Encrust

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2015 (M15) Common
Magic 2013 (M13) Common

Combos Browse all

Encrust

Enchantment — Aura

Enchant artifact or creature

Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated.

Encrust Discussion

Mullac on Eternal affliction

1 month ago

I would take out Ever After as it is a bit slow and I'm not sure you'd ever play it especially in modern (unless this is more of a casual deck which is understandable). I think you can cut out Merciless Eternal too, is it apply enough pressure I think, compared to your other afflict cards. You can take a hint from standard and have Curious Obsession to even further pressure if that's what you like. Also I would change Encrust to better forms of removal such as Cast Down , Murder , Fatal Push or Bedevil . Another addition would be to remove Crippling Chill for Blink of an Eye which I think is better overall as you can remove a creature and force the opponent to play it next turn, or remove something like Ensnaring Bridge or another artifact/enchantment that affects you or your creatures. I hope this helped, and this looks like a super fun deck!

FormOverFunction on Underwater Friends

4 months ago

Also - consider Encrust for barnacle-power!!

BOXES_O_MOXES on Dragonsoul Knight pEDH

9 months ago

Thanks for the ideas Feyamius.

I have play tested most of what you have suggested. Especially the Gateway Plaza,Rupture Spire and the Transguild Promenade. I have found that these lands slow the deck down quite a bit. This is the reason I run the Shimmering Grotto and the Unknown Shores and also the Terramorphic Expanse/Evolving Wilds package. Most of the lands (Gates) enter tapped. The Spire, Promenade and the Plaza enter tapped as well and require you to set yourself back even further on top of that by having to pay to keep it in play. They are no good early game. Late game, they can help but by then you should have yourself set up and not need them quite as much.

The Opal Palace and Path of Ancestry will eventually be in here. I don't have extras for this deck yet.

I have played Crop Rotation in the deck. I took it out to add the Search for Tomorrow. I found that it was more times a dead card. I went for ramp instead. I will likely try to add more ramp in the future. It's extremely important to make the land drops and also to get a head of your opponent as this deck plays as a control deck 99% of the time.

Encrust and Arrest have been solid most of the time. They fit the deck quite well. I'm happy with them. With Unmake, The cost is hard to come up with in a 5 color deck.

Soul Manipulation will go in for Remove Soul. Surprised I overlooked that.

As far as adding a Displace. I've thought about it. Although I have shot myself down due to the Drift of Phantasms I play which can be used to search for it (Like running 2 copies) and also running the Izzet Chronarch and Mnemonic Wall the Ghostly Flicker gets recycled and abused. I see no need to add a second flicker effect spell.

The utility lands other than Bojuka Bog don't net me enough benefit to run them. Halimar Depths and Mortuary Mire are the only other two I'd consider.

Thanks for the input. Much appreciated!!!

Randomsome1 on Enchant deez nuts

1 year ago

Good start, a few cards don't seem to fit the goal of the deck.

Cut:

Laboratory Maniac - I dont see a infinite draw engine to make this a viable win condition.

Teferi, Hero of Dominaria - You have an okay amount of instants (It's just how the deck wants to be built), but I think you're a little short on benefiting from his + enough for his cost.

Asceticism - This is great if you want to go into a Aura Voltron route, but the Sterling Grove and Privileged Position Combo is enough for protecting your creatures.

Sigarda, Heron's Grace - You're got 6 Humans and Tuvasa ain't one.

Acidic Slime - Great removal, but because it costs so much it's only worth it in decks that can consistently bring it back from the grave or blink it.

Pacifism - Because Arrest, Desert's Hold, Encrust, Lost in Thought

Maybe:

Aura Shards - I don't think you have enough creatures to really abuse this, but it is still really good.

Burgeoning and Exploration - good ramp cards, but only if you have the lands in available. With only 36 lands you will probably won't be using them as much as you'd like.

Abundant Growth - Great color fixing, but not ramp.

Luminarch Ascension - You might have enough protection to get this going, maybe.

Parallax Wave - I might be missing something, but this card just seems bad outside of a blink deck. It doesn't combo with Solemnity if that's what you were thinking.

Add:

Estrid, the Masked - She's still great protection for your Enchantments and your commander.

Wild Growth - 1 drop enchantment ramp

New Horizons - Color fixing, ramp, and some pump.

Nature's Lore Rampant Growth Selesnya Signet Simic Signet ETC - Even though they don't fit, they are always great consistent ramp.

Sol Ring - Come on, Really? xD

Mystical Tutor - Grab that board wipe or Approach of the Second Sun

Open the Vaults - cheaper Replenish

Leyline of Anticipation - Enchantment version of Vedalken Orrery

Supreme Verdict - Just a good wipe.

Thoughts:

Land Tax - Might be able to do some cheeky things with Burgeoning and Exploration

One reason why you might not want to go the way im about to suggest is because my Controlling Girlfriend(s) deck does this too. But, feel free to copy me (You always do xD)

Ghostly Prison Propaganda Collective Restraint Sphere of Safety Norn's Annex - No one will be able to attack you.

Aura of Silence - more tax and can destroy something.

Auras:

Totem Armor is strong. If you want to go down that path the precon has some good ones, but look up cards that give totem armor, they aren't bad.

gwumbelbehr on Chromium, The Reanimator

1 year ago

I really like your deck, but here are some things I noticed. Steel of the Godhead seems a little weak as you already have unblockable, so i'd go for Hyena Umbra to help survive removal or Daybreak Coronet if you want the lifelink.

Also Blackblade Reforged and Sword of the Animist can be strong but don't really align with your aura based strategy. Maybe Teferi's Protection, Eidolon of Countless Battles, or Kor Spiritdancer would offer better damage, protection, and back-up voltron.

Lastly, you do have access to some awesome aura removal: you could put in Darksteel Mutation, Ice Cage, or Encrust to remove trouble some abilities or creatures when you go for the big all out one-shot swing.

P.S. Hatred could also be a one-shot insta kill.

Hope these ideas help, again I really like the deck.

TypicalTimmy on Card creation challenge

1 year ago

I've got a two-part card. One for when Jace realizes his daughter went missing, and one for when he finds her.


Unending Search

Legendary Sorcery

Scry X where X is the number of non-land permanents you control. Whenever you Scry this turn, reveal those cards to your opponent.

"I can still hear her. I don't know where she is, but I swear I will not stop until I find her again." - Jace Beleren.


Reunion

Legendary Sorcery

Search your library for any Planeswalker card and reveal it. Put it into your hand. Planeswalker spells you cast cost less until end of turn.

Planeswalkers you control enter the battlefield with an additional loyalty counter on them until end of turn.

"You're safe now." - Jace to Shandra

(Cheesy WOTC flavor text, admittedly. But it fits so meh.)


And because I recognize the Shandra I made is quite OP, especially her +2, I've decided to make the Planeswalker deck version of her. You know, a more "common" and less OP one. Also, I'm just suuuuper bored right now.


Shandra, Mental Static

Legendary Planeswalker - Shandra

+1 Exile target creature or artifact. It gains Suspend 2.

-3 Tap or untap up to two permanents. They don't untap during their controller's next untap step.

-9 Exile all player's hands. You draw cards equal to the number of cards you exiled. You get an emblem with: "You may cast non-land cards from any player's exile zone."

5


And, screw it. Just because every good set needs some sort of reprint of Ice Over / Claustrophobia / Encrust / Sleep Paralysis / Eternity Snare / Bonds of Quicksilver / Containment Membrane / Unquenchable Thirst / Encase in Ice / Frozen Solid / Ice Cage / Malfunction ... well, you get the idea...

Trapped Between States

Enchantment - Aura

Enchant creature or artifact.

The next time enchanted creature or artifact would become tapped, exile it. It gains Suspend X. When it returns to the battlefield, it enters the battlefield tapped.

Cornered and fearing for her life, Shandra's mind crippled her posture in an agonizing and piercing pain. After her screams subsided, she looked up from her tears and saw her attackers merely ceased to be.


So her magic would be focused around phasing material objects in and out, sort of control over the Suspend mechanic. Using her mind to connect and erase / move objects across space but not so much across time.

Well, this is honestly like the third time we've done something like this. Before this it was The Newcomers, and now it's this whole NewWatch... so, I don't really know.

Continue their story, I suppose. Make a series of cards that explore their powers and personalities. If you want, make more than one like I did.

KingMathoro on Countering Breya, Etherium Shaper?

2 years ago

So you're running the The Locust God for your R/U deck. Whose in charge of the G/W deck?

Because currently your main ways of dealing with her with the R/U are probably going to be things like Swiftfoot Boots, Lightning Greaves, Null Rod, Damping Matrix, Cursed Totem, Pithing Needle, Encrust and also save all the counterspells in the world for Breya. Just keep her off the field. Yes I know the Totem and Matrix mess with you too but you really just want his trigger. Not his ability per se. Once I know what you're wanting to do with the G/W deck then I give you some more options. Because I don't want to recommend a card recklessly without seeing what the deck is supposed to be doing.

TheFight on Help me with my solo-blue ...

2 years ago

Hey guys I want to build a deck, solo-blue, with the focus being getting Eldrazi Monument out. Any suggestions?

Also, some cards I want to put into it (but am totally up for better options) are Kraken Hatchling , Wind Zendikon , Encrust , Dispel, Anchor to the Aether .

Thanks ahead of time!

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