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

Printings View all

Set Rarity
Masters 25 (A25) None
Eternal Masters (EMA) Common
Tempest Remastered (TPR) Uncommon
Dragons of Tarkir (DTK) Common
Magic 2014 (M14) Common
Magic 2013 (M13) Common
2012 Core Set (M12) Common
2011 Core Set (M11) Common
2010 Core Set (M10) Common
Duel Decks: Divine vs. Demonic (DDC) Common
Tenth Edition (10E) Common
Ninth Edition (9ED) Common
Eighth Edition (8ED) Common
Onslaught (ONS) Common
Seventh Edition (7ED) Common
Classic Sixth Edition (6ED) Common
Anthologies (ATH) Common
Urza's Saga (USG) Common
Tempest (TMP) Common
Mirage (MIR) Common

Combos Browse all


Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block.

Browse Alters

Price & Acquistion Set Price Alerts




Show All Prices


Recent Decks

Pacifism Discussion

NyxDragon on Bards of Boros

1 week ago

Hello forum. I have a fun idea of a deck based on Bards from D&D. It may even become Jeskai. Im intending on using concepts from "gain control" spells, Pacifism, Balefire Liege, Guttersnipe, Young Pyromancer and possibly for Mana Leak and Cyclonic Rift. Im not looking for a competive deck, just a fun one that makes you think of a D&D Bard. Any ideas or decks, feel free to post them.

Darth_Savage on WasteOne

2 weeks ago

I like Hollow One and I like Waste Not but I'm not sure they belong in the same deck, the thing is that both cards are built for combo but they both need support. I think this deck needs a little more focus, to that end I'd like to suggest:

  • Jagged Poppet instead of Master of the Feast (best target for Pacifism effects ever), letting your opponent draw an extra card (if you aren't aiming to mill them) is normally a bad idea. The poppet will let you ditch cards but also makes your opponent discard
  • Infernal Tutor, you are going to burn through cards quickly and so the Hellbent ability is relevant
  • Like 8-Rack you can use the Raven's Crime x4 / Dakmor Salvage x2 combo, almost always better than Dark Deal
  • Driven / Despair, the Despair part is the useful bit, it gives your creatures menace and turns them all into spectres
  • Another option that might be fun, is Barbed Shocker, at 4 mana it is expensive, but it has haste and trample...

JA14732 on Curses are Fun for Everyone!!!

2 weeks ago

minionmasher, depends on what you mean.

When an aura enters the battlefield, it enters enchanting a legal permanent of your choice; otherwise, auras would just be sacrificed on ETB (i.e. getting back Pacifism with Starfield of Nyx allows you to slap Pacifism on any dude). Of note, this gets around targeting restrictions, as auras ONLY target on the stack, so using the above trick allows you to Pacify a Troll Ascetic. If you want more clarification, I'd recommend reading up on the rulings for Starfield of Nyx. That'll explain it for you, or epoch wrote up an explanation in the Rules Q&A a few years back that is the first result on google when searching "starfield of nyx and pacifism."

So, if you think curses are put on you, that is not correct; they are put on a player of your choice who does not currently have protection from the color of that aura. Does that make sense?

CrasherJunep on Boros Burn/Lifegain

2 weeks ago

Note to self: Replace Soulfire Grand Master with a Wild Slash, a Shock, a Twin Bolt, and a Warleader's Helix. Swap the two Recumbent Blisses for the two Pacifisms. Have the Tarfires instead of the Fiery Impulses. Remove the Blazing Hope and the Erase for a couple Mudbutton Torchrunners.

S1ayerMonkey on Daxos of Meletis Budget

3 weeks ago

I like Bonds of Faith in white voltron because the card can boost one of your creatures or act as a Pacifism on an opponent's.

tkk on Calling all angels

3 weeks ago

There is an approach to deck building called The Rule of 9. You begin by selecting nine cards. Each of these cards becomes a full play set (4 cards) yielding 36 cards in your deck. After that, place 24 basic lands and you have a deck that will consistently use your ideas to win or lose. If you like the results then you refine the deck with ideas such a mana curve, utility, and synergy.

Let's play 24 lands to ensure we have good opening hands and draw plenty of mana. Sure, we may flood out from time to time. Yeah, we may brick some draws. But nothing feels worse than seeing everything you could do if you just had some lands. Here is a succinct statistical look at why you play 24 lands.

Angelic Destiny: A great way to win the game. can take an 0/1 and turn it into a decent attacker and blocker. Does better work on things with lifelink or vigilance or double strike. Or all three.

Aerial Responder: On his own, Aerial Responder is a strong contender. He attacks and blocks well, he gains life, he's evasive...a renaissance man. When we look at curving into Angelic Destiny on four we begin to feel a slight tingle in our pants.

Ajani's Pridemate: A bear that gets bigger each time you gain life. With the right support, he can be an excellent attacker or blocker. Also, he is not the worst target for Angelic Destiny.

Pacifism: Most decent decks pack some form of removal. Pacifism is a far cry from primo, but since you're mono-white weenies you'll take what you can get and be happy with it.

By my count, we are at four of nine. This leaves us with five cards to choose. From here we can choose different ways to continue to build upon what we've done so far. Sometimes we will be playing a full four of and other times we might play less. It depends on the curve and how many slots we have available.

I've grouped these into cards that play well together. This first set is about making an army with your Angelic Accord.

Angels and Solitude

Angelic Accord gives us an engine to work with. All this card asks is that we gain life in increments of at least four. As a reward we get 4/4 angel tokens. Fulfilling these requirements can build a formidable army.

Lone Rider  Flip: If you are doing Angelic Accord things, then you'll hopefully be gaining 3 or more life a turn and the flip on him will be easier. A 4/4 first strike, trample, lifelink on (possibly) turn three is a good set up into a turn four Angelic Accord. Also makes an 8/8 lifelink, first strike, trample, flier with Angelic Destiny.

Lone Missionary: Two mana, gain four life and get a 2/1 body. Flip your Lone Rider  Flip, make an angel off of Angelic Accord, put a counter on Ajani's Pridemate. This card can enable a lot of the things you are trying to do, both in the early and late game. Play it for a reason and with a plan, running it out simply because #YOLO is a waste and will lose you game.

Solemn Offering: Interaction with decks that strongly utilize artifacts or enchantments while gaining four (wow, much amaze) life. For some silly times, you can blow up your own Pacifism to give your opponent back a creature worse than a 4/4 angel token (Angelic Accord is necessary for this to work). Not every deck plays relevant artifacts and/or enchantments so it is likely you only play one as a failsafe.

"Look to my coming on the first light of the fifth day, at dawn look to the east."

Make a big, wide army of tokens and overwhelm your opponent.

Raise the Alarm: Classic token generator. Play this end of opponent's turn to be able to attack next turn. Flash block 2/2 for value. There are just so many uses for this card.

Honor of the Pure: Anthem effect that gets better in multiples and hits all of your creatures (duh). You gain more power the wider your army is.

Spectral Procession: Make three 1/1 fliers. Pair this with Honor of the Pure and you now have six power in the sky.


Loxodon Warhammer: Probably just a one of. But what if any creature in your deck could make an angel token with Angelic Accord and this? Or flip a Lone Rider  Flip or put a counter on Ajani's Pridemate?

Crested Sunmare : Paired up with two or three Pristine Talisman and you can build an army of indestructible horses. For maximum efficiency, tap the talismans on your opponent's turn and attack with the 5/5s on your turn.

Heliod's Pilgrim: Two and a white to find your Angelic Destiny. Or Pacifism. Or Shielded by Faith. Or Pentarch Ward. Or Soul Tithe. Or Prison Term. This type of tutoring effect allows you to become a toolbox of answers and threats. Play two to help with consistently finding your finisher or answer.

Path of Bravery: Gaining life for attack with creatures and buffing said creatures when you've gained enough life. Seems sweet. If you have neither life nor an army, however, this card doesn't actual nothing. Play with no more than two.

"Let me, there is too much. Let me sum up."

Pick a core group of seven (28 total) cards. With your remaining slots pick some combinations of the other listed cards and then playtest. With any luck and through many games, you will find what works and doesn't and will make adjustments as you see fit. The cards I've listed are by no means the end all be all of what is out there, but I feel they are a nice jumping off point and a good discussion on deck building principles and techniques. This site also lets you playtest your deck so you can see how your draws look and play out a couple hands to see what you are capable of doing with the cards you've chosen.

ClawhammerLobotomoy on Deck of infinite life

3 weeks ago

The idea is nice. Seems like you're going for a word soup thing with Odric, Lunarch Marshal also.

I'd suggest looking into Sacred Cat as a one drop with lifelink that you can get back if it dies.

Since you're running Mastermind's Acquisition you should be able to throw some of the 'what if' cards into the sideboard only, and grab them when needed.For example, Grand Abolisher is a great side board card, but could just fizzle if the opponent doesn't interact on your turn much.

That goes for Authority of the Consuls as well. If the opponent doesn't have any creatures, it is a dead card in your main deck. You could remove both copies from the main and have one in the side board and just grab it with Mastermind.

I'd argue that Kambal, Consul of Allocation could possibly be the same here. if the opponent is a creature heavy deck, it wouldn't do much work.

I think you should look into cutting down some of the creatures to balance it with some non-creature spells as well.

Fatal Push is a stupid good removal card if you have the cash.

I love Aetherflux Reservoir as a win condition. If you can get the combo off, it is great, but this deck might be a bit slow for that. I've typically only seen/played this as the win-con in some white artifact "storm" decks. In fact, I have one that I mess with on MTGO. Aetherflux storm

Maybe look into going towards a control/prison style archetype and adding cards like

These will just deny the opponent any actions while you set things up.

I'm not that great at building decks, so don't take anything I say as gospel or anything.

S1ayerMonkey on Marchesa-sama

1 month ago

Hey I noticed your comment that you got skipped.

You might want to consider removing the random stuff and focusing on your pillowfort more. Example: Skyline Despot. This is a great card, but if you don't want other players to focus on you then getting a free 5/5 flyer every turn may not be the best idea.

If you want to be a pest, I recommend playing cards like Banisher Priest, Pacifism, Spear of Heliod, Ghostly Prison, and No Mercy. These come at the expense of being sorcery speed.

Also, perhaps consider making deathtouch a theme. Whip of Erebos and Necrobite work well depending on your intent.

Another way to annoy is to have regenerative cards that just won't die. The only two off the top of my head are Gravecrawler and Scrapheap Scrounger, but there are hundreds of others.

Good luck and hope I helped.

Load more