|Commander / EDH||Legal|
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|Ultimate Masters (UMA)||Rare|
|Modern Masters 2015 Edition (MM2)||Rare|
|Future Sight (FUT)||Rare|
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Enchantment — Aura
Enchant creature with another Aura attached to it
Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Whenever it deals damage, its controller gains that much life.)
Daybreak Coronet Discussion
4 days ago
1 week ago
Hey, other than one aura, Ancestral Mask , your deck is setup to use Estrid as a Commander more than Tuvasa.
Tuvasa is strongest when she's attacking doing Commander damage. What makes her powerful is she's both an enchantress and beat stick for Commander damage from the Command Zone. With Tuvasa as Commander consider low mana cost auras that can make her a real threat? Rancor , Ethereal Armor , Daybreak Coronet , Steel of the Godhead , Favor of the Overbeing , etc. Want to get enchantments onto the battlefield fast to pump Tuvasa, but this goes against the extensive pillowfort strategy.
The pillowfort strategy with combos requires a lot resources and time to setup and that's in Estrid's wheelhouse not Tuvasa. Tuvasa can still benefit from some pillowfort cards such as Blind Obedience and Authority of the Consuls since these cards help to clear blockers for her to attack. Aura of Silence , Energy Flux , Stony Silence are also quite good since they shut down artifacts and artifacts aren't part of your strategy. Tuvasa can also benefit, but much less than Estrid, from low mana cost land auras. Unlike Estrid who wants all the land auras to take advantage of her +2, Tuvasa doesn't need them all, just the low mana cost ones that create ramp (Growth, Sprawl, Fertile).
Many creatures are less needed when playing Tuvasa as Commander because she's the creature you want to focus on and enchant. All the other enchantresses as well as Sram, Senior Edificer and Kor Spiritdancer (aura enchantresses) and Heliod's Pilgrim are all the creatures you need. Rather than big creatures consider instead splashy cards that interact with auras/enchantments: Retether , Three Dreams , Wargate , Plea for Guidance , Aura Thief .
Good luck with your deck.
1 week ago
Oh man! If we can find a few card that put a target card on the bottom of our library, we can play Tunnel Vision on ourselves, then attack with Bruna. We would want a couple 2-3 ways to shuffle our yard back in to our library. We could also Traumatize our self ;).
Even better if that "put target card on bottom of library" could be done to an opponent as well cause we could either use it to put all our auras in the yard, or mill another person completely! Retether could be a good option to get our enchantments out if Bruna isn't available and we have fear of our yard being exiled. Open the Vaults get's our equipment as well. Open The Vaults would actually be fantastic if we could do a huge self mill with it in our hand and a whole bunch of mana rocks in our deck as they'd all be brought to the battlefield. This strategy would be worth instant/sorcery tutors and Archaeomancer s.
Here's a few cards for us to think about as we hone in on syngery — some might not work, but as we figure the subtler points out some might really shine:
Considering the self-mill strategy for Bruna, I realize Sigil of the Empty Throne suits and enchantment deck that's more as you are ramping lots and drawing so you can storm out casting enchantments. Because of the minimal amounts we HOPE to be casting them here, it's likely not worth the slot?
2 weeks ago
I would include some cards that affect all players, regardless of whose control it's under. Dictate of Kruphix , Teferi's Puzzle Box , Font of Mythos can be build-arounds for a deck playing a lot of cheap cards. I've also heard that treating Zedruu as a Voltron commander, donating the Daybreak Coronet s and Ethereal Armor s you attach to it can be powerful. Any aura can be donated without affecting whom it benefits, though. I can see some of that with the creature removal you've chosen. You could also go for Curses, Imprisoned in the Moon , Darksteel Mutation , Eldrazi Conscription , Overwhelming Splendor , the list goes on and on.
1 month ago
for aggro I think Invisible Stalker could be a good choice of creature to enchant
Remand is really good to keep the tempo and protect against big stuff
Stubborn Denial is incredible in this deck
Geist of Saint Traft is a monster but cost 3 mana
Unstable Mutation if you want to be REALLY fast take this card
Gryff's Boon make the late game more fair
Path to Exile play 4 it's so freaking good
Stony Silence against tron afinity hardened scaled and artifact deck
Leyline of Sanctity against burn,storm,jund and black deck with discard
Rest in Peace against dredge, control, jund, storm and graveyard deck
card to cut
Bruna, Light of Alabaster incredibly slow card
Banishing Light is 3 cmc which is a lot in a agro deck (we dont want to trade 1 for 1)
Gift of Immortality is slow and pretty much useless because it doesnt bring back the counter or the aura
Grand Abolisher should be in the sideboard for control matchup
Open the Armory I love this card but it's sadly too slow for modern
1 month ago
You can consider adding in Thought Vessel as a secondary Reliquary tower for you.
Some other cards you can consider adding in is:
- Daybreak Coronet
- Greater Auramancy
- Grasp of Fate
- Teferi's Protection
- Mystic Remora
- Arcane Laboratory
- Solitary Confinement
Hope that helps!
2 months ago
Im a big fan of mono-b lists, I really like alot of your inclusions especially the amazingly powerful value creatures like Gifted Aetherborn and Vampire Nighthawk. I was skeptical as to how a bogles player could lose to this list since it is alot faster and can completely negate your creatures from blocking their bogles (as well as cards like Daybreak Coronet with Gryff's Boon that will give them the ability to attack AND block your fliers), but then i saw it was u/w bogles and that list is almost certainly inferior to the g/w version. Some cards to consider:
Nykthos, Shrine to Nyx IMO anytime you're playing a mono color deck, this is a card to strongly consider simply because of how powerful it can be and is almost always worth the downside of not having access to a specific color in the early turns.
Geralf's Messenger - This guy is fantastic because he sticks around after death, and does some damage on entry. Very solid card for mono-b and high value.
Phyrexian Obliterator - Flying is great and all, but having trample AND the opponent being discouraged from doing any blocking or direct damage spells to remove it can be alot better. Plus he will fuel your Nykthos, Shrine to Nyx in a big way.
Bone Picker - since this is modern and creatures will always die/get removed, this card is essentially a 1-drop 3/2 flier which is fantastic value. Plus if you add Geralf's Messenger and the next card im going to suggest, we have creatures that can die that will just come back from the graveyard!
Gravecrawler - Even with just running 2 other cards that are zombies, its another 1 drop that can come back over and over and thats just pure value.
Fatal Push - Purely incredible removal, something this deck can surely use over card draw IMO
Bloodghast - This card is a staple in aggressive mono-b lists and speaks for itself why it would be useful!
Victim of Night - another low mana cost removal spell that might be worth running
Overall my advice would be to try to lower our curve a bit with some more 1 drops, and consider adding more cards that can either be played cheaply with immediate effects when played, or cards that are resistant to removal by always being able to come back, and to add more removal for our opponents threats. Pack Rat is a fantastic card, but can be slow for an aggro deck compared to cheaper cards that come back from the graveyard for less mana instead of making copies of a card for 3 mana that also requires discard.
+1! Good luck!
3 months ago
Thanks hkhssweiss ! So I have noticed in 3-4 player EDH, if I can't draw enough mana ramp and Uril Auras in time, the board state could very well have a few 10/10 fatties and 30 artifact tokens all pumped with +X/+X. I also consistently run out of cards in hand around turn 8. I either have a opening hand full of mana ramp and lands, or some lands and great auras, but for those times when I can't win early game, I need to Day of Judgment or Constant Mists. Even if I get Uril souped up, my opponents find way to bounce/sacrifice/prevent any creatures to attack.
I am trying to find the balance of: play enough ramp/aura draw cards so then I can swing before anyone has a chance, therefore I don't need to reset the board VS take a few more turns to draw for those game-winning cards, but in trade draw a wrath that may control the board to justify my taking a few more turns. I have lost to tokens/fatties damage after swinging with Uril at one person and not able to kill ALL players, so I have found that I need some way to survive another turn and keep Uril on the field.
I am planning to buy Sylvan Library (on my SCG shopping cart), and Hunter's Insight definitely syncs with Uril swinging ANYTIME (or even a turn 1 Serra Ascendant, which I have Aura'd up turn 3-5 and won.
Sage's Reverie is conditional like Daybreak Coronet, but for , I get some card draw out of it and vanilla "+X/+X damage". At most I have seen Uril with 4-5 enchantments and I already can kill someone at that point, so I don't know if it's the best 4 mana for (at most in my situation) 4-5 cards.
Every time I think about adding the enchantresses, I can't think of what I would take out. Manalith is already covered by Darksteel Ingot, Eldrazi Conscription is win more, Boros Garrison, Selesnya Sanctuary, and Gruul Turf bounce a land, but they still produce 1 more than Rith's Grove, so maybe I'll lose the Rith's. Acidic Slime is great with the deathtouch and destroy x, so it's a good blocker AND can take back an Aura Graft'ed mana reflection.
Blessing of the Nephilim and Ethereal Armor are great vanilla damage boosters. Blessing adds a guaranteed +3/+3, while Ethereal on it's own gives +1/+1 and first strike, but will need 2 other attached auras to add the +3/+3 that Blessing gives. Now Uril isn't swinging with only an Ethereal armor, so as long as Uril has 2 other enchantments, we get the equivalent damage, AND first strike. Having both on Uril would total +9/+9 for Uril for only , but without a trample Rancor or Shield of the Oversoul, I'm not swinging for lethal yet nor getting damage past blockers.
What I do want to consider is adding in more cards that give extra combat phases like Aggravated Assault. Maybe Seize the Day or World at War since they have flashback/rebound, or Combat Celebrant since it's only , but it has to survive a turn on the field.
I recently mainboarded Sigarda, Host of Herons since I hate sacrificing an indestructible Uril, and I can always Aura up Sigarda and swing, but I may consider swapping sigarda out for Tajuru Preserver since it's cheaper for the same 'prevent sacrificing' effect and can be cast early game, but I lose a hexproof flying swinger.
I also mainboarded Pariah as an alt way to prevent/redirect damage. I slap it on an opponent's indestructible or fat creature and now they have to either destroy the aura or remove their own creature before being able to deal damage to me. I know I could run creatures that "when damage is dealt to it, do X", but I would have to have both of those cards on hand to get the benefit, and unless I made it indestructible, it's only giving me utility 1 turn. Ghostly Prison also deters tokens/weenies from swinging at me since the opponent can't pay for all of them, and mana-strapped opponents with large creatures may want to save their mana and instead swing at the other opponent. I kept an opponent from swinging his fatty at me with my Soul Snare and I had a Moment's Peace in hand for the next turn after I popped soul snare.
Any thoughts on cards I can cut/replace?
Daybreak Coronet occurrence in decks from the last year
All decks: 0.05%
Commander / EDH:
All decks: 0.01%