Enchantment — Aura
Flash (You may cast this spell at any time you could cast an instant.)
Enchanted creature gets +1/+1.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Printings View all
|Mystery Booster (MYS1)||Common|
|Ultimate Masters (UMA)||Common|
|Commander 2018 (C18)||Common|
|Rise of the Eldrazi (ROE)||Common|
Combos Browse all
|Commander / EDH||Legal|
Eel Umbra occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Eel Umbra Discussion
2 months ago
3 months ago
Stuff that seems underwhelming here: Blossom Dryad, Dragonscale Boon, Erosion, Garenbrig Paladin, Gift of Strength, Nyxborn Colossus, Oko, the Trickster, Reduce in Stature, Sauroform Hybrid, Stony Strength, Tall as a Beanstalk, Wavebreak Hippocamp, World Shaper
3 months ago
This deck feels sort of unfocused. Specifically, Mindcrank and you choice in card draw spells (unless you're tryna mill someone out, in which case take a look at Paranoid Delusions) seem counter-intuitive. I would recommend thinking about what you want to do every turn.
Turn 1: drop an unblockable creature.
Turn 2: either pump it up or, if possible, play Invisible Stalker.
Turn 3: pump it up more and keep drawing cards off of Curiosity and the like.
4 months ago
Re: Winds of Rath, I have never found myself needing to wipe while Bruna is out. When Bruna is out and suited up, I can typically just go to combat, get a kill, and pass the turn. Bruna has natural Flying, and typically she'll pick up Trample from Eldrazi Conscription or Unblockable from Steel of the Godhead. Lack of evasion can be a problem with just Battle Mastery and Corrupted Conscience, but this is pretty rare in my experience since I typically have to tutor for at least one aura.
Totem Armor is a good way to get around card disadvantage from losing enchanted creatures, but they're also one-and-done affairs, and for the most part the extra numbers and keywords are just not relevant when they're attached to Bruna - none of them have the magical "lethal with one other damage aura" ability shared by the Big Three and Auramancer's Guise.
The one really interesting one is indeed Eel Umbra due to the protective nature of Flash, but in practice I don't think it's really different from a counterspell in that slot, so I ran that instead.
As far as making my other creatures bigger goes (this goes for both Faith Unbroken and the Umbras), bigger creatures just aren't scary when the entire table knows I'm aiming to suit up Bruna for the kill anyway. I'd rather keep my creatures as blockers and make them hard to remove in the sense of Fog Bank being able to block for days on end. The indestructibility auras (Indestructibility and Shielded By Faith) provide this, as well as Spectra Ward and cards with Protection from creatures like Unquestioned Authority.
Lastly, as far as creatures go, I just don't have enough of them to suit up. Right now I've noticed that the deck is both kinda slow and kinda vulnerable to creature combat at all stages of the game, so I'm probably going to board in Propaganda and some nice tutors, including my newly reprinted friend Idyllic Tutor. Maybe also add Drift of Phantasms.
4 months ago
From personal experience with Bruna, be careful with mass removal. Nothing sucks more than spending six mana on your commander only to have to wrath her away because she can't get in and you're gonna die to the creatures you can't get past. Heavily recommend Winds of Rath if you can get a copy. For just one mana more than Wrath of God we can ignore Bruna and any other enchanted creature we might have (I see that it is in you maybeboard, let me know if you've tried it and found it lackluster or just can't find a copy).
Have you given any thought the the many umbra cards (Eel Umbra and friends)? I know you want to keep the aura section lean, but these kinds of auras can keep your creatures more alive than they might be while also making them scarier.
Lastly, Faith Unbroken is cool. It is a bit clunky mana wise, but it also removed a creature while making something bigger.
Feel free to ignore any suggestions, I just like talking about Bruna. :D
5 months ago
So the way I'd go with this is basically a standard Tron commander with a top-end to take advantage of your draws. Chasm Skulker , Consecrated Sphinx , Faerie Vandal , all the Swords (e.g. Sword of Fire and Ice ), Skeleton Key , Colossus Hammer , Fireshrieker , Eel Umbra , Lightning Greaves , Swiftfoot Boots , Shielding Plax , Grafted Exoskeleton , etc. Probably a few counterspells (e.g. Counterspell ), some control like Vendilion Clique , maybe a Thought Sponge . Your higher-end stuff can be Jin-Gitaxias, Core Augur , Sheoldred, the Whispering One, Dragonlord Silumgar , Vilis, Broker of Blood . You want consistent life loss, so Pestilence and similar effects are solid.
11 months ago
Since theme is important for the deck, maybe swap out Eel Umbra for Steel of the Godhead ? The flash is nice but Steel does more and contributes more towards W/U devotion as well. Hour of Promise kind of fits theme plus provides ramp/color fixing/searches for those critical utility lands. Cool theme. I like seeing people post these kinds of decks.
11 months ago
Hey, saw your forum topic asking for help.
Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.
The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.
There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.
Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.
My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .
11 cards to consider cutting to add more lands:
- Act of Treason
- Mark of Mutiny
- Selective Snare
- Contract Killing
- Storm Strike
- Bolt Bend
- Price of Fame
- Grim Captain's Call
- Train of Thought
Other cards to consider cutting to make 100 cards:
- Burn from Within
- Voyage's End
- Welding Sparks
- Pirate's Pillage
- Pirate's Prize
- Think Twice
- Mana Geode
- Eel Umbra
- Curator's Ward
- Curse of Opulence
- Metamorphic Alteration
- Octopus Umbra
- See Red
- Bloodmist Infiltrator
- Deep-Sea Kraken
- Phylactery Lich
- Kiku, Night's Flower
- Body Double
- Buccaneer's Bravado
- Blinding Flare
- Sinister Sabotage
- Costly Plunder
- Doom Blade
- Polymorphist's Jest
- Teferi's Time Twist
- Darksteel Ingot
- Stealth Mission
- Stolen Goods
- Treasure Hunt
- Brass's Bounty
- Deliver Unto Evil
- Light Up the Stage
- Sleight of Hand
- Collective Restraint
- Conqueror's Galleon Flip
- Spell Swindle
- Icy Blast
- Fated Infatuation
- Deadeye Navigator
- Lighthouse Chronologist
- Dreadhorde Invasion
- Ral, Storm Conduit
- Nicol Bolas, God-Pharaoh
As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.
Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.
Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.
For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.
Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.
Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.
I offer more advice if you would like. Good luck with your deck.