|Commander / EDH||Legal|
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|Future Sight (FUT)||Uncommon|
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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
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.
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:
- Mentor of the Meek: Is already on my maybe list and goes in the deck as soon as I can get it.
- Concerted Effort: Is already on my maybe list and goes in the deck as soon as I can get it. But I will probably not build the deck around it. So Lost Auramancers, Plea for Guidance and Windbrisk Heights are out. Especially Windbrisk Heights as my rebels normally only attack once with three creatures or more.
- Land drops are an issue so Journeyer's Kite and Thawing Glaciers are great choice and I will try them out.
- Temple of the False God: I tend to have it on my starting hand nearly every time I play it in a deck. So I am not a big fan of this card. But with Journeyer's Kite and Thawing Glaciers it is maybe worth a try.
- Sword of the Animist: Mostly I need my rebels to control the table and don't have a chance to attack the first rounds.
- Rebels mitigate the lack of good carddraw in white by tutoring for your creatures. Normally I tend to keep 4-6 cards in my hand and use my mana to tutor for rebels or recast Lin Sivvi, Defiant Hero so I don't need Jayemdae Tome, Armistice or Slate of Ancestry. Especially the later I think is not a good option with rebels. If you have enough rebels on the field you normally search for Mirror Entity and attack with your army.
- Light of Day synergices very well with Scuttlemutt and Distorting Lens so I will try it out.
- Cataclysm: Great suggestion and I will try to get one ;-)
- Fated Retribution is not the only instant wrath in white. There is also Rout. And I think if I add Cataclysm I am fine with wrath effects.
- Catastrophe and Armageddon are good option, but as I mostly play casual I leave them out.
- Cessation is better than Pacifism but at the moment Pacifism is only a placeholder and will get out of the deck. Presumable for an other suggestion form you.
- My playgroup mostly plays with older cards and so we decided to ban all planeswalkers. So Elspeth Tirel and Gideon of the Trials are out for me.
- Angel's Trumpet is a good card but not in my build, I think it is possibly in rebels but you have to build the deck differently.
- The runes cycle: Great suggestion. As rebels have already good answers against red and black I will try to find room for the three other runes.
- Icatian Store: I don't like the old storage land and I think that Fountain of Cho is strictly better. But normally I need my mana every turn and not a lot of mana in one turn. The only exception is Mirror Entity so I think I don't need it. But maybe I will try it out some day.
- Kongming, "Sleeping Dragon": For mone white Benalish Marshal is better and I will get one for this deck.
- Elesh Norn, Grand Cenobite is great but to expensive (money) for me.
- Pariah and Pariah's Shield: I think you are right and the runes are better suited for the deck.
So thanks again for your comment and now I have the problem to find cards to take out for your suggestions ;-)
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.
Thoughts, from how I understand EDH so far:
- 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.
- 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.
- 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.
- Card draw: use Mentor of the Meek, Slate of Ancestry, maybe Jayemdae Tome and Armistice.
- 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.
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:
Cut alot of the pillowfort cards (Leyline of sanctity, Privileged Position, Glacial chasm, ++)
Add more counterspells
Change commanders from Angus to Derevi, Empyrial Tactician.
Add Omniscience and Laboratory Maniac, cut divine intervention.
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.
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)
6 months ago
So it won't remove any counters from Lost Auramancers in the first place?
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?
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.