Nomad Mythmaker


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tenth Edition (10E) Rare
Judgment (JUD) Rare

Combos Browse all

Nomad Mythmaker

Creature — Human Nomad Cleric

, : Put target Aura card in a graveyard into play attached to a creature you control. (You control that Aura.)

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Nomad Mythmaker Discussion

dan98mg on uril misting aura's

3 weeks ago

Angelic Destiny i know its good, but it might be a bit much. I don't know how many times Flickerform has disappointed me, i would think of dropping it. Gift of Immortality any indestructible enchantment is better, it removes anything attached to him. Holy Mantle, Eldrazi Conscription are good finishers, but they cost a lot, maybe look at removing one. Open the Armory honestly you have enough search effects, this one seems the weakest. Nomad Mythmaker, Retether these cards seem so good, but they just ended up disappointing me for then i disappointed my dad so many times, they just sit in your hand way to often and not doing anything. (Replenish i like this card as it brings others back.) Also by my count you have 15 ramp spells, boy o boy that seems like quite a bit, maybe drop one or two, Commander's Sphere & Sakura-Tribe Elder seem the worst to me.

pooki on Bruna Transform!!!

3 months ago

Auriel Alright took our Sword of Feast and Famine and Sword of Fire and Ice for Nomad Mythmaker and Retether. I might switch in Replenish when I find one in local stores. Also switched Sword of the Animist for Fellwar Stone. THanks man :D

Auriel on Bruna Transform!!!

3 months ago

Gotcha! I just wouldn't commit yourself to one strategy because if Bruna is locked up or killed repeatedly you have all of these good auras that you can't use! Overall I like the idea though! I would for sure include Nomad Mythmaker if you are going that route however!

Auriel on Bruna Transform!!!

3 months ago

I have a Bruna deck as well and some cards I find very helpful are Kor Spiritdancer, Starfield of Nyx, Hero of Iroas, Ajani's Chosen, Enduring Ideal, Celestial Mantle, Sphere of Safety is almost a must run until you can get her going, Nomad Mythmaker, Winds of Rath. Bruna can be removed and if she is it's important to have backups!

sonnet666 on Does Dead Weight kill the ...

3 months ago

Not exactly. That's sort of a complicated question. It depends where the the aura is coming from, and when the creature gained protection.

Protection from X just means, "If this permanent would be enchanted by another permanent with quality X, it can't be." The rules get a little more specific on how to deal with how that plays out in different situations:

If the aura is already on the battlefield, and is trying to move to a creature with protection from it, then rule 303.4j says it just doesn't move:

  • 303.4j If an effect attempts to attach an Aura on the battlefield to an object or player it cant legally enchant, the Aura doesnt move.

Example: I control a Prison Term attached to a creature. A Black Knight enters the battlefield. Prison Term triggers, and when the trigger resolves I'm allowed to say that I want Prison Term to move to the Black Knight. However, the Black Knight has protection from Prison Term and can't enchant it, so it simply doesn't move.

If an aura is moving from another zone attached to a particular creature. Rule 303.4i states that it stays where it is:

  • 303.4i If an effect attempts to put an Aura onto the battlefield enchanting an object or player it cant legally enchant, the Aura remains in its current zone.

Example: I play a Boonweaver Giant in an all-white deck. Its enter the battlefield trigger goes on the stack. In response, my opponent uses their Eight-and-a-Half-Tails to give my Boonweaver Giant protection from White. I only have white enchantments in my deck. When Boonweaver Giant's ability resolves, I can search and reveal a white enchantment if I want to, but it won't be able to enchant Boonweaver Giant, so it will just stay in my library.

The weird part is that players aren't allowed to make illegal choices, so most of the time you're not going to get stuck like that.

Example: I control only a Nomad Mythmaker and a Black Knight. I activate Nomad Mythmaker's ability targeting an Ethereal Armor in my graveyard. When Nomad Mythmaker's ability resolves, Ethereal Armor can't legally enchant Black Knight, so Nomad Mythmaker is the only creature I can pick to attach it to. I can't "choose" Black Knight in order to have Ethereal Armor stay in my graveyard, since that would be an illegal choice. (IDK why you'd want to do this, but I had to make my example work.)

This has less to do with the Protection ability, and more to do with how Auras handle objects they can't enchant. Protection only means what it says it means in rule 702.16, which I quoted for you earlier.

303. Enchantments

303.1. A player who has priority may cast an enchantment card from his or her hand during a main phase of his or her turn when the stack is empty. Casting an enchantment as a spell uses the stack. (See rule 601, Casting Spells.)

303.2. When an enchantment spell resolves, its controller puts it onto the battlefield under his or her control.

303.3. Enchantment subtypes are always a single word and are listed after a long dash: Enchantment Shrine. Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. See rule 205.3h for the complete list of enchantment types.

303.4. Some enchantments have the subtype Aura. An Aura enters the battlefield attached to an object or player. What an Aura can be attached to is defined by its enchant keyword ability (see rule 702.5, Enchant). Other effects can limit what a permanent can be enchanted by.

303.4a An Aura spell requires a target, which is defined by its enchant ability.

303.4b The object or player an Aura is attached to is called enchanted. The Aura is attached to, or enchants, that object or player.

303.4c If an Aura is enchanting an illegal object or player as defined by its enchant ability and other applicable effects, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owners graveyard. (This is a state-based action. See rule 704.)

303.4d An Aura cant enchant itself. If this occurs somehow, the Aura is put into its owners graveyard. An Aura thats also a creature cant enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owners graveyard. (These are state-based actions. See rule 704.) An Aura cant enchant more than one object or player. If a spell or ability would cause an Aura to become attached to more than one object or player, the Auras controller chooses which object or player it becomes attached to.

303.4e An Auras controller is separate from the enchanted objects controller or the enchanted player; the two need not be the same. If an Aura enchants an object, changing control of the object doesnt change control of the Aura, and vice versa. Only the Auras controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with gains or has), the enchanted objects controller is the only one who can activate that ability.

303.4f If an Aura is entering the battlefield under a players control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesnt specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Auras enchant ability and any other applicable effects.

303.4g If an Aura is entering the battlefield and there is no legal object or player for it to enchant, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owners graveyard instead of entering the battlefield.

303.4h If an effect attempts to put a permanent that isnt an Aura, Equipment, or Fortification onto the battlefield attached to an object or player, it enters the battlefield unattached.

303.4i If an effect attempts to put an Aura onto the battlefield enchanting an object or player it cant legally enchant, the Aura remains in its current zone.

303.4j If an effect attempts to attach an Aura on the battlefield to an object or player it cant legally enchant, the Aura doesnt move.

303.4k An ability of a permanent that refers to the enchanted [object or player] refers to whatever object or player that permanent is attached to, even if the permanent with the ability isnt an Aura.

702.16. Protection

702.16a Protection is a static ability, written Protection from [quality]. This quality is usually a color (as in protection from black) but can be any characteristic value. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2.

702.16b A permanent or player with protection cant be targeted by spells with the stated quality and cant be targeted by abilities from a source with the stated quality.

702.16c A permanent or player with protection cant be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners graveyards as a state-based action. (See rule 704, State-Based Actions.)

702.16d A permanent with protection cant be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, State-Based Actions.)

702.16e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.

702.16f Attacking creatures with protection cant be blocked by creatures that have the stated quality.

702.16g Protection from [quality A] and from [quality B] is shorthand for protection from [quality A] and protection from [quality B]; it behaves as two separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B].

702.16h Protection from all [characteristic] is shorthand for protection from [quality A], protection from [quality B], and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B], [quality C], and so on.

702.16i Protection from everything is a variant of the protection ability. A permanent with protection from everything has protection from each object regardless of that objects characteristic values. Such a permanent cant be targeted by spells or abilities, enchanted by Auras, equipped by Equipment, fortified by Fortifications, or blocked by creatures, and all damage that would be dealt to it is prevented.

702.16j Protection from [a player] is a variant of the protection ability. A permanent with protection from a specific player has protection from each object the player controls and protection from each object the player owns not controlled by another player, regardless of that objects characteristic values. Such a permanent cant be targeted by spells or abilities the player controls, enchanted by Auras the player controls, equipped by Equipment the player controls, fortified by Fortifications the player controls, or blocked by creatures the player controls, and all damage that would be dealt to it by sources controlled by the player or owned by the player but not controlled by another player is prevented.

702.16k Multiple instances of protection from the same quality on the same permanent or player are redundant.

702.16m Some Auras both give the enchanted creature protection and say this effect doesnt remove either that specific Aura or all Auras. This means that the specified Auras can legally enchant that creature and arent put into their owners graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal.

Auriel on Hope You Won't Hurt Me (Mono White EDH)

3 months ago

As for cards to replace those I would suggest Sol Ring, Ajani's Chosen Windborn Muse Spirit Mantle Sigil of the Empty Throne Journey to Nowhere Oblivion Ring Nomad Mythmaker Day of Judgment Umbra Mystic Eland Umbra Enduring Ideal Starfield of Nyx Ethereal Armor Lifelink Eidolon of Countless Battles Swiftfoot Boots Karmic Guide Battle Mastery Hero of Iroas Winds of Rath Kor Spiritdancer Arrest Celestial Mantle and Three Dreams. Like I said these are just suggestions as it is your deck! This will just allow you to keep your pillow fort and then swing over the top! There's a lot of equipment you can use as well but that's usually the more pricey route

sonnet666 on I Need Help Making My ...

4 months ago

Wild Research has a color identity, and is not legal for your deck.

The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.

The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.

Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.

Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).

You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.

All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.

Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."

I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.

And here's what I recommend in their place:

Double strike: Battle Mastery, Runes of the Deus, and Duelist's Heritage. Literally the best effect you can Uril, since it will double all the other buffs you're giving him.

Massive Gains: Ethereal Armor, Eidolon of Countless Battles, and Helm of the Gods (not an aura but w/e). If you're going to have cards that just buff your commander, it might as well be for a LOT.

Extra Card Advantage: Sixth Sense, Keen Sense, and Snake Umbra. These guys are cheap extra draw factor.

Trample: Rancor (best), Armadillo Cloak, Unflinching Courage, and Eldrazi Conscription (maybe). After Protection, Trample is the most reliable way to get damage through in your colors.

Haste: Instill Energy, Messenger's Speed, Cartouche of Zeal, Fervor, and Fires of Yavimaya. Hasting a Voltron commander is the best way to get your beats in asap.

Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)

Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.

Other miscellaneous stuff:

Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.

Nomad Mythmaker might make a useful recovery tool.

Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.

If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.

And that's all I can think of at the moment. Good luck.

DaringApprentice on The Art of the Draw

6 months ago

Hey thanks for the name-drop, discipleofgary73!

Looks like a fun build so far, wyatt0781! I also think you should consider Krond the Dawn-Clad as a possible replacement for Dragonlord Dromoka, but watch out for that prohibitive cost!

I built a prototype Krond the Dawn-Clad budget deck, Krond the Junior Chipmunk (Concept), if you want to check it out. Some of the enchantment/aura tribal cards I put in there that I haven't seen mentioned yet are Ethereal Armor, Flickerform, Sage's Reverie, Sigarda's Aid, Aura Gnarlid, Auramancer, Dreampod Druid, Eidolon of Countless Battles, Elderwood Scion, Endless Wurm, Heliod's Pilgrim, Hero of Iroas, Kitsune Mystic, Monk Idealist, Nomad Mythmaker, Silent Sentinel, Sram, Senior Edificer, Tragic Poet, Umbra Mystic, Dawn to Dusk, Open the Armory, Retether, Reviving Melody, Three Dreams, Winds of Rath, Crown of the Ages, Crystal Chimes, Helm of the Gods.

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