|Commander / EDH||Legal|
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|Commander Anthology (CM1)||Rare|
|Commander 2013 (C13)||Rare|
|Ravnica: City of Guilds (RAV)||Rare|
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Enchantment — Aura
: Remove enchanted creature and all Auras attached to it from the game. At end of turn, return that card to play under its owner's control. If you do, return those Auras to play under their owners' control attached to that creature.
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|Have (23)||Bad_Dog , ironax , jstn.mrrtt , LegendDeer , Ashy , CAPTAINxCOOKIES , Pelli , Riku580 , mziter501 , Wolfebladeelite , Supremespeed , sonnet666 , Reliva , PhotogenicParasympathetic , chrysaries , duff87 , KingOfGrixis , releasethedogs , vashaclarens , Orypool , itheoryz , Kleptozaniac , MagnaAura|
|Want (8)||The_Besticle , BringerOfStorms , Sethifide , eastly , morethanmediocrity , szelmowskiPrince , rakdos24 , ray3003|
4 hours ago
It looks like you're building on a budget, right?
Oblation can draw you cards when Sram is dead or effectively remove stuff
1 week ago
@Low-key_loki Thanks for the +1! I can see what you are saying in terms of being susceptive to board wipes. Saddly though I don't know many cards that will protect a creature from them. Flickerform is a great way to prevent targeted removal and there are a lot of flicker effects in the deck. Since a flickered creature is considered a new one anything that targeted the original won't effect the new one. One game I had. I had to dead-eye navigator 4 times to protect him but I was able to manage it. I don't run any counterspells simply due to the fact that if I cascade into it then I am forced to counter my own spell. The only one I would consider addin in is Insidious Will as I can maybe copy a cascaded instant/sorcery but even that isn't overly beneficial. I trgularirly play against a mono black kill everything deck but it hasn't been able to keep up with the amount of time I am able to bring out Ramos so I don't need to overly worry about being hated out by one person. The best part of this build are with cards like Seedborn Muse and Leyline of Anticipation, nothing more satisfying than playing 4-5 hands worth of cards on your opponents end step and swinging away with an unblockable/untargeted insta-death Ramos from all the +1/+1 counters on him.
1 week ago
Nice deck, although i feel it is lacking in certain aspects.
Any reason for not running any counter spells? I mean, i know its 5 colors and all, but surely 1 or two wouldn't hurt. Which bring me to my second point, that your commander seems incredibly susceptivle to board wipes. Considering this is EDH, most decks have at least 1-2 in their decks, and the only form of protection for Ramos seems to be Flickerform.
But over all, great deck, +1 from me.
2 weeks ago
Hi! I'm glad you like my build. It's a competitive build trying to win (or at least to cast Narset) as fast as possible. I know the deck puts you a target since the first minute. In fact, because of that, I don't use to play it xDD only when my friends want to try more competitive decks, for fun. But I like to add better cards with each expansion, I love it.
I've made some tweaks to the deck some days ago, before your reply, but I didn't changed the list here, only to add Aminatou's Augury, so I edited the deck right now.
I've added more fetches and better ramp artifacts to go faster. Fetches will find the lands I need, I make the deck a little bit thinner when Narset attacks to exile less useless lands.
I knew Battle Mastery and Flickerform were not the best auras to play, so I've changed those and some more. Proteus Staff is a key card for my deck, because it will rearrange your entire deck to cast every single turn, combat phase and aura/equipment because there are no more creature in it, only Narset. The bad thing, if you have a really big Narset, you can't use the Staff to not lose the auras, but I think is a minor trouble here. But the fun thing is that when I cast the Staff and I explain what will happen, everybody scoops up. Added also Omniscience and Dream Halls (this last one only to test it).
I play with some proxies (buuu xD ) so that's the reason to play Capture of Jingzhou, and the original dual lands. Capture is nice with Mizzix's Mastery. Every turn and combat phase you may cast from your graveyard is gas to continue attacking. But if you prefer to use cheaper cards, you can play painlands and Savor the Moment or Karn's Temporal Sundering, but Savor is... meh, because you don't untap Narset.
2 weeks ago
Hi MatEffect! I really like this Narset, Enlightened Master list you have here, looks very competitive. I'll have to put Aminatou's Augury in my deck when it comes out too! I used to have a list similar to this one but I had to rebuild it because my friends didn't want me to win with it anymore. If I were to make a suggestion, I would take out Battle Mastery, Flickerform, Proteus Staff, and Insidious Will with Ghostly Prison, Propaganda, Omniscience, and Cryptic Command. Also, unless you're planning on making this deck on MTGO, Capture of Jingzhou is WAY too expensive and rare to put into a deck. Part the Waterveil is a much cheaper alternative that only costs one more mana (not like it matters anyway since you're playing Narset, Enlightened Master). If you'd want to use my (non competitive) Narset, Enlightened Master deck as a reference, you're more than welcome to do so anytime!
Commander / EDH
84 VIEWS | IN 1 FOLDER
1 month ago
I specifically meant Sen Triplets, not Sharuum the Hegemon (the real artifact esper commander of choice other than Sydri, Galvanic Genius), in fact now that I think about it, Sen Triplets sucks as an esper artifact commander, and also Celestial Dawn isn't exactly an artifact combo.
Exquisite Blood and Sanguine Bond are enchantments, so they can be Replenished/Open the Vaultsed back with ease after a Tunnel Vision/Traumatize, and the fact they need lifeloss is easy with an unblockable hexproof commander. Neither of your "combos" win the game, let alone can be Replenished.
Celestial Dawn + Caged Sun = Double you land mana, and give it perfect fixing, minus Ancient Tomb, which now only receives fixing, and Boseiju, Who Shelters All doesn't protect you stuff, ad your artifact mana is kind of sucky now.
See what happened, a 9 mana two card combo did worse than a Mirari's Wake, which is another way of saying it sucks, together. On their own, Caged Sun does very little ramping, and it outclassed by Thran Dynamo/Gilded Lotus most of the time, which I could make an argument that they were bad, and Celestial Dawn is even worse, with this deck already having an incredibly powerful landbase, it un-ramps you with Ancient Tomb and Boseiju, Who Shelters All sucks now.
Onto the next "combo:" This one you were kind enough to even put a reason for:
Okay, Mycosynth Lattice + Unwinding Clock untaps all of your permanents (lands, artifacts and creatures mostly), along with fixing each players mana perfectly, and leaving you open to a blowout with Hellkite Tyrant, By Force, Vandalblast or Shattering Spree.
Okay, so tons of value? I mean it has a major couple of downsides, this deck is fine on its own fixing, and it fixes for all of your opponents? it is 10 mana, and can't be cheated out by Replenish, so it comes late in the game, and your opponents can probably tutor a Vandalblast up be now, so tons of value? Lets, see, if we untap every one of our permanents, every turn, what ways do we have to abuse the excess of mana? 8 things, of which 5 are instants (Cyclonic Rift, Dark Ritual, Enlightened Tutor, Mystical Tutor, and Vampiric Tutor), we can also move around Felidar Umbra a lot, activate Nomad Mythmaker, or Flickerform a little bit.
Well, yeah, and the cards are bad on their own, so it is a trash combo in this deck, despite what you said.
1 month ago
Ravenrose, sure I’ll take a look at the decks. Also, thank you for the suggestions! I’ll take them in careful consideration. As for protection from board wipes. I have Felidar Umbra, Flickerform, Indestructibility, Gift of Immortality and Shielded by Faith to help with that.
2 months ago
So I have a Uril deck that I have been working on for a while so I am going to make some suggestions to take out, the reason why, and then will give some cards I feel you should use if you can get ahold of them. So some general suggestions is to avoid fieldwipes that also hurt you a lot, secondly run very few creatures. Honestly mana dorks and the enchantress' are all that I really run so the major suggestion I would say is to cut down on the creatures and mostly leave dorks/enchantress' like Mesa Enchantress or things like Herald of the Pantheon which make auras cheaper. Another thing are instants and sorceries, the majority of those should be targeted removal and mass removal or land grab spells like Swords to Plowshares, Day of Judgment, or Rampant Growth. Some specifics on those are Titanic Ultimatum isn't awesome if you only have one creature, which is all you generally need to win. (Uril, the Miststalker) Including the other pump spells i would say aren't great with Uril because he pumps so much anyways. Predator's Rapport isn't a terrible one as it can get you some life if you need but their might be a better option if you really want to keep that in. Alright, on to the enchantments. I would say that out of auras, Ancestral Mask and Bear Umbra are your best two, the others I like are Dryad's Favor and Indestructibility and finally Rancor. Other than those three I would say most of your aura's are just a tad weak. Out of normal enchantments I would almost avoid these with a fiery passion, other than protection of course. I would say Oblivion Ring is the only one I for sure would say to keep in (yes I know it's an aura but you don't target uril with it.). Other than those I would say that you mostly want auras, other than removal or extremely powerful cards. Alright, on to suggestions: The major suggestions I would make for auras would be these Armadillo Cloak, Ethereal Armor, Flickerform, Runes of the Deus, Scourge of the Nobilis, Shield of the Oversoul, Spectra Ward, Spirit Mantle, Unquestioned Authority, and finally Vow of Wildness along with any of the umbras. (boar, spider, and hyena for example.) Some normal enchantments I like are: Burgeoning for ramp, Dueling Grounds and Ghostly Prison for protection. Also, Mayael's Aria and Sigil of the Empty Throne for alternate win cons and finally Sterling Grove for search and protection. The artifacts should be general ramp or mana fixing with maybe a Helm of the Gods for boosting. The wipes I use are Austere Command for when you really run into crap and Winds of Rath and Divine Reckoning because they don't normally hit uril so he doesn't die. I use Retether and Open the Vaults for recursion and Enlightened Tutor and Three Dreams for tutor and my two targeted removal is just Swords to Plowshares and Path to Exile. Those are just my general suggestions. If you want to look at my deck you can go to Uril the miststalker