|Commander / EDH||Legal|
Printings View all
|Commander Anthology (CM1)||Uncommon|
|Eternal Masters (EMA)||Rare|
|Vintage Masters (VMA)||Rare|
|Duel Decks: Jace vs. Vraska (DDM)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Masters Edition IV (ME4)||Rare|
|Battle Royale Box Set (BRB)||Uncommon|
|Fourth Edition (4ED)||Uncommon|
|4th Edition Foreign Black Border (4EDFBB)||Uncommon|
|Revised Edition (3ED)||Uncommon|
|Revised Foreign Black Border (3EDFBB)||Uncommon|
|Unlimited Edition (2ED)||Uncommon|
|Collector's Edition (CED)||Uncommon|
|International Collector's Edition (CEI)||Uncommon|
|Limited Edition Beta (LEB)||Uncommon|
|Limited Edition Alpha (LEA)||Uncommon|
Combos Browse all
Enchantment — Aura
You control enchanted creature.
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Control Magic Discussion
1 week ago
Long time no see! Loving the deck, I'd definitely run Final Parting and Buried Alive in Muldrotha to set up my graveyard. Mystic Remora is also kinda cooky and could be good. I really like Tempt with Discovery over rangers path, just because you already have skyshroud and tempt has that crazy shot of just winning you the game when your opponents bite, but thats really more of a personal choice. Another card I've found can be annoying in muldratha is Control Magic, since if they can't exile it becomes an obnoxious recur-able removal. Noxious Gearhulk another card that works nicely, as does Duplicant though the 6 mana price tag on each are rough.
As for things I don't love Izoni, Thousand eyes, glowspore shaman, or worm harvest. Maybe you have more creatures readily in your graveyard than I expect, but Izoni is expensive to cast, re-cast, and use, the wurms are also color intensive and maybe be a dead draw sometimes. Glowsporse just seems under powered
Check out some of our new decks sometime and let us know if you have any interest in untap.in with us!
2 weeks ago
Oh no doubt I really like your idea of using Control Magic type of auras in the deck! If i didnt already own alot of (rather expensive) cards like Greater Auramancy, Sterling Grove, Opalescence, and other pillowfort/stax based cards to make up my list of enchantments, id definitely consider putting in several control-give-me-your-shyte spells because you seldom ever see that! Take your opponents things while making tuvasa bigger?! The risk of player hate-reward of winning is too close to ecstasy now that i think about it xD
2 weeks ago
I think that Evacuation cut mnemonic betrayal, mainly cuz I dont love the card and feel like it doesnt fit, otherwise cut unsummon maybe? Its your worst single target bounce id say Sidisi, Undead Vizier cut bloodfast or greed (you don't need both), I think another tutor would benefit this deck, if shes too much maybe Mastermind's Acquisition Cackling Counterpart cut mirror image, it's just worse imo Control Magic could be surprisingly strong, a turn where you take someone's best creature and hit their next best would be pretty strong Myriad Landscape cut a swamp, you have way more blue Canyon Slough also cut a swamp
3 weeks ago
Do you mean play something like Cathars' Crusade? Also I don't see big creatures TOO often, and they often get killed. What are some good ways to steal creatures, I don't want to just jam my deck full of Control Magic but I'm not sure how many good ways there are to steal creatures. I thought about Roil Elemental but that seems super frgile and will make everyone mad
1 month ago
Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).
First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.
Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.
This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.
As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.
The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which
I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.
If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.
Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.
Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.
Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.
Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.
Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.
1 month ago
Kismet is a strong way to slow down opponents.
Aura of Silence is a really good way to tax people out of doing the same strategy.
Crystal Chimes another effect to return enchantments you've lost to you.
Sigarda, Host of Herons bestow all the things into the safest arms.
Gitaxian Probe pay to life to play a deck one card less, 1 card more consistent than the table and the ability to bluff propping one opponent's hand to be stronger than what it might actually be (you don't have to show the other players what's in the hand you're probing, so you can make it sound like they're really close to a combo).
1 month ago
Yeah, I definitely agree that they're worse than Swords and Path, and I forgot that they are particularly vulnerable to sacrifice effects (which are relatively abundant in my meta). I'll swap those two out for Swords and Path, but I'll probably keep the rest of the enchantment based interaction, like Song of the Dryads, that can hit permanents as well.
I like cards like Thought Vessel and Kruphix as I can definitely go over hand size in the deck. I run Reliquary Tower because it costs me very little to run as a land, but I ended up cutting the others. If I have 10 cards in hand and get to keep the best 7, I've found that I'm generally okay, so it hasn't felt worth it to replace another card that provides other utility.
Lightning Greaves is something I overlooked for sure, and I should certainly find room for a couple more board wipes. Hypnotic Siren does provide good versatility, but I think if I were to put that effect in the deck, I might run Control Magic before it. Lastly, I do just personally prefer the Enchanted Evening combos over Starfield/Opalescence as win conditions though, but that's just my opinion, as I haven't had very much success with Starfield and Opalescence.
Thank you for the feedback again!
2 months ago
Okay so first Arixmethes, Slumbering Isle is pretty slow. Yeah he's a land at first, but you have to cast 5 spells while he's a land (which means you can't enchant him w/ auras).
Kefnet the Mindful isn't great, but I guess he's not outstandingly bad.
Masumaro, First to Live, comparable to Kefnet, is going to be restricted by the number of cards in your hand, and that's a max of 7. While a 14/14 is undeniably huge, it will probably draw hate and be removed very before you can enchant it.
Nezahal, Primal Tide is really just not good. I mean he give you no max hand size and he is recursive, kinda, but I don't think that's powerful enough to justify 7 mana.
Overbeing of Myth is a weaker Masumaro.
Prime Speaker Zegana requires you to have another large creature.
Psychosis Crawler will get you hated out of the game immediately.
Tishana, Voice of Thunder will draw you MAYBE 3 cards when it enters. It's only slightly better than Kefnet.
You have a lot of instants and sorceries. Too many counterspells, when your enchantments could deal with any permanents that get played.
There are a lot of cards at the higher end of your mana curve that are either not worth the mana cost or laughably not worth the mana cost. Also your draw synergies would be better devoted to their own deck (see my take on that idea Oreo Fluff). While this is a unique and interesting take on Estrid, it's slow and requires a steady draw engine to work, which requires a shitload of mana to work, which requires Estrid always being out to work, which requires, in the end, some degree of incompetence on your opponents' part. It's a great deck when left to its own devices all game, but that's just not how commander works.