|Commander / EDH||Legal|
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Enchantment — Aura
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
3 days ago
You have quite a lot of lands and minimal acceleration, you should probably cut between 3 and 6 lands and replace them with some mana ramp like Azorius Signet, Azorius Keyrune, Azorius Cluestone, Fellwar Stone, Coalition Relic, Knight of the White Orchid, Solemn Simulacrum etc. You can find lists of the best mana rocks in EDH online, these are just a few examples.
You could probably use a few more utility cards, like removal and boardwipes, and remove a few buff enchantments since you have quite a few. Invocation of Saint Traft doesn't work well with your commander damage goal, Pariah isn't fantastic since you usually want to prevent your commander from dying, Charisma often won't work since she'll be big enough to kill anything that blocks, and Corrupted Conscience and Treachery don't really mesh with the deck's theme.
I think you should replace these with efficient removal and some boardwipes; Path to Exile, Swords to Plowshares, Return to Dust, Cyclonic Rift and Relic of Progenitus/Tormod's Crypt covers most threats you might face.
Depending on your meta, you might want to replace some countermagic with ways to refill your hand after you play it all with Bruna; there are a lot of draw spells in blue/white so I'll leave that to your discretion, but I think Fact or Fiction is a must since you can get back any enchantments that go to your graveyard and Sage's Reverie works really well with your theme.
I think I'm about out of specific suggestions, so I'll just leave a list of stuff that probably isn't great in your deck and stuff that I think would be good:
- Herald of War
- Spirit Loop
- Righteous Authority
- Could remove some other auras, you have a lot but that's up to you
- Traumatize (usually wins you the game and it's super funny)
- Jace's Archivist, Windfall and any other similar effects
- Possibly more boardwipes depending on your meta, good ones are Cataclysm, Cataclysmic Gearhulk and Wrath of God
Good luck with your deckbuilding, Bruna is a super fun commander :)
3 weeks ago
There's quite a few cards in this deck, that aren't legal in modern: Glittering Lion, Soul Charmer, Hazy Homunculus, Ribbon Snake, Rethink, and Rhystic Circle. A few others I didn't bother checking (looks like they are recently printed in duel decks or something - they might be modern legal, or they might not).
And then... whuh... what are you going to do to win with this deck? Although a lot of the cards are good in a one or another imagined situation, the variance is so great, that you will almost never draw what you need, when you need it (mostly: the early game). To get your deck more consistent, reduce the number of 1-ofs a lot. You want to go white control? cool, that's a good plan. 4 Ghostly Prison, 4 Wrath of God/Day of Judgment, 4 Path to Exile, and some winconditions.
And just a couple of observations: Sage's Reverie would be a lot better in a deck with more auras. Here, it's unlikely that you will get to draw more than 1 card of it. And 1 Faith's Reward also seem a little mysterious... exactly why is there 1 in your mainboard? You could plan around it - fill in your deck with sac'ing effects and artifact ramp, and play like eggs. but otherwise, it's not a good card.
1 month ago
Hey thanks for the name-drop, discipleofgary73!
I built a prototype Krond the Dawn-Clad budget deck, Krond the Junior Chipmunk (Concept), if you want to check it out. Some of the enchantment/aura tribal cards I put in there that I haven't seen mentioned yet are Ethereal Armor, Flickerform, Sage's Reverie, Sigarda's Aid, Aura Gnarlid, Auramancer, Dreampod Druid, Eidolon of Countless Battles, Elderwood Scion, Endless Wurm, Heliod's Pilgrim, Hero of Iroas, Kitsune Mystic, Monk Idealist, Nomad Mythmaker, Silent Sentinel, Sram, Senior Edificer, Tragic Poet, Umbra Mystic, Dawn to Dusk, Open the Armory, Retether, Reviving Melody, Three Dreams, Winds of Rath, Crown of the Ages, Crystal Chimes, Helm of the Gods.
1 month ago
Reynan: Hey man, thanks for the suggestions. I F**king love the idea of Retether. I am going to get a couple copies and throw them in and see how they play. It seems super hilarious late game when you drop 4 or 5 auras for 4 mana. I just added Sage's Reverie to the maybe board. I feel like it fills a similar role to Ethereal Armor or Eidolon of Countless Battles but with a little more engine. It could be really good if you can get it out early with a Hero of Iroas.
1 month ago
Buddy, I love enchants, so there go my suggestions: Story Circle - It will help you avoid a bounce, or any sh** than can target some creature or even you. I think is perfect for you. Angelic Destiny, it returns to your hand, so if you cast again, could combo with your deck. Maybe you don't agree with this last, but for sure still a good option. Retether and Winds of Rath, are more for side and fun. Emeria, The Sky Ruin is a good choice for long battles and to give a second chance to any creature. Sigil of the Empty Throne is cool, maybe you would like, maybe not, I just remembered and put it here, hehe. Spectra Ward is a very nice option too, more end game and Sage's Reverie helps you to draw more and more. I know from that suggestions, few are really good for you, but here they are. +1
1 month ago
Ok it's been awhile. Here is my update on the build:
Again, this is a change to what is on the WIP deck, not this on. Let me know your thoughts.
1 month ago
Sage's Reverie seems decent if only for the draw effect. its other ability is easy to replicate in modern. there's Eidolon of Countless Battles, or better yet, just dropping Ethereal Armor. The problem you're going to run into problems because your deck isnt focused on that kind of strategy. it also isnt focused on mill, or on control. it will be extremely beneficial to pick a strategy (or even 2) and build purely into that.
one enchantment strategy that might interest you is Don't Touch my Spirits (Turn 5 Win). this is an enchantment control deck, using lifegain-aggro as a win condition. i picked his because he has a great explanation behind all of his card choices.
as for Remand vs Mana Leak. that's the exact kind of question you should always be asking yourself. because in reality Remand isnt always better. Remand is more valuable to you because it comes out better in more situations. In modern you'll find that more often than not, just denying them the spell in that moment is all you need. remember what i said about lands that enter tapped. They can set you back a turn. remand does just that, and replaces itself in your hand. if you want some more detail, here's a great discussion on this topic:
I'd recommend reading past the first explanation. try and find some of the original comments and not get caught up reading too many replies to those comments. there are a couple judges that replied on here, and it's just some good insight into high level players' heads.
1 month ago
Ok my reasoning with ditching Pacifism for Claustrophobia is that with Claustrophobia, tap abilities can't be activated. But along that same vein, Journey to Nowhere doesn't allow any abilities to be activated!
I think a big question that needs to be answered by me is how powerful I want Sage's Reverie to be. Sage's is what is keeping me from dropping the auras for other enchantments. Blessed Spirits plus Sage's Reverie gets big fast, and with flying is a big threat. Plus it can serve as at least a draw 2-3 reliably.
In regards to Remand, why is it so ideal, besides the cantrip? Won't you have to deal with the same spell next turn if they really want it out? Vs Mana Leak, where it is countered to the graveyard. What is the competitive advantage here?
In short, how worth it is Sage's Reverie?