Aurification

Legality

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

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Set Rarity
Onslaught (ONS) Rare

Combos Browse all

Aurification

Enchantment

Whenever a creature deals damage to you, put a gold counter on it.

Each creature with a gold counter on it has defender. (Those creatures can't attack.)

When Aurification leaves the battlefield, remove all gold counters from all creatures.

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Aurification Discussion

Gleeock on Tuvasa, the Russian Ambassador to Blue

5 hours ago

In my list of weird enchantments to think about: Aurification, Lightmine Field, Island Sanctuary - useful finally? Mystic Barrier - who uses this? Divine Presence - see prior Spirit Link - because I want to see you put this on someone's walking ballista Web of Inertia - for bizarre pillowy graveyard hating?? Pollenbright Wings because I have yet to see an enchantment commander voltron land with it and suddenly turn into a swing wide deck. You think Enchanted Evening will stay on the rise because of this?

JoeNathan37 on EDH Idea: Wall Theme

4 days ago

There are already a couple commanders that lend themselves very well to this sort of theme. Doran, the Siege Tower is the original one and M19 brought a new option in Arcades, the Strategist. Neither is specifically based around the defending yourself pillow fort type deck you described, but they could both be built that way.

You don’t even have to limit yourself to those two; I’ve seen a Progenitus wall tribal that played more like the deck you described. Thantis, the Warweaver, the new spider commander from C18, could be an interesting choice as well (and he has some amazing art).

No matter what you use if you’re taking the defensive route I’d recommend using cards like Ghostly Prison and Propaganda to assist your defenders. There are plenty of good defensive cards like these out there; Aurification, Dissipation Field, No Mercy, and more.

I’ve played a Doran, the Siege Tower deck myself and seen some of the others in action, and this type of deck is pretty fun. Good luck with your deckbuilding!

The_Mike on PillowChesa

3 months ago

Cards I would recommend adding if you want to support your pillowfort theme.

  • Koskun Falls Does exactly what you want to do with not exactly a back breaking downside.

  • Delaying Shield Nobody can take away your monarch token and lets you mitigate damage. (Also handy for negating massive fireballs for a turn.)

  • Smoke Can be good against green rampers and go-wide strategies. Also will make people to think twice before running over your Marchesa with quantity since they'll be open for a longer time and have much more difficulty to come get the monarch token next time.

  • Tainted AEther Keeps the creatures low, keeps the threats low, keeps everyone wanting to kill you high. Great way to lock boardstate in your favour after a boardwipe.

  • Marchesa's Decree and Hissing Miasma You want to nibble your opponents as much as you can while making them hesitate harming you if you plan to win while pillowforting. This does both and so either deters would-be attackers or makes finishing the game with Debt to the Deathless or the like easier.

  • Aurification It's good. Doesn't spare you from lethal but at least saves you from random chunks of damage.

  • Windborn Muse Redundancy, another Ghostly Prison

  • Gideon's Intervention and [Nevermore] Naming opposing commanders is just so backbreaking against some decks and buys you a lot time (and a lot hate from the player). Other than that you can name common threats to your board like Cyclonic Rift and Merciless Eviction. Another card with similar effect on board is Prison Term, which lets you to put opposition into sort of a Nevermore state as they hit the field.

  • Island Sanctuary Basically a budget friendly mash-up of Moat and Solitary Confinement

  • Vow Cycle of Vow of Duty, Vow of Lightning, Vow of Malice Works double duty. Why bother removing opposing creatures if you make them work for you and even be happy about it? Deals with offensive threats while nibbling opposing life totals. Orzhov Advokist also could work the same way in practice, but is less reliable though stronger when it works.

  • Soul Snare "If you attack me, I will kill your creature" is not an empty threat anymore, also counts towards your enchantment mass making cards like --Sphere of Safety and Open the Vaults more valuable. If this doesn't make big threats look at another direction then nothing will.

Well then. Since the commander herself fixes your needs of juice, the next question is: what do you stall for? (Was that a Hamilton reference?) After the long and satisfying grind of EDH, you want to finally claim the prize and call it a game. There's a few ways to go about it, but I'd recommend picking at least 6 - 10 cards which enables you to win the game when played right. In addition to what you have now I'd recommend one or two more.

  • X Equals Win the Game: In addition to Debt to the Deathless, other good X spells to add would be Exsanguinate or Torment of Hailfire, of which the latter is usually better but the first always consistent.

  • Not this turn, but maybe the next: Felidar Sovereign should net you a win when opposing resources to stop you are running thin. Or at least burn a removal spell.

More mass removal. They can't hit you if they have no creatures, and you really don't care about your own all too much. Two more of any "destroy all creatures" spells would work wonders.

As you are running on a budget here, we can't afford expensive allstars that win games basically no matter what deck you are playing. THUS we have to compensate by making our deck consistent, efficient and precise in what it does - in it's theme (Pillows, taxes and enchantments) - so the cards have more power than the total of their sum. Cards I'd cut:

  • Ancient Craving Good if we need explosiveness... which we don't. In EDH value this is basically 4 mana 3 life draw 1.

  • Read the Bones Draw 2 isn't anything to write home about in EDH either, basically draw 2/3th of a card for 3 mana. Marchesa nets you the cards over time, and you aren't in any rush.

  • Starfield of Nyx Would be good if you could protect your enchantments from the "creature" status as they get easier to spot and wipe remove. The recursion is amazing, but it wont matter when everything bows up, along with the starfield.

  • Price of Knowledge It's strong if it gets to hit the field, but not strong enough to compensate for the cost. It doesn't help us in 2 of the 3 themes of the deck but on the contrary draws hate with slow pay-off.

  • Bloodgift Demon Rather than having multiple ways to draw 1, focusing on pillowforting and keeping the monarch token to yourself would add consistency. A body is nice, but also a liability and lack of synergy with the rest of the deck.

  • Kambal, Consul of Allocation It's good at what it does, but we do not necessarily want to do that. It always universaly and equally hates on everyone, drawing hate towards you when our idea is to keep us away from the harm. Draining is nice, as long as it doesn't also drain our goals.

  • Sidisi, Undead Vizier Again, really good at what it does, but we need more space for cards that we need to do exactly what we want to do.

  • Void Winnower Strong, but really expensive for non-ramp deck and draws hate to us. Not the strong we must have.

  • Elixir of Immortality When a deck functions as planned and has multiple ways to win even if some get discarded to graveyard, you should be able to win before decking out.

  • Skullclamp Strong... but not the strong we must have.

  • Staff of Nin We have our economy covered as long as we are able to sustain monarchy.

kamelyan on Hugging to Death

5 months ago

I like the combo of Walking Archive and Forgotten Ancient, and Aurification says "I'm just helping, so don't attack me; but if you do, make it count."

cdkime on Help with Forced Attack Deck

5 months ago

Avatar of Slaughter is another card which forces opponents to attack. Giving your opponents double strike might be a tad problematic though.

Angel's Trumpet punishes an opponent for not attacking, though it is rendered obsolete by other forced attack cards.

Stuffy Doll is another viable punishment card, as it is an indestructible blocker who reflects damage.

Delaying Shield is a strong punishment card alongside Zedruu--you can force your opponents to attack you, put a significant number of delay counters on Delaying Shield, then promptly donate it to an enemy (preferably one who cannot easily generate White mana).

Lightmine Field works wonders against decks that go wide, and can easily destroy an enemy's entire force.

Aurification will neuter their creatures after they attack, though this would not prove useful if you want to repeatedly force attacks. Might be a tad fun alongside Angel's Trumpet though.

Isperia, Supreme Judge is probably too costly to cast, but it turns their attacks into card advantage. That might be more punishing than reflected damage.

Riddlekeeper mills them when they attack. Not significant against Voltron or other decks focusing on large creatures, but might be nifty against wide token decks.

Slumbering Dragon is a one-drop that can very quickly become a large, evasive creature.

MRDOOM3 on Oloro's Throne

5 months ago

A nice pillowfort enchantment, especially in a 3-color deck, is Collective Restraint. You can also consider Meishin, the Mind Cage.

Aurification, Dissipation Field, and No Mercy are all nice as well.

Fatespinner and Peacekeeper are also good.

Control aside, some cards that are nice with Oloro are Drogskol Reaver and Paradox Haze.

Acute19 on Bingo! Dino DNA!

5 months ago

Very nice. I hadn't seen Aurification before here. That's a sweet card. I recommend AEther Flash as another enrage enabler.

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