Greater Auramancy


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor (SHM) Rare

Combos Browse all

Greater Auramancy


Other enchantments you control have shroud.

Enchanted creatures you control have shroud.

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Greater Auramancy Discussion

ZendikariWol on Energy of Damnation

1 day ago

Sorry nvm that's blue. Still tho, Ancestral Mask, Celestial Ancient, Graceblade Artisan, Greater Auramancy, I might be building Uril EDH, Herald of the Pantheon, Helm of the Gods, Idyllic Tutor, Kruphix's Insight, Mesa Enchantress, Mirage Mirror, Nomad Mythmaker, Sage's Reverie, Sram, Senior Edificer, Sphere of Safety, Verduran Enchantress all interact with enchantments in fun ways. Sphere of safety is especially devastating.

cammayhew on Zur, the Silver Slider

1 day ago

I would recommend adding in Greater Auramancy as it's a great way to protect your Astral Slide. Also you could maybe consider running Brago, King Eternal as another way to get your flicker triggers through.

cdkime on Pinball Wizard - Karona, False God EDH

3 days ago


Thanks for your help and suggestions. Greater Auramancy ultimately does not fit in this deck, as it also gives Karona shroud. As such, I cannot play it prior to Karona (as I cannot then place a vow on her). Even after she is on the field, giving her shroud is counterproductive, as it makes adding additional auras difficult.

Regarding artifacts, a prior version of this deck was more artifact heavy, and used cards such as Chromatic Lantern. Overall, I was disappointed with how that version of the deck handled. There was not a significant improvement to the mana ramp, and these artifacts did not interact with the numerous enchantment synergies in this deck. Overall, I found the slight improvement did not justify the slight reduction in card draw.

Assault Suit is another card I played around with in the past, and cut because it was a tad slow--there were better uses of 4 mana in the ramp stage, and seven mana, even if that mana is split between two turns, can generally be put to better use after she is cast. I'll sub it in if my meta becomes more sacrifice heavy.

Copy Enchantment is a great card for this deck, and I love the flexibility it provides. I've cut Three Dreams--which was quite helpful when I could cast it, but I never seemed to have the free mana--for it.

Bezter on Pinball Wizard - Karona, False God EDH

3 days ago

Greater Auramancy is perfect for keeping your enchantments protected. Copy Enchantment could also be a nice fit, as there are many good candidates to copy.

Any reason why you have no artifacts? Chromatic Lantern can greatly help with mana fixing.

The Vows do a good job of protecting you from your own commander, but you could possibly also use an Assault Suit. Same kind of deal, but it prevents Karona from being sacrificed to your opponents things such as Brion Stoutarm, Viscera Seer, Ashnod's Altar, etc.

Hope these suggestions help!

GaryofAshpodel on Zur Zombies

5 days ago

Thanks chadsansing! I'd never heard of Mark of Asylum, that would be a great add here! My meta does not use a lot of player targeting, otherwise I definitely agree on Aegis of the Gods. Greater Auramancy is a bit out of my price range currently, but I definitely like it in the deck. Grim Guardian is a fun creature, but I worry that it is slow for what I'm trying to do. And I love the idea of Athreos, God of Passage, but the deck is mostly tokens and so he doesn't end up being as helpful.

chadsansing on Zur Zombies

5 days ago

Cool take on Zur!

Aegis of the Gods and Mark of Asylum might be good to test to protect your creatures with Athreos, God of Passage, Greater Auramancy, Grim Guardian, and Mark of Asylum to help protect your creatures and enchantments.

Have fun brewing!

multimedia on Suns_Champion

1 week ago

Hey, you asked for my advice on your Zur deck. You've put a lot of time and effort into it and the deck description is easy to read and understand very nice work. I've never seen Zur used with Alarm as a win condition combo. Very creative idea, well done, upvoted. For a first deck with combo you've gone combo crazy!

The idea is great the problem is the combos need to be streamlined, too many combo cards not enough synergy between all cards in the deck and not enough universal good Commander cards. You don't need to jam all the possible combos into a deck it's overkill. Consider trimming Combo #1, Combo #2 and cutting Combo #3? A lot of combo cards you're playing are only good with other combo pieces as part of a combo. These cards are not good by themselves or have synergy with the rest of the cards in the deck other than the combo they go with. Because of all the combo cards I see problems with playing a normal game of Commander.


Your deck is very creative as a first deck with combo, you have a good grasp on the archetype. But you're going combo crazy which in my opinion will hinter gameplay much more than help it. It's more practical to pick a few combos that include cards that have overall good synergy with the entire deck not to use so many cards just because they're part of a combo.

Good luck with your deck.

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