Creature — Human Wizard
When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand.
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12 hours ago
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 :/
14 hours 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.
5 days ago
5 days ago
1 week ago
Eldrazi Displacer can do broken things. The benefit of it not tapping for its ability is that you can activate it when it has summoning sickness, but more importantly you can activate it multiple times a turn and all at instant speed. It can blink any of your creatures in response to targeted removal so the removal spell fizzles. Against effects like Dromoka's Command's fight ability, even though you can't blink the Displacer itself you can blink the opponents creature they targeted to fight and their spell fizzles. You can blink anything on either side out of unfavorable combat or use it outside of combat to tap a creature so it cant defend or attack. Against this deck the opponent will blink their own creatures to knock off my enchantments. So ya it is a great card, but I can't imagine a way to make it work in this deck reliably. The colorless requirement to activate it comes with a very high cost. The mana here is just okay with two colors, to get any reliable value I think you'd need to add at least 8 colorless sources. 8 off color pain lands is too high a cost to pay in my opinion. It also costs a lot of mana in general and this deck doesn't often benefit from ground creatures.
Cards like Auramancer don't really do enough here because again you don't benefit much from a 2/2 ground creatures so you may as well just add another enchantment instead.
With Essence Flux, I don't think the main deck can afford to lose any permanents. It would save a 1-2 drop creature from death, but why not just play another 1-2 drop creature instead? The tempo gain doesn't seem worth the card since we're talking about only one or two extra player damage the turn you play it. The +1/+1 counter could be valuable though, but overall I don't think it's worth it. It's not really worth casting an instant or sorcery to trigger surge on Crush of Tentacles, you really want to use a permanent so it gets returned to your hand.
About Wall of Resurgence, I tried to make work in early versions of the deck. It makes a lot of sense, but it seemed to under preform in practice. I thought it would be good in the sideboard against aggro.
Thraben Inspector probably wouldn't be that good here. The bounce wipes kill your own clues and a 1/2 body doesn't really help the decks strategy. You never want to have to chump block with this deck.
Mirror Mockery is intended to be played on the opponents creatures most of the time. Think of it as another 2 drop creature-stopping enchantment that has the upside of optionally doing other tricks.
1 week ago
PlagueRats I love how much detail you went into explaining this. I enjoy of idea when I get to decide whether or not my opponent keeps his board or not for that turn. I can see the look on my opponents face now when I causally place the octopus token on the side for later. Maybe hint at how good it's art is LOL.You could even play Mirror Mockery on an opponents creature so he might think twice about attacking if you're still developing your board. But at the same time you don't want to lose the enchanment but then you could maybe add Auramancer to pull them from the graveyard to your hand?
1 week ago
DukeofSam, My Spectral Shepherd is mainly used to bounce Topplegeist or Rattlechains to either have constant Tapping of creatures or bouncing hexproof on either creature. So that Invocation of Saint Traft can be used more effective. In any case that it does get popped, Starfield of Nyx is used to bring it back every turn. Its sorta like a Double Bounce Deck...
I however did add the stasis snare into it, and removed the Glaring Aegis
1 week ago
I really love u/w spirits as an archetype therefore am pre disposed to liking your deck, which I do. I do however have some suggestions. If you want to make this a competitive deck you'll first have to start making the most of what your colours offer you. In blue that's counter spells and tempo and in white it's great enchantments and great removal. Let's say for now you want to go down the enchantment control route. Some great spirits for that deck are Blessed Spirits, Silkwrap, Stasis Snare. You probably also want some counter spells in there, I recommend Ojutai's Command, Clash of Wills or Spell Shrivel.
Now cards I would recommend cutting for the suggestions I've made:
Immolating Glare: Target attacking creature is a huge limitation. Invocation of Saint Traft is a very powerful card if you can attack safely without worrking about blockers. Immolating Glare doesn't help you do that at all. Therefore I think Silkwrap or Stasis Snare are much better alternatives.
Spectral Shepherd: I see what you are trying to do with this card, between Anafenza, Kin-Tree Spirit, Bygone Bishop and Rattlechains there is some merit to bouncing your own creatures but it seems too clunky and too anti synergistic with Invocation of Saint Traft to be good in the deck. To keep the curve in shape replacing this with a Blessed Spirits might be a good idea.
Angelic Purge: This is a bad removal spell that shouldn't be played outside of limited unless you specifically have things in your deck that you want to sacrifice. In your case the only card that really fits would be Drownyard Temple. Replace it with a Declaration in Stone, Stasis Snare orSilkwrap
Essence Flux: a good card so maybe keep it as a two of but pretty bad on creatures you've given auras or bolstered with anafenza. I feel a counter spell would be more versatile in this slot as it gives you both the ability to counter incoming removal and counter problem spells of your opponent's.
Glaring Aegis: I'm actually having a hard time evaluating this card, on the one hand it deals with a roublesome blocker for a turn and elevates the toughness of your creature to a level where it can safely attack and hopefully trigger Invocation of Saint Traft, but on the other hand it is a very low impact card and stacking auras on a craeture without some kind of protection tends to lead to getting two for oned. Personally I would take it out for Stasis Snare or Silkwrap as these cards permanently deal with annoying blockers but also your opponents win conditions.
Always Watching : How good is this card? On average I can see you having between one and three creatures on board at any one time and never really making much use of vigilance. Ojutai's Command would serve a different purpose but would be more useful and would help to spread your curve out.
Starfield of Nyx: Another interesting card that i'm having a hard time evaluating. Would protecting the enchanted creature with a counter spell be better? Would it be better to play Auramancer to get a body along with your enchantment resurrection? Very hard to say...
|Commander / EDH||Legal|
Printings View all
|Duel Decks: Heroes vs. Monsters||Common|
|Planechase 2012 Edition||Common|
|2012 Core Set||Common|