dies. It isn't a card for this deck on the premise that you are attempting to draw cards, and unless you have seen a ton of Enter the Infinite decks lying around, it does very little but paints a target on your head.

  • Armament of Nyx - This card is a trap. It looks on the outset to be a Battle Mastery that doubles as removal, but it is worse than Guard Duty or Pacifism at removal (cost, and the creature can block), and you wouldn't want to run either effect. A card that does one of two bad effects is rarely good. In this case, one of the effects is useless (double strike is a voltron card), and the other is nearly useless (or completely outclassed by Journey to Nowhere).

  • Grim Guardian - You run 40 enchantments. All 40 need to drop for this to win (Or most and a few that can bounce). You do not do that with this card. If you are using it to whittle, and win in combat, it also won't do. Greater Auramancy, Sterling Grove, Privileged Position or any tutor to find them comes down to inconsistently to protect him over multiple turns, so he will consistently just be removal bait, or useless. Great finisher in place of Altar of the Brood for Parallax Wave Combo, so run it if you run the combo, and some more tutors.

  • Underworld Coinsmith - Without lifegain synergies, he doesn't win. For value though, and he becomes very interesting. Honestly I find him to be a powerful card. Without Mana Bloom, Cloudstone Curio, Parallax Wave combo however, I don't think he is powerful enough to make the cut.

  • Karametra, God of Harvests - This feels bad. If it said enchantment, it's have 40+ triggers, but with out, it is just bad. Mirari's Wake is a much better version, to the point an extra tutor would be better than this. 9 lands is the maximum this can fetch, with your manabase, and that is over 9 cast triggers. It's rarely happen, so I'd estimate this to be a Gilded Lotus level of power, that enters tapped, and takes 2-3 turns to set up. It's only in here because it is an enchantment, and that isn't worth it.

  • Courser of Kruphix - It gives slight card advantage in the form of knowing you next card, and digging one if you find a land. Keep in mind that the land you play from top uses up for 1 land per turn (or two with Exploration), and doesn't give you any extra drops like Oracle of Mul Daya. Otherwise, the lifegain is negligible, and it blocks decently. Since it reveals all of your draws, Pithing Needles and Nevermores/Meddling Mages will all be more potent from your opponents. It is decent, but not good enough.

  • Quarantine Field - Removal, which I used for a time, but realized, at four mana it is a bad Banishing Light, at 6 mana, it is way to expensive not to be a board wipe. It has two modes, and any more than 6 is absurd. With mana it isn't worth it, because there are better outlets, like a Torment of Hailfire for something that wins game. It has another mode though, . I have actually cast this for more times than I have or above, because I get a cast trigger. It isn't worth it for the choices though. Journey to Nowhere, Banishing Light, Song of the Dryads, and Darksteel Mutation are all much better (the last two can even shut off commanders!)

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Budget 20 cards to toss in: (No cards above 3 dollars by tcgplayer prices.)

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Total cost of these twenty card: $17.25 (USD) not including taxes or shipping from tcgplayer

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All of these changes will lead to a net increase of 8 enchantments, and that will leave you at 48 enchantments total, so you will only averagely need 2 enchantress effects to have access to your whole deck given infinite mana. possibly just 1 enchantress and Abundance

lagotripha on Heaven and Hell

1 month ago

Too many dead cards in the current list. Pick a strategy and go all-in on it. You don't win matches by being sorta good at two things sometimes.

You can cut lightning greaves , summoning and soldier, run Indulgent Aristocrat, Blade of the Bloodchief and Vampire Cutthroat for an aggro/lifegain strategy that lets you focus on getting black mana turns 1-2-3 then white can be tapllands without losing too much.

Alternatively, build around Heartless Summoning, with more cards in the 3/4 slot (Aven Riftwatcher, Bygone Bishop Eidolon of Rhetoric and Eldrazi Displacer coming down turn three in multiples is devastating), and acceleration like Pentad Prism to ensure you can get them onto the field. You can also put resto back in, run lots of etbs.

This can also help a vampire tribal plan built around stuff like Forerunner of the Legion seasrching for Blood Baron of Vizkopa and Bishop of Rebirth.

If you want archangel of thune's effect, but are running less Kitchen Finks effects, then Drana, Liberator of Malakir.

There are also demon tribal options if you want to go an angels/demons route, with Blood Speaker posessing immense Heartless Summoning synergy.

Auramancer, Heliod's Pilgrim and Ironclad Slayer all point towards an aura strategy, but it is far too easily disrupted to generate the card advantage it needs.

Philigan87 on The Abzan Enchanter's Essential Style Collection

1 month ago

strangewayshwc Yeah I find I get the most utility with Karador when you use him with Eternal Witness and/or Auramancer. Filling up your grave and digging out a Replenish is quite satisfying. =)

Jimmy_Chinchila on What enchantment recursion is there ...

2 months ago

Restoration Specialist, Auramancer, Monk Idealist, Crystal Chimes, Tragic Poet, Griffin Dreamfinder

Hard to get just enchantments into play from yard, maybe try things that return permanents instead

Also generic graveyard pull in green like Eternal Witness.

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