Lost Auramancers


Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Future Sight (FUT) Uncommon

Combos Browse all

Lost Auramancers

Creature — Human Wizard

Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

When Lost Auramancers dies, if it had no time counters on it, you may search your library for an enchantment card and put it onto the battlefield. If you do, shuffle your library.

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Lost Auramancers Discussion

lagotripha on Help me plzzzz

4 days ago

Ok, this deck has a simple problem. Rather than building win-cons, you've filled a lot of card slots with big, game-ending spells. I'm seeing four combos and big creatures.

The issue with doing this can be explained pretty quickly- Combo cards are effectively blank until you get both parts of them, and high mana cost cards are blank until you can cast them. Most of the game is how you get to your big stuff, rather than staring at them in your hand and wishing you could use them, so that should be reflected on how much of your deck is 'I win if I cast this' compared to 'I need to survive to cast this'.

This basically means that this deck consists of Predator Ooze, Heritage Druid Noble Hierarch Essence Warden and Champion of Lambholt, but your hands will only have one or two of them at most. In modern, most decks will have two removal spells and a way of winning by turn five, so you will lose against most decks unless you get very lucky.

There are some simple solutions to this. This genreally means reducing the number of combo cards while increasing your ways to make sure that they arent 'blank'. Tutors, pseudo tutors, making sure your combos are good without both halves.

You don't want to be attacking enough for Dense Canopy to reliably provide value, so its normally blank- you can replace it. Similarly, Spring Cleaning/Primeval Light takes a long time to be useful, while something like (Felidar Cub/Keening Apparition/Kami of Ancient Law or in particular Qasali Pridemage or Thrashing Brontodon can be bears and destroy all the important stuff the turn evening resolves- its still basically a wipe, its just useful prior to being a wipe.

Your only black cards are Sanguine Bond/Exquisite Blood. They end the game, but without four of each (and Vizkopa Guildmage) it is difficult for them to be in your hand and to reliably cast them. Spells like Zealous Persecution Mortify or Anguished Unmaking could play well with different gamplans but you should cut both of them, and focus more on two colours, as the mana is a lot easier to provide (as cards you can't cast are basically blank).

So, when you are looking at a card in this deck or to add to this deck, think through several things. 'How does it help me' 'When does it help me' and 'when don't I want it'. This means finding versatile cards which can destroy enchantments but are also creatures or have multiple modes (hello Austere Command/Primal Command). Try to pick cards that don't just help with one of your gamplans, but all your gameplans. Similarly. if a gamplan just isn't working out, consider cutting it for more support, or cutting something else to support it more.

I really reccomend focussing on 1 drops that help generate mana/life, and 5 drops that have a big impact the moment they are played (Thragtusk, Painful Quandary) etc. A set of 2/3 mana cards that form your combos or can search your library for them (Idyllic Tutor, Lost Auramancers etc) and a smaller number of wincons. Foccusing in on what you want to do really helps you with picking cards that help you get there.

xram666 on Lin Sivvi's Rebels

1 month ago

@ForTheOldFrame: Thanks for your upvote and your detailed comment and sorry for posting so late. I was busy the last days and didn't find the time to reply.

I will try to answer to all your suggestion but I myself aren't an expert in EDH too. So maybe I am wrong with some choices and many cards depend on teh playgroup you are playing:

So thanks again for your comment and now I have the problem to find cards to take out for your suggestions ;-)

ForTheOldFrame on Lin Sivvi's Rebels

1 month ago

Upvoted and saving for future reference; I'm debating building something similar myself at some point. Rebels strike me as an archetype that's strong to the point of being dishonorable -- even today when a 4/4 for 4 is a little expensive.

If it weren't for Lin-Sivvi, I'd suggest going WB for black's excellent card draw, and access to Deathtouch and a few black rebels; but I think Lin-Sivvi is stronger than the entire color black, in this deck.

Understand that I know very little about EDH -- I've only played a few games, and never won any -- but I've been reading up and gathering advice; hopefully what follows will be worth it.

Glad to see that you're running Devout Chaplain and Allay, and that you're considering Mentor of the Meek and Concerted Effort. I really like Ramosian Revivalist.

Thoughts, from how I understand EDH so far:

  1. Rebels are playing a long game by definition; use land fixing to match. Journeyer's Kite and Thawing Glaciers can thin out the deck as well as Green can. Land Tax might also be worth it, but definitely keep your Tithe.
  2. Run Concerted Effort (tutor it out with Lost Auramancers, Plea for Guidance, or Windbrisk Heights), and tutor out Rebels with abilities you want to share. It looks like you're running most of them already -- I'm especially happy to see Thermal Glider and Rappelling Scouts.
  3. Mana ramp? I've heard it says that whoever gets the most mana tends to win an EDH game, and I can particularly believe it for this deck. Temple of the False God is reliable, especially with the tutoring solutions I mentioned. Sword of the Animist would also work.
  4. Card draw: use Mentor of the Meek, Slate of Ancestry, maybe Jayemdae Tome and Armistice.
  5. Light of Day if your play group will tolerate it.

Breaking off here, since there's only so many cards you can propose in one comment. Will resume in a moment.

b0bjohnson on Old Geezer Mackenzie's Sexy Birthday-Party

1 month ago


Thank you man that means alot to me. I have been working on this list for about two years now.


The list already preforms really well in any group, so I do not think it needs to be tuned more competitive unless you are playing in a pure cEDH meta.

If you want to tune this list for cEDH group do this:

These changes dramatically changes the deck. I really like it like it is at the moment. My playgroup already thinks it is a little to overpowered so I would advice against some of these changes if you do not need them. Here is a small primer on Derevi enchantress for cEDH: [Dankchantress]https://www.reddit.com/r/CompetitiveEDH/comments/4gpj1y/brewsday_brew_5_dankchantress_derevi_enchantress/

Approach of the Second Sun

This is a fine wincon and works well in most cases, but you would not run it in a competitive deck due to the high mana cost and its weakness to counters. If you feel like you need a wincon I would switch it out for Omniscience. It synergizes with the rest of the cards in the deck and can be cheated into play with Academy Rector or Lost Auramancers.

If you have any ideas about additions or if you get any experience with playing the deck please tell me. I would love to hear someone elses perspective on the deck.

Geralf_Cecani on What enchantment recursion is there ...

2 months ago

I'm trying to build a manaless dredge deck in commander (dont judge), and am looking at cards like Debtors' Knell and Mortal Combat and thinking 'damn girl u is fine'. However, the only enchantment to battlefield recursion I could find that's on a body (for dread return) is Silent Sentinel, which is mediocre at best. Is there any other methods of pulling enchantments from the bin or do I have to rely on this guy? (btw Academy Rector is outta my price range. And I'm running Lost Auramancers)

nicochulo on What does Torpor Orb do ...

6 months ago

So it won't remove any counters from Lost Auramancers in the first place?

nicochulo on What does Torpor Orb do ...

6 months ago

Ok so imagine I have a Torpor Orb in play and I play a Lost Auramancers.The last part of the vanishing ability says: "when the last (time counter) is removed, sacrifice it".So since the Lost Auramancers gets no time counters once it enters, would it instantly be sacrificed or would I have to safrice it myself to trigger the second ability?

Neotrup on Is Lost Auramancers put directly ...

11 months ago

Once Lost Auramancers does die, be it to combat damage or sacrifice or kill spell, you will get to search up an enchantment, but it can have a long and healthy life before that happens.

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