Enchantment — Aura
You control enchanted land.
Printings View all
|Masters Edition II (ME2)||Uncommon|
|Classic Sixth Edition (6ED)||Uncommon|
|Fifth Edition (5ED)||Uncommon|
|Ice Age (ICE)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
1 week ago
You might like these: Storage Matrix, Ward of Bones, God-Pharaoh's Statue, Destructive Urge, Possessed Portal, Smokestack, Uba Mask, Conquer, Vandalblast, Curse of Opulence, Angel's Trumpet, Silent Arbiter, Bloodthirsty Blade, Rite of Flame, Gratuitous Violence, Eidolon of the Great Revel
4 months ago
Legendary Planeswalker - Nissa
Creatures you control get +2/+2 and have trample.
+2: Destroy target noncreature permanent. Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
-1: Nissa, Incensed deals 3 damage either to each creature with flying or each creature without flying. Nissa, Incensed deals 3 damage to each player.
-10: Gain control of all lands until end of turn. Lands you control become 5/5 elemental creatures with trample and haste until end of turn.
+2: Based on Green's ability to targeted destroy everything but lands and creatures and red's ability to destroy target land.
2 years ago
Well, in regards to the control-type spells, your first priority is political effects. As in interacting with the players as a player. Vow of Lightning is an easy example of this, but also Racecourse Fury could be a bargaining chip to get others to fight each other. Most recently there's even Frenzied Fugue, which lets you nab anyone's creature, at least for your turn. These type of "forced aggression" and "theft" effects are fairly specific to red (at least when you forget Mind Control and its ilk). That vow card is part of a cycle for good reason though, as white of course has access to numerous Pacifism and Arrest variants, so don't forget those either.
What also isn't unique to red or white, but is certainly prolific in the colors, is land hate. You have access to things like Apocalypse and Razia's Purification to give you some perspective. Now these spells are not aura's, but Destructive Urge is and Custody Battle, when placed on the right creature, might as well be land hate too. You've got Conquer too, but that one's a little high priced mana wise (but it is pretty janky too.
Now as far as the voltron/tokens build, I can say to you the same thing I mentioned to someone else: "the amount of evasion you need is inversely proportional to the amount of removal you intend to play". If you'd going wide with tokens as well as tall from suiting up one creature, it is inherent that you won't play as much removal or need evasion I would think. Really what you need at that point is the recursion and protection effects, because your aggression will demand opponents play their own removal or lose to aggro (which that recursion and protection acts like redundancy for your commander Tiana to boot).
In any case, I would suggest keeping in mind the mana cost of the cards you play, versus the amount of "cheat" spells you have (like Nomad Mythmaker and Replenish). If you want to only cheat out Eldrazi Conscription (or similar cards) then you could build around that, but having the back-up plan to hard cast it with ramp is also a safe bet.
As another small thing, curses are auras too. wink*
4 years ago
Do lands that need to be enchanted on a land you control such as Earthlore destroyed if the opponent takes control of the land? Oracle text seems very different in effect.
E.g - I use Earthlore on my forest. My opponent later uses Conquer to take my forest. I can still use Earthlore since the ability is on the aura, but is Earthlore destroyed since I no longer control the land?