Enchantment — Aura

Enchant creature

Whenever enchanted creature deals damage to an opponent, you may draw a card.

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Printings View all

Set Rarity
Jumpstart (JMP) Uncommon
Mystery Booster (MYS1) None
Masters 25 (A25) None
Tempest Remastered (TPR) Uncommon
Innistrad (ISD) Uncommon
Eighth Edition (8ED) Uncommon
Exodus (EXO) Uncommon

Combos Browse all


Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Historic Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Arena Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Curiosity Discussion

Massacar on Mizzet PUNCH

6 hours ago

Ophidian Eye as a backup for Curiosity.

Scroll Rack is 100% value in a deck like this.

Cyclonic Rift, Mystic Remora, Rhystic Study

Generally I think you need to get rid of some of your higher CMC spells and replace them with some more generally useable spells.

I would get rid of Bloodfire Mentor, Pyroceratops (Replace with Sprite Dragon if that's something you want)

There's a lot you can do here, but it largely comes down to budgetary constraints.

Goblin_Guide on Yeet or be Yeeted

1 week ago

If only there were a Curiosity effect in Boros

NinjaKitty778 on Fight With The Power Of Ten (Exalted)

1 week ago

Hello! Thanks for the comment on my deck! I'll see what I can do.

Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.

So what we want from the deck is:

1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures

Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.

Board Control/Stall Tactics

I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:

Authority of the Consuls Bant Charm Cryptic Command Detention Sphere Disallow Dromoka's Command Exclude Krosan Grip Path to Exile Qasali Pridemage Remand Spell Pierce Unravel the Aether

That should give you enough options to play with and see which ones you like best.


Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:

Fog Gods Willing Grand Abolisher Heroic Intervention Mark of Asylum Shalai, Voice of Plenty Simic Charm

The longer our creature(s) stay on the field the more likely we are to win.

Card Advantage

This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:

Ardent Plea Brain storm Curiosity Eladamri's Call Gaea's Blessing Impulse Serum Visions Wargate

By giving ourselves card advantage, we can find solutions to problems a lot faster.

Aggressive Creatures

And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:

Finest Hour Invisible Stalker Knight of Glory Noble Hierarch Rafiq of the Many Sublime Archangel

With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.

Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.

BluFootedBird on Scion of the Ur-Dragon (Competitive)

2 weeks ago

Thanks for the questions ChaoSpydr!

Here's how the deck is played:

  1. The goal is to cast Scion as early as possible. We're looking to start our hand with 2-4 lands, 2-3 pieces of ramp, and either card draw, interaction of some sort, etc.

  2. Cast Scion of the Ur-Dragon on turn 3 or 4

  3. On the next turn, If I have a combo card, I play it, and active the combo with Scion of the Ur Dragon's ability.

  4. If I don't have a combo card, so long as I have Moltensteel Dragon + Skithiryx, the Blight Dragon in my library, and have mana, I have the ability to do lethal infect damage to a single player



To answer your questions about multiplayer formats: This deck performs very reliably in a 1v1. With the ability to either play a combo, or fallback to using Moltensteel+Skitheryx, it's reasonable to win the game by turn 4 or 5.

For games with more than one person, just having moltensteel+skithiryx isn't enough to win the game. You'll have to draw or tutor cards like Curiosity or Animate Dead to reliably win the game regardless of however many opponents you have.



The reason why I have all 10 talismans is that my primary goal in the deck is the generate WUBRG the fastest I can. I'd argue talismans are some of the most efficient ramp cards in all of magic. They come in untapped, and they are better than signets because you don't have the restriction of needing to generate mana. Plus, they are wonderful at color fixing too! In addition, my average CMC for the deck is 2.08, so having a strong, low-cost, reliable mana base allows me to get more value for casting my spells early.

Mortlocke on The Queen's Egg

2 weeks ago

That brings me back. My 2nd deck ever was Tim, Curiosity, and Mind Over Matter. But I digress, I moved to Germany but I have friends in Scotland so it's likely i'll end up in the UK to visit once all this mess has died down. I hope you do get some use out of Survival of the Fittest - it'd be the first time i've ever seen it used in a Sliver tribal deck - I think you would get away with some epic plays that would break the mold of what players would expect from a Sliver deck.

Stay safe as well!

Conwash42 on Token Temmet

2 weeks ago

Desolation Twin = Too slow, I would remove it.

Angelic Accord: Not enough lifegain in the deck to make it worth.

Path of Bravery: Meh, mostly you will be attacking with a creature or two so not worth. Only at the very end will you swing with a lot, but at the very end your life total doesn't matter too much.

Embalmed creatures are zombies so stuff like Eternal Skylord works really well.

Cloudblazer is a great target for copy target creature spells.

Lazotep Plating Hexproof is a great save something card and you get a little bonus with the amass.

Forsake the Worldly Great removal plus cycling option. A personal favorite.

Fact or Fiction Great because you get to search the top 5 and get a few into hand. Sneaky trick though is that you can embalm any creatures that go into the grave. It's a win win.

Embalmer's Tools I think it makes embalm cost 1 less and remember that embalm creatures are zombies so you can mill others or yourself to get more creatures to embalm. Almost like drawing a card if you mill an embalm creature.

Rogue's Gloves Equip to a token then make it unblockable with your commander to draw a free card on your turn. Same with Staggering InsightCuriosityCurious Obsession

Throw in your Geist of Saint Traft?

Doombeard1984 on The Queen's Egg

2 weeks ago

Glad you are keeping safe Mortlocke, the world is a proper messed up place at the moment. Where have you moved too out of Curiosity? If you are in UK, once GPs comeback, we can tag team sliver some peoples lol.

Thanks for the advice as well, appreciate it as always.

Stay safe

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