Enchantment — Aura
: Untap enchanted creature.
: Enchanted creature gains flying until end of turn.
: Enchanted creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
: Enchanted creature gets +1/-1 or -1/+1 until end of turn.
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Combos Browse all
- King Macar, the Gold-Cursed + Pemmin's Aura + Phenax, God of Deception
- Birds of Paradise + Mesmeric Orb + Pemmin's Aura
|Commander / EDH||Legal|
Pemmin's Aura occurrence in decks from the last year
Latest Decks as Commander
Pemmin's Aura Discussion
1 week ago
I think you don't play unco on pauper edh but maybe Pemmin's Aura would be good in too?
1 week ago
2 weeks ago
If you're interested I can give you more feedback, but I don't want to impose if you're happy with how you've built the deck.
2 weeks ago
Seems like a cEDH list...
With these additions you already run the tutors to seek them out, and then you can add in Walking Ballista as an alternate wincon.
Another good tutor is to run Intuition...and you go get the 1 card you really want, Noxious Revival and Eternal Witness (or Regrowth if you want to play it) and it guarantees you get your card you want to tutor for.
Also, I feel like adding Runic Armasaur could be good to go with your Verity Circle draw effects. Where Verity Circle doesn't do well is against Thrasios activations, but that is where the Armasaur shines.
Other tutor effects to consider:
I noticed that Stony Silence effects shut you down quite easily, so aside from removing the stax piece stopping you, think about adding in a secondary win condition such as the previous mentioned options above to add into more consistency against bad match ups.
2 weeks ago
Awk0shi: Thank you, this is performing well so far! I'm pleased with how it's shaping up... I'm definitely considering Intruder Alarm, yeah, though to be honest I haven't had huge trouble keeping Araumi untapped between Aphetto Alchemist, Vizier of Tumbling Sands, and Fatestitcher... Intruder alarm is a dangerous card, but I think we could make it work given that we're running a lot of Merfolk Looter type effects...
I'll take a look at your version in the morning! But I'm glad you liked my list, you're welcome to leave a +1 if it inspired you... ;)
3 weeks ago
1 month ago
1 month ago
It's definitely an interesting cards, but I must say that the most recent iteration's second ability still seems too powerful for just 2 mana, even if it grants the opponent a card draw.
It's a legendary creature at 3 CMC that is Esper colors. Most people dislike the additional costs that Grand Arbiter Augustin IV entails. Granted that is to all players and is passive and not active. However it being an active may actually be an upside because then it can be manipulated to basically lock out a player. What's the risk in giving them card draw, if they cannot cast anything?
Althought most single-target kill spells are instant speed, so you're still just making that player increase their chances to find one to kill the Advisor... There's a bit give-and-take / risk-vs-reward.
For 5 mana and giving that opponent 2 card draws and gaining yourself a bunch of life, you make everything they cast cost more... That's pretty brutal in terms of taxing. And it can be your Commander. Factor in that the opponent wont play many cards - at least at sorcery speed - and you will be gaining increasingly more life for each activation, in Esper colors that could easily turn that life gain into kill pressure through Sanguine Bond, Vizkopa Guildmage, or Aetherflux Reservoir.
Thinking about it, it's not actually all that powerful (compared to many other things in Magic), but it REALLY would suck to be on the receiving end, especially in a color that either has very few instant speed cards or nothing effective to use it on. Being locked out of the game is an even worse gameplay experience than being killed - at least IMO.
May I suggest an alternative that is more flexible?
Ellen, the Generous
Legendary Creature - Human Advisor
, : Target opponent chooses clue, food or treasure, then creates a token of the chosen kind. Until your next turn, creatures that player controls cannot attack you or planeswalkers you control.
, : Target opponent draws a card, then you gain life equal to the number of cards in that player's hand. Until your next turn, spells that player casts costs an additional to cast. That player may pay 2 life to pay for each of this cost.
This way you still get to tax them, but they can opt out by paying life. So you cannot lock people down, you can just make it very costly to cast spells - 4 life per spell is still quite a ratio for 2 mana and tapping a creature. Additionally in formats like Commander you cannot hinder players that early in the game, as most people are willing to pay the life to continue playing magic. I got rid of the timing perspective by simply stipulating a "Until your next turn." to increase the power of the ability - or rather decrease the power of instant speed versus this effect.
Overall I think this makes the card less problematic. It also more easily doubles as a way to drop people in life - rather efficiently might I add - than keeping people from playing.
It could be considered to make it a group hug effect that affects all players - including you. So you choose what hinders the table from round to round and what compensation you give. Since you control the activation, you can choose when to apply it so you are the least hindered by its effects. You can also delay the activation so other players might not be hindered and thus use it politically.
Anyway, food for thought.