|Commander / EDH||Legal|
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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.)
1 : Enchanted creature gets +1/-1 or -1/+1 until end of turn.
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Pemmin's Aura Discussion
1 week ago
Great idea. I, too, made a budget wizard tribal deck list just before discovering that Wizards' 4th tribal deck for Commander 2017 will be (Grixis) wizards tribal: Wizards Go Wide (Budget EDH). You might find a few ideas there. It's and Esper deck, with Ertai, the Corrupted for the general, but it is 75 percent blue.
1 week ago
3 weeks ago
Jace's Archivist is a pseudo mill that makes it look like you're being friendly while milling them. Leyline of the Void and Helm of Obedience create a two card BOOP to someone's deck and even gets around them running shuffle clauses.And the Duskmantle Guildmage in your sideboard can be paired with Mindcrank as a two card BOOP as well.Consider using either big butts OR attacking to mill your opponent to death instead of both so you can focus your top decking ability.And since you are running Freed from the Real consider adding some consistency by adding Pemmin's Aura
Best of luck on your deck building, Phenax was my first EDH deck and I still miss it to this day. Happy milling!
2 months ago
Not going to argue my position further since it's obvious I'm drastic opposition. Pulling my list down. Anyway, I'll leave you with what I believe to be some things that'll help you.
Irrelevant Arcanis Stuff Show
- Get a greedier mana base. No way other than LTP to fetch B2B makes the extra utility better. Academy Ruins, Buried Ruin, and Inventors' Fair are solid options.
- Drop thinking about MoM or DramaScepter as common combos. Your most accessible combo is Sensei's + Voltaic Key + Engine. All the pieces are artifacts and have great utility outside of the combo. Tutoring for the other two combos is much harder. You essentially have LTP for MoMo and Mystical and Muddle for Drama Scpter. That's piss poor for tutor options. You'll have more consistency with the artifact route. Include Reshape for more artifact tutors. I know it's 3 cards, but you're gonna be looking for Engine anyway. You'll run into situations where it's just going to be easier to get some extra artifacts than it is to try to assemble the other combos. Arcanis is also not guaranteed by any means to go through and working on either will further the other.
- You have 2 instant speed cantrips. That's not enough to make Scepter + Engine + Cantrip a thing without forcing it and the opportunity cost for including more is low. Could drop some of Ponder, Visions, Preordain.
- As for LabMan, think of it like this. If you're going off with one of the combos that draws you your deck, you're going to have access to all the cards in your library, yea? At that point, converting to colored is easy via engine, candelabra, voltaic, etc. It shouldn't matter what you use to win at that point. BSZ will get you there just as easily as LabMan except that card actually does something outside of combo. On the other hand, if you just manage to get DramaScepter out, BSZ is strictly better as it allows you to draw your deck regardless of whatever else is going on whereas LabMan is dead in hand. I honestly don't see why this is such a huge point of contention. He's just not needed to win.
- Reality Shift should probably be your spot removal of choice.
- Pemmin's Aura's greedy af. If you're just interested in seeing more of your deck, Jace's Archivist could do more consistent work. Scroll Rack is another solid option.
2 months ago
Hey there all, Brewstorm here. I'm the author of the other Arcanis list in question. I just wanted to voice my thoughts on TheDevicer's points. I actually didn't quite want to bring up this discussion just yet, but the topic of the current Arcanis list on here came up, and there's been a little discourse about it, so I thought I'd chime in.
To start, any competitive list worth its salt is capable of winning from turns 4 through 6. Thus, claiming that Arcanis is better 'late game' is essentially a moot point. There is no real 'late game' in true cEDH, so maybe as opposed to slowing down the game and potentially yourself (especially with a commander that's six mana), you should work on speeding up your game plan, or perhaps working on your early game answers.
Personally, I'm not a fan of stax in almost any format. Maybe it's my current meta, but it's very easily disruptable with well-placed removal or counterspells, and seems very meta-dependant. Again, just my opinion, but I feel that the stax package, no matter how small, is somewhat weak in comparison to having answers.
I do agree, Pemmin's Aura is greedy, but calling it 'too greedy' when it can be a wincon on its own with the right mana, and at the same time running the (in my opinion) extremely greedy Basalt Monolith/Rings/Zenith or Stroke combo--I just find it a bit hypocritical is all. That particular combo takes at least eleven mana to get working (or nine for Stroke, still a bit high) which makes it just about as viable as Pemmin's Aura. And if the combo is disrupted, say, a destroyed Rings or a countered Zenith, what're you left with? Mana that empties out after that phase. And unless you have some way to filter it into blue, or already have something like Staff of Domination, it's useless. With Pemmin's, while it isn't an instant win, it is a) protection for Arcanis, and b) a very easy way to draw additional cards. I do find it a little ironic that you mention a dislike for "grandfathered ideas as the best options" while at the same time using a very common, expensive, and easily disruptable combo.
Lab Man is just the quintessential way to win with Paradox Engine or Iso/Dramatic combo. I don't quite understand why someone would deck themselves with these pieces and not have him in? Maybe I'm missing something, but if you're not running him, what is the point of the other combos? If your main goal is to deck the table, why deck yourself first? I am legitimately curious, not just criticizing here. You fill your hand, and then what? That's why Lab Man is in here, so when I do deck myself around turn 4-6, I win immediately as opposed to having to work towards another combo.
I appreciate your criticism of my list, though I don't quite understand your logic for a lot of your ideas. I do find it funny that you yourself called your own deck "utterly terrible" in your own comment and yet it's been submitted as the end-all-be-all of competitive Arcanis lists. Not to sound confrontational or anything, but I would like to contest this and submit my own list as the tier list's example. I've worked on this deck for over 2 years now, have over a full year of documented changes, and the deck itself is extremely tuned. If you search TO for decks with Arcanis as commander, and sort by highest rated, mine is the first deck to pop up. It's clear the ability and popularity of my deck far surpasses the current one at the present time. That's why I'd like to formally request that my deck be considered for the tier list.
Thanks a lot for your time and I'd appreciate anyone and everyone's thoughts on all this.
2 months ago
@Human_Wizard - I'm just going to go ahead and ignore your blatantly confrontational tone and respond to the points you raise one at a time.'The first thing you wrote about was a response about the "turn 7" I mentioned. I apologize for not not being more clear about this before. What I should have said that I believe Arcanis really comes into his own in the later stages of the game. Unlike the common mono U options, Arcanis doesn't need the 99 to operate in specific ways when he comes out to generate insane value. Arcanis is greedy, but he's got inevitability. That's the reason you play him.
When I mentioned turn 7, I didn't mean this was the turn you could finally activate Arcanis. I'm familiar with how ramp works in the game. I brought that number up as a time you could legitimately look to start doing great things with Arcanis. The turn 7 here was used completely anecdotally and should not be taken as anything more than that.
As far as the stax goes, the deck only sports a light package. If you really wanted more opportunities to interact outside of those pieces, you could drop the orbs. The hate pieces don't actually turn off the deck in the manner that you imply, however. You can still combo out with Mana Maze on the field. Worst case scenario, you wait to Zenith someone on their upkeep. Cursed Totem is annoying at times, but it's not impossible to get rid of via things like Chain of Vapor, Transmute, Reshape, etc and its effect is strong enough to warrant inclusion. Finally, I think it's fundamentally wrong to criticize stax pieces as being meta-dependent. If you're making your own list to suit your group, you're surely going to take a look at all narrow cards in the list. Take Flusterstorm, for example. Great card, but it's feasible that it doesn't do enough work for you to want to include it in your meta. Given how limited mono-U's access to good stax pieces is, I included pieces here that work against a wide range of strategies in cEDH.
Although I advocate for greedy Arcanis lists, I think Pemmin's Aura goes too far. It's just not reasonable to expect to be able to play a 6-mana general, enchant it using a 3-mana enchantment, and then start sinking even more mana into the guy to draw cards. This is also dead in hand if you can't get to a position to use Arcanis. Minamo, School at Water's Edge does this fine with very little downside.
As for Laboratory Maniac, if you can draw your deck, you can get the pieces to kill the board anyway. What's the purpose behind Lab Man? I'll be honest with you, if I'm just playing the game, I'd rather be staring at Zenith than Lab Man in my hand.
Finally, if you can make improvements on any list, be it mine or someone else's, you totally should! I think it would be awesome to have a more open discourse about cEDH. I'll be honest, I'm not in love with a prevailing attitude here and on cEDH where people seem to accept grandfathered ideas as the best options.
2 months ago
With this final version, I managed to win... by distracting opponents long enough to get my Lighthouse Chronologist in play with a pair of Swiftfoot Boots and Darksteel Plate. This gave me extra 'meta' turns, in which I was able to set up my next play, Vesuvan Shapeshifter, enhanced with Pemmin's Aura.
About twelve turns had passed before my 'masterplan' came to fruition.
With a load of land (and a couple of mana artifacts), I cleaned the other player's battlefields (also, I copied a Visara the Dreadful, which helped a lot) in two of the extra turns. I had backup from Lorthos, the Tidemaker to stifle any further development. In two turns after that, I had my Teferi, Temporal Archmage token, with two Lighthouse Chronologists, and the Proteus Staff in play.
I controlled and won the game.
Friends are now calling for a ban of certain cards...
2 months ago
I'm familiar with the list. It's good given how terrible Arcanis is even if I think some of the cards there are questionable. However, I disagree with not including tools that slow down the game. Arcanis actually has pretty decent end game if you get to a point where you can cast him and keep him out. The problem is that you're shit out of luck trying to crawl to turn 7 when literally every other deck you're facing has better tools than you. Brewstorm's list is essentially a rehash of existing Mono U strats. Although effective for what they are, they offer no reason for playing arcanis in the first place.
Even if this point isn't accepted by the community, I can improve that list in 10 min. That list has some greedy cards like Pemmin's Aura and the deck doesn't need Laboratory Maniac to win since you can stroke or zenith the board instead. I also think that even with the Back to Basics, the mana base can afford to be greedier.