Sage's Reverie

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Fate Reforged (FRF) Uncommon

Combos Browse all

Sage's Reverie

Enchantment — Aura

Enchant creature

When Sage's Reverie enters the battlefield, draw a card for each Aura you control that's attached to a creature.

Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.

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Sage's Reverie Discussion

SketchyScribbler on Sram's Enchanting Evening

1 month ago

The main goal is to make sure that I can consistently make sure that threats such as Graceblade Artisan or Kor Spiritdancer and card draw such as Mesa Enchantress and Sage's Reverie, can get the necessary support they need, which is very aura heavy. While I considered running equipment, most Sram, Senior Edificer decks are equipment focused which makes me want to put my own spin on the card. Another thing is that if I split my focus here, I feel the deck will suffer a little in terms of how strong it can be especially when auras are involved.

SpelllingChamp on Sram EDH: Way Better Than it Should Be

2 months ago

Nice Sram list... I didn't realize that Inspiring Statuary would be really good in Sram.

Check out Pentarch Ward, Angelic Gift, Cho-Manno's Blessing, Cartouche of Solidarity, Cultivator's Caravan, Rebuff the Wicked, Reverent Mantra. I haven't tried Empyrial Armor and Empyrial Plate yet.

Spectral Grasp is a great political card if your meta plays fatties- it makes opponents beat each other up and draws you a card. Swords to plowshares doesn't lead to opponents beating each other up or drawing that card.

If you go with an aura-heavy build, check out: Pentarch Ward, Ethereal Armor, Sage's Reverie, Retether. Retether is ridiculous.

If people in your meta play Kor Haven or Maze of Ith, add land removal like Ghost Quarter, Tectonic Edge, Strip Mine, Scour from Existence, etc. etc. You might also want land removal to deal with stuff like cabal coffers, gaea's cradle, etc.

rhine0 on Daxos

3 months ago

So, I have a few ideas we could hash out for this deck, and I included a bunch of cards that I'll just give you, as well as a few cards you should pick up and plan to use, regardless. We can sit down and actually hash this out together if you'd like, or you can wing it and develop something on your own. Either way, I'm stoked you're getting so into this!

Cards You Should Pick Up

Windborn Muse Blind Obedience Noxious FieldUnderworld Connections

Cards I Can Give You

Mortuary MireForsaken SanctuarySeizures--There may be better enchantments, but its still not a bad optionUnhallowed PactViper's KissMolting SnakeskinDead WeightVampire CutthroatSage's ReverieLightformOrc SureshotBattle BrawlerErebos's EmissaryOrdeal of ErebosEraseDisenchantGuardian ZendikonPacifismEthereal ArmorCartouche of SolidarityEphara's RadianceRevoke ExistenceGift of OrzhovaOpen the ArmoryAccursed Witch  FlipHonden of Night's ReachSentry of the UnderworldReckless SpiteSandblastDjeru's RenunciationPeace of MindOrdeal of HeliodGryff's BoonLotus-Eye MysticsUnraveling MummyWayward Servant

Rzepkanut on Brago, King Eternal Voltron

3 months ago

Nice looking Brago voltron. Got some ideas...

Reality Acid, Well of Ideas, Sage's Reverie, Helm of the Gods, Ajani's Chosen

Happy gathering!

Pal00ka on Medomai Master Rewind

4 months ago

I play-tested this a bit before responding and my thoughts are you still need ramp and more smaller utility guys.

I don't think I ever got Medomai out before T6, and you want her out T4-5. Ramp creatures are good because they get you advantage and can be used for chumping if need be (a weakness of voltron can be you don't have defenders). Wall of Denial and Fog Bank are cute but they don't do anything besides block. Burnished Hart, Pilgrim's Eye, Solemn Simulacrum, Knight of the White Orchid, Kor Cartographer, Oreskos Explorer, and Weathered Wayfarer are more/better options.

Heliod's Pilgrim was a great inclusion. Another would be Trinket Mage for snagging Sol Ring or even the artifact lands if you choose to include them. Glint-Nest Crane is also good for digging for artifacts.

Essentially I see Medomai working best when early game you can drop utility guys, ramp, and cheaper equipments to enable you getting you a T4-5 Medomai who can be protected/have haste. Swiftfoot Boots and Lightning Greaves are essential here I think. Cards like Argentum Armor are bad. 1: its the same cost as your commander so it's a dead draw until T7+ 2: it'll take 3 turns without ramp to equip and be used. Lot's of time for it and/or Medomai to be blown up because no one wants their stuff to be exiled.

Some cards I think won't be pulling their weight are Dovin Baan (nothing he does enables voltron), Venser's Journal (very slow and is having 7+ cards in hand ever a worry? Play Reliquary Tower instead), Perpetual Timepiece (play Crystal Chimes instead), Sphinx of the Final Word (decent threat but you only have 14 instants and sorceries so you aren't fully taking advantage of him, I'd re-include Sphinx of Magosi for instant and continual draw), Celestial Mantle (way to expensive and life-gain is meh in EDH, Ethereal Armor is a straight upgrade), and Mind Unbound is SO SLOW, replace w Sage's Reverie for instant draw and attack boost to complement your voltron strategy.

Sorry for the book again, I'm thorough because I want to see this shine, but it is shaping up nicely!

redknight44 on

4 months ago

The main thing holding me back from going mono-white is that I want trample. I'm gonna see if I can swap out Rancor for some sort of trample artifact, although I prefer using enchantments / auras as much as possible for synergy with Ethereal Armor and Sage's Reverie.

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