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When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand.
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Thanks for the welcome, kingflintsteel.
As I said, this was thrown together from cards I gathered from boosters etc. - I'm only now looking to streamline and improve it. That said, I totally agree with your whole premise and one of the reasons I came here was to seek advice on which types of cards would be best to keep/ditch, so thanks for the input.
During the course of the day, I had already began the process of removing some cards and upping some others - please see the updated deck for details, but it's pretty much along the lines of what you'd already suggested.
Couple of points - I did plan to up my Auramancer total as I have started adding Enchantments and may keep doing so. Although looking at it, you're probably right. I still plan to drop Fortress Cyclops , Boros Battleshaper & probably the Warmind Infantry too.
All in all I definitely agree that the cards are too spread and need the deck needs a lot of work in focusing it.
Thanks for the reply!
First things first, you are one card short.next, I think you have a little to many cards. you don't even have one card name that has three or more cards. you have heroic cards yet only a total of seven cards that can activate those effects. You also say you like the battalion aspect yet half of your creatures don't have battalion. you also have a few cards that add tokens and other things. I would suggest taking cards out that don't really do anything for the deck, like Auramancer , she retrieves enchantments yet you only have 5 enchantments. I would suggest taking out Fireshrieker , Assemble the Legion , Precinct Captain . Akroan Crusader , Akroan Hoplite , both archetypes, Blaze Commando , Boros Battleshaper , Fortress Cyclops , Raise the Alarm , Wild Guess , Bolt of Keranos , and add some more of the other cards. focus on the Battalion aspect of the deck. Have more of the good cards that do more for the deck like Frontline Medic and Boros Elite , those cards can be game changers if you use them correctly.
And of course, Welcome to magic.
fun idea, i wish mesa enchantress was 1W instead of 1WW so you could get her off the kitchen table, ive got a playset and i always try to use her, but modern is just too intense and fast for her to get very far in serious play. Kor Spiritdancer Unflinching Courage and Rancor are your best cards here, making room and upping them to 4x will help you figure out how to streamline and tighten it up. theres a bunch of ways to tighten it up, obviously that avg. CMC needs to come down, but which direction to go? food for thought: hexproof bodies work well with aura strategies because one of the main weaknesses of aura strategies is the propensity to get 2-for-1'ed with removal taking out your creature and the aura attached to it. Sacred Wolf Gladecover Scout Bassara Tower Archer Fleecemane Lion etc. Naya Hushblade is a bit eccentric but she can def get some good work done, but she requires serious planning on how to lay out the next 2-3 turns
Strangleroot Geist wears rancors like a champ. Gift of Orzhova demands removal and Sacred Wolf wears it like a champ. Auramancer helps with the card advantage problems of losing all your auras when your creature dies. Knight of the Holy Nimbus is a pain in the ass to kill so will likely protect your auras from getting dumped a bit. Hero of Iroas helps speed you up. Hopeful Eidolon impacts the board alot more than Nyxborn Shieldmate . Selesnya Charm is so good that you should always at least consider running it when you are running selesnya. it starts getting super good if you are thinking about Fabled Hero .
and of course, working on your manabase will improve performance without making any other changes. Sunpetal Grove Temple Garden Temple of Plenty Windswept Heath Brushland Stirring Wildwood . even a playset of the scry land will help you out here for sure. in terms of balance, 10-12 or so of the nonbasics will help consistency without causing too many problems. even a playset of the Terramorphic Expanse or Evolving Wilds would help you move forward probably if you dont have access to the more expensive specific selesnya lands. stay away from the guildgates and the vivids though if you have access to the others.
Nice articles, I'm very sad that I forgot to submit my decks. Well, hopefully next time :)
Also, congrats to TTV!
One issue I found was in the matchup Optic Blast! (standard pauper) by xcn versus Zero to 60 in 5 turns (Pauper) by MadScientist, you mentioned MadScientist having Auramancer and Font of Return - but none of the decks did run those cards. Mistake in writing or did you accidentally use the wrong deck for MadScientist?
Esper Panorama , Arcane Sanctum , Command Tower are solid. Guildgates and their kin (Coastal Tower , Boreal Shelf , Sejiri Refuge , Salt Marsh , Frost Marsh , Jwar Isle Refuge ) are passable as well, but a good chunk of land-fetching and other fixing might just make basics better.
I am a fan of Calciform Pools and Dreadship Reef as well as Tainted Field and Tainted Isle . The Ravnica bounce-lands are pretty slick, though vulnerable to land-hate (these are Azorius Chancery , Orzhov Basilica , and Dimir Aqueduct ).
Now, as for cards that actually do stuff:
Victimize reprint and Phyrexian Delver are dirt cheap and absolute all-stars. Animate Dead and Necromancy are 1-3 bucks usually and so so so good. Including those also makes Auramancer quite viable. The new Heliod's Pilgrim could also be nasty with Gift of Immortality and Animate Dead. There are some solid lock-down Auras like Prison Term .
With Dromar you probably want to maximize ETB effects on creatures: Archaeomancer , Diluvian Primordial , Wall of Omens , Lavinia of the Tenth , Sea Gate Oracle , Skinrender , Fleshbag Marauder , Gatekeeper of Malakir , AEther Adept , Big Game Hunter , Bone Shredder , Cadaver Imp etc.
This looks very similar to a build I would make.
Instants would be more or less identical, creature base looks good.
Other cards to consider: Ethereal Armor , Banishing Light , Banisher Priest , Eidolon of Countless Battles , Hero of Iroas , Hopeful Eidolon , Pacifism .
Some number crunching:
Since there are 2 Heliod, God of the Sun , I'd want to use 1 Spear of Heliod to help keep him active after a board wipe, probably dropping Dictate of Heliod down to 1.
I personally don't like Nyxborn Shieldmate . Favored Hoplite is strickly better as a 1 drop. If I'm spending 3 mana, I want to do something more meaningful than +1 power. I can do that same thing for 1 mana with Ethereal Armor (Noticeably missing from this list).
You never want to draw more than 1 Nykthos, Shrine to Nyx . While it's nice to have, there are so many cards with WW in its cost, that 3 might slow you down. I've found using 2 is about perfect.
Your 3 drop creature slot has only two creatures: Fabled Hero and Frontline Medic . While they are good, 2 Heroes isn't going to be able to break through anything that 1 couldn't.
There is a lot to choose from for your 3 drop slot: Brimaz, King of Oreskos , Banisher Priest , Ajani, Caller of the Pride , Archetype of Courage , Auramancer , Eidolon of Countless Battles , Fiendslayer Paladin , Ghostblade Eidolon , Godsend , list goes on...
|Power / Toughness||2/2|
|Avg. draft pick||8.45|
|Avg. cube pick||12.20|
|Commander / EDH||Legal|
|Planechase 2012 Edition||Common|
|2012 Core Set||Common|