Plea for Guidance

Plea for Guidance


Search your library for up to two enchantment cards, reveal them, and put them into your hand. Then shuffle your library.

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Have (0)
Want (2) Mastadontti , offdutyninja

Printings View all

Set Rarity
Born of the Gods (BNG) Rare

Combos Browse all


Format Legality
Tiny Leaders Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Block Constructed Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Heirloom Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Plea for Guidance occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Plea for Guidance Discussion

KayneMarco on Estrid go Brách

1 week ago

Couple of other tutors you may or may not have seen before:

Phule451 on I fight for those who cannot fight for themselves

1 month ago

The mana base is a bit concerning as you don't seem to have much ramp, and since you'll hopefully be drawing a ton of cards, you're gonna want all the mana you can get. Though they don't enchant creatures you control, Overwhelming Splendor and Darksteel Mutation could help deal with opponents' counters to your strategy. Three Dreams and Plea for Guidance can help you tutor up your key pieces for your main strategies.

KayneMarco on Tuvasa Ain’t No Pillow Princess

1 month ago

A few cards that would help get the auras you want out sooner are:

bushido_man96 on Chulane, story teller

5 months ago

bernardofox, I guess I'm kind of confused by your answer. You don't necessarily need to have enchantment tutors to run an enchantment, as you're already running 8 other enchantments.

As for Bant enchantment tutors available:

8 options to tutor enchantments in Bant.

jakeelephant006 on Uril, Ultimate Bench-Presser

6 months ago

This deck seems to have a couple of weird things and a couple of holes in it. First off, your ramp seems to be through the roof and I don't really see why that's necessary. I would recommend cutting some of, if not all, the cluestones or maybe a sorcery speed ramp spell. Maybe consider switching one of your current sorceries for a Skyshroud Claim and probably switch Druid of the Anima for Sylvan Caryatid . Related to this is your current lack of enchantment cost-reducers. I would recommend adding one or two back in. You can switch some of your ramp for cards like Herald of the Pantheon or the new Starfield Mystic .

Next is card draw and tutors. You're not doing too bad at this, but I'm surprised you're not running Satyr Enchanter , Kor Spiritdancer , Sram, Senior Edificer or Open the Armory . Maybe even Three Dreams or Plea for Guidance are playable as well. Also, I think Harmonize deserves a spot because it can get you back in the game without any help.

Another thing you seem pretty weak on is removal. Both targeted and mass. I think Beast Within or Generous Gift or both would pretty easily fix your targeted removal. Maybe even Decimate or Qasali Pridemage . I think you ought to run at least one more board wipe. Single Combat or Divine Reckoning seem prudent. If you wanted to be able to hit more types of permanents, I'd highly recommend Tragic Arrogance .

My final category of things to add are other auras/enchantments and recursion/protection. Bear Umbra has been reprinted and it's still not here and Unquestioned Authority is also good. Also, the new Treefolk Umbra seems good enough to run. Maybe add back in Snake Umbra for card draw. Maybe On Serra's Wings or Asha's Favor for the host of abilities they grant and maybe Boar Umbra . For recursion and protection I'd say Hall of Heliod's Generosity , Umbra Mystic and Boros Charm are all cards that belong in here. Adding back in Retether seems like it would be fine and including either Eternal Witness or Auramancer or both might be good too. In general, I think this deck needs to be rebalanced a little bit.

Now, I'm sure you're thinking, "But my deck is already perfect. What am I supposed to take out?". I'm here to tell you, you're wrong and there are a few cards that seem ripe for removal. First off, Gideon's Intervention seems kinda silly in here. Really not what the deck wants to do. Maybe there are one or two cards that you really don't want to see in a game, but I think having single target removal in place of that would be better. Next off is Combat Celebrant . This guy is kinda slow, really vulnerable, and not an enchantment. If you really want this effect go with Aggravated Assault which, in concert with Bear Umbra, can give you infinite combats. Also, I think it's time for Wall of Reverence to bow out. It can gain you a bunch of life, but I don't think that it's worth the slot. As I mentioned before, the Keyrunes are easy pulls for some card draw spells, enchantment cost-reducers, and maybe another (probably basic) land or two. Maybe one or two other ramp spells (I might consider cutting Burgeoning if you don't add in more card draw) are worth cutting. I think 10-12 is a good number of ramp cards for this deck. Some of the weaker auras I'd look at are Scourge of the Nobilis , Felidar Umbra and maybe Mammoth Umbra and Burning Anger . Maybe I'm wrong about most of or all of those auras. That seems like the most difficult category to cut from.

I hope you've had fun reading all of this and that maybe a couple of my suggestions make a difference.

Gossipmime on

7 months ago

Instead of tackling the enemy with stacks of auras bolstering Uril, I have opted for a flavoring of complementary PAIRS of enactments and auras.

Here's how:

Using the only tutor I have, Plea for Guidance I could find Volcanic Strength & Blood Moon . One gives Uril mountain-walk, the other turns all players non-basic lands into... mountains.

Another pair is Dryad's Favor giving Uril forest- walk as i tutor and throw Song of the Dryads onto a dangerous enemy permanent that turns it into a, wait for it... forest.

Or, for pure beatdown power, I could search for the aura Spectra Ward which gives uril protection from all colors, and in doing so would restrict me from being able to enchant him any further... except from colorless auras. Enter the perfect dance partner Eldrazi Conscription the powerful colorless aura that, together with Spectra, brings Uril to 21/21.

And, where I could have given my deck a one sided board wipe, I instead opted for the more sportsmen sorcery of Single Combat . Where ALL players choose one creature they own... and sacrifices the rest. Leaving my champion Uril a little one-on-one time to show his prowess, and prove that even the strongest creatures stand no chance against an enchanted beast.

Along with other complimentary tricks my version of Uril is a fun waltz of choices. An elegant way to have fun with strategy over slapping on cheap, vapid auras.

This is my Uril.

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