Greater Auramancy


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual 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

Stellato on What even is this?

3 days ago

If you're running Terra Eternal because your play group runs land hate, I would suggest Second Sunrise and Faith's Reward to counter that. also helps for any other boardwipes that affect you.

If you want to make this a heavier enchantment deck, also check out Luminarch Ascension, Solemnity + Delaying Shield, Aura of Silence, Greater Auramancy and Replenish to bring everything back.

WillowtheCouncil on Near-Death Combination!

3 days ago

So you have 20 lands in a control/combo deck. 20 lands is generally for aggro... because they have a max curve of 3... and aren't trying to cast a 5 mana enchantment that needs triple white... So, uh, you're gonna want more lands. Cut 2 Stuffy Dolls. They're nice, and pretty fun, but they are 5 mana. You don't want 2 in any given game.

One thing you'll learn is this breakdown in # of cards.

4 - essential card, OR a card you want multiple of. NDE, Worship, are 4-ofs. Greater Auramancy is better in multiples. If budget allows, kick it up to 4x. Or even 3x.

3 - you want this card, but not necessarily multiples.

2 - it's nice to have, but not a card you need every game.

1 - it's good, but is totally useless in multiples.

The above is a guide for # of cards in a deck. It's a guideline, not a rule, like all things. Some decks like Storm only use 1 and 2 of as finishers because the combo can dig and fetch for the pieces.

outofnothing0 on Zur's Perfection

1 week ago

@mhegara: I used to run both Phyresis and Battle Mastery but eventually cut them as I found them to be more "win more" cards. Basically a good chunk of the time I used them I had a big enough board position that they really didn't matter. I do like that flavor text though! As far as Mox Diamond goes... if you can't justify the new inflated price tag you're right in the fact that big mana increaser rocks like Mana Vault as mentioned and Grim Monolith would probably work as suitable alternatives provided you are able to pull enough colored mana rocks to cast Zur. Basically you should just playtest them with your list and see how they interact with the cards in your deck.

@wipperwhill123: Thanks! Generally I'm not worried about what other people are playing unless it has a direct impact on my game plan; to that effect I find that preventing things with counterspells to be more effective than black discard as they may have several things that are gonna ruin my day but only have enough mana to do one per turn whereas a counterspell would stop that dead in its tracks. Also Hymn to Tourach is a little color intensive with the double black. If I do decided to throw some discard in in the future Mind Twist and Thoughtseize would indeed be at the top of my considerations. Thanks for the suggestions!

@Demonio_de_Laplace: Dark Confidant is way better than Dark Tutelage because I can get it out a turn earlier for one and also it can do a little damage, block a bomb of a creature or take the fall if a Fleshbag Marauder or Diabolic Edict slip through. It is nice being able to tutor up the Dark Tutelage but it's just not as versatile.

@MtgMaster02: True. Greater Auramancy does do a great deal in protecting Zur but I found that it was overkill with the amount of other things that protect Zur and could sometimes mess up an aura I wanted to cast from hand. It's always in mind though so if I find things aren't going so smoothly anymore I just may put it back in. Thanks for the input!

@Jewishman: I'd say to each their own and that my build would at least stand up fairly decently against it. I personally feel like it takes away the essence of a Zur deck being a toolbox commander, but that's just me.

@Kynelan: I had Ancient Tomb in the deck at one point but found it was too painful when combined with all the other ways that I make myself lose life in the deck.

@1992lucas: The deck needs redundancy in case something gets removed Armageddon and Swiftfoot Boots are just that. I do agree that 3 mana for Disallow is pretty hefty and Misdirection is hit and miss so I am keeping my eye on both of those as potential cuts. The only real target for Idyllic Tutor without Zur is Rest in Peace so that's just too limited. I highly dislike Remand as it gives whatever I deemed threatening enough to counter back to my opponent, Memory Lapse is better as it slows them down a whole turn; the card is negligible. Dig Through Time/Treasure Cruise both cost a ton and I normally don't want to exile anything from my graveyard as I can generally get the important things back, especially with me thinking about the addition of Yawgmoth's Will. Tainted Isle is too situational with the swamp requirement; if I were to swap anything out it'd be for an Adarkar Wastes or Underground River. Thanks for all of the suggestions! I'll definitely think about some of 'em during the next time I have time to do some editing

SynergyBuild on Modern is Enchanting

2 weeks ago

Asceticism, Greater Auramancy, Privileged Position, Karmic Justice are differing forms of protection against spot removal.

Leyline of Sanctity is also really sweet and probably should be mainboarded with Lightning Bolt and it's kin, Thoughtseize, Inquisition of Kozilek, Duress, Thought-Knot Seer, and Kitesail Freebooter and other staples in the format. Lantern Control get single handedly shut down by that card, and that deck is a lot more popular now.

Pieguy396 on selesnya enchantments

2 weeks ago

Is this based off of my deck, Modern is Enchanting? If not, I like the way you think :)

Enchantress isn't the kind of deck that wants to be fast - you want to take your time, lock your opponent out, establish a board presence, and win in a couple of extremely explosive turns. If you have a decently large budget, I'd go for Windswept Heaths and Greater Auramancys before I'd add Idyllic Tutors.

IAmTheWraith on need help for hanna ships ...

2 weeks ago

I like pillowfort as an option for Hannah. I think that going with the Decree of Silence + Solemnity is fun, but as a back up Phyrexian Unlife + Solemnity is also a game winning combo. For protection, Ghostly Prison, Propaganda and Sphere of Safety like Suns_Champion has suggested are all great options. Also Greater Auramancy to protect your combos, and Copy Enchantment + Greater Auramancy means that no one can target your enchantments. Ever. Add Enchanted Evening and not only is this combo insane, Sphere of Safety becomes something that says players cant attack you. Would love to see what you come up with after its through, and good luck!

Runzid on Enduring Impacts Infinite Combo

2 weeks ago

Hey! I've been building something similar and just came across your deck, wich helped alot with the building of mine. I included Faithless Looting in my list, since i don't have Chalice of the Void in mine. Was thinking of cards like Greater Auramancy or Boros Charm in the siedeboard to protect the combo, and Vexing Shusher instead of Defense Grid. Is it worth it, or do you usually win to fast for opp being able to pay the extra mana?I'm still in the buildphase of mine, so havn't actually tested it, but just useing the "decktest" feature here, Faithless Looting seems really good in the deck.

Spud9000 on Green/White Lock

2 weeks ago

Hi erstmal. Die meisten hier schreiben Englisch, einfach weil man dadurch mehr Leute erreicht. ;)

Rein von der Liste wuerde ich behaupten, dass du sehr, sehr viel Ramp (Mana Beschleunigung) hast. Ich denke, damit du moeglichst schnell deine teuren Lock pieces spielen kannst. Das Problem dabei ist, dass du sehr anfaellig gegen Counter aller Art wirst. Ein Weg das zu umgehen waere viel card draw, was aber natuerlich nicht zu Ensnaring Bridge passt.

Im Modern Meta gibt es einen sehr kompetitiven Archetypen namens "Prison". Der versucht auch, den Gegner auszusperren und nutzt vor allem Enchantments wie Ghostly Prison, Suppression Field, Nevermore, usw... Dadurch, dass all diese Enchantments gnstiger sind, sparen sich viele Decks den -Aspekt fuer Ramp und spielen Mono- oder .

Wenn du mit deinem Deck kompetitiv spielen moechtest, waere es vielleicht eine Ueberlegung wert es in diese Richtung zu entwickeln.

Wenn du nur "auf dem Kuechentisch" mit Freunden spielst, geht es natuerlich Hauptsaechlich um Spass. In dem Fall wuerde ich dir trotzdem empfehlen den Ramp etwas zu reduzieren. (z.B. 4x Utopia Sprawl und 4x Arbor Elf, das ist wahrscheinlich das effektivste Ramp-Paket in Modern) Dadurch gewinnst du etwas Platz fr andere Spells, vielleicht Oblivion Ring (eine Antwort auf fast alles, was deine Gegner spielen) oder Peace of Mind (Sobald du eine Ensnaring Bridge auf dem Feld hast, kannst du hiermit sicherstellen, dass du nicht angegriffen werden kannst). Wenn du sicher gehen willst, dass dein Platinum Angel nicht gecounterd wird, kannst du Cavern of Souls in Eerwaegung ziehen. Wenn du einfach mehr Platinum Angel brauchst, schau dir mal Platinum Emperion an, der sorgt auch dafuer, dass du nicht verlierst. Da du ja schon viele Enchantments spielst, macht Greater Auramancy vielleicht auch Sinn.

Am besten schreibst du erstmal, ob du mit dem Deck nur mit Freunden, oder auch kompetitiv spielen mchtest.

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