Sage's Reverie

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
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.

Sage's Reverie Discussion

Joe_Ken_ on Poor mans Tiana Auras

2 weeks ago

Since you are trying to keep to a budget I will make sure to only suggest some more budget cards.

Battle Mastery will give your creature double strike, pretty much doubling her damage output and Scourge of the Nobilis will give her lifelink, +2/+2, and an ability to pump mana into her for a big increase in damage.

Sage's Reverie is a card draw aura with also giving a big boost to power to your commander.

Gift of Immortality (is a little more expensive) will bring your commander back after it is killed so you can attach all your auras back on.

Eidolon of Countless Battles is another one that will give you a lot of power for each aura you control while also doubling as another creature.

Felidar Umbra More umbras never hurt since they will help your commander dodge board wipes and targeted removal, also lifelink is very good to have in Voltron decks since you won't always be able to block easily.

Prowler's Helm is an equipment that is good to make your creature pretty much unblock able until you run across a defender themed deck.

Nomad Mythmaker will get you back some enchantments in your graveyard in case they ever do get stuck in there.

Faith Healer if you ever just have nothing to do with your mana then sacrificing your auras for life gain and having them come back with Tiana's ability is a good thing to do to keep you in the game.

Burnished Hart is good for mana ramp as well as Oreskos Explorer and Kor Cartographer

Lastly since I can't recommend cards all day I would suggest Totem-Guide Hartebeest as another tutor for aura cards in your deck.

hkhssweiss on Rafiq's Exalted Buddy's

9 months ago

For going on the budget wise, Enchantress Voltron is the way to go. Rafiq can get super nasty extremely fast and can threaten a kill by T3. Luckily enough as well a lot of enchantress cards have been reprinted and are dirt cheap.

Going for this route as well gives you access to a lot of utility protection as well as card advantage (CA). Exalted smack down is better in the value build but as you said your meta is comparably fast, making an voltron Rafiq is much harder to remove.

Starting off the deck, essentially cut away all cards that don't provide any advantage and run cheap enchantments such as Utopia Sprawl , Wild Growth , Fertile Ground and Burgeoning for the ramp. All enchantresses should be in here such as Mesa Enchantress , Kor Spiritdancer , Sram, Senior Edificer , Tuvasa the Sunlit , etc.

Now for the bulk of the cards, for enchantments. Off the bat one of them is Vanishing , Pemmin's Aura or Shielding Plax , these cards are our protection against targeted removal. Flickerform is also protection and can trigger CA from Eidolon of Blossoms .

For huge damage, Ethereal Armor , Ancestral Mask , Sage's Reverie , Blessing of the Nephilim can all do wonders in making Rafiq either one shot or at least a two turn clock. One of the few exalted creatures I would keep though is Sublime Archangel as well Qasali Pridemage . Their utility and damage they can accumulate is enormous enough to be considered a slot and a threat by itself.

For further ideas, I also have an enchantress deck you can look at, Tuvasa of the Eternal Aeon | Primer. Most of the card value is from the lands but, take away those and some of the expensive other cards and you can get by to at least $150 without including the cards you already own.

Feel free to ask any more help, definitely within my forte in voltron commander :P

sriah001 on Uril ramp/control

11 months ago

Thanks hkhssweiss ! So I have noticed in 3-4 player EDH, if I can't draw enough mana ramp and Uril Auras in time, the board state could very well have a few 10/10 fatties and 30 artifact tokens all pumped with +X/+X. I also consistently run out of cards in hand around turn 8. I either have a opening hand full of mana ramp and lands, or some lands and great auras, but for those times when I can't win early game, I need to Day of Judgment or Constant Mists. Even if I get Uril souped up, my opponents find way to bounce/sacrifice/prevent any creatures to attack.

I am trying to find the balance of: play enough ramp/aura draw cards so then I can swing before anyone has a chance, therefore I don't need to reset the board VS take a few more turns to draw for those game-winning cards, but in trade draw a wrath that may control the board to justify my taking a few more turns. I have lost to tokens/fatties damage after swinging with Uril at one person and not able to kill ALL players, so I have found that I need some way to survive another turn and keep Uril on the field.

I am planning to buy Sylvan Library (on my SCG shopping cart), and Hunter's Insight definitely syncs with Uril swinging ANYTIME (or even a turn 1 Serra Ascendant, which I have Aura'd up turn 3-5 and won.

Sage's Reverie is conditional like Daybreak Coronet, but for , I get some card draw out of it and vanilla "+X/+X damage". At most I have seen Uril with 4-5 enchantments and I already can kill someone at that point, so I don't know if it's the best 4 mana for (at most in my situation) 4-5 cards.

Every time I think about adding the enchantresses, I can't think of what I would take out. Manalith is already covered by Darksteel Ingot, Eldrazi Conscription is win more, Boros Garrison, Selesnya Sanctuary, and Gruul Turf bounce a land, but they still produce 1 more than Rith's Grove, so maybe I'll lose the Rith's. Acidic Slime is great with the deathtouch and destroy x, so it's a good blocker AND can take back an Aura Graft'ed mana reflection.

Blessing of the Nephilim and Ethereal Armor are great vanilla damage boosters. Blessing adds a guaranteed +3/+3, while Ethereal on it's own gives +1/+1 and first strike, but will need 2 other attached auras to add the +3/+3 that Blessing gives. Now Uril isn't swinging with only an Ethereal armor, so as long as Uril has 2 other enchantments, we get the equivalent damage, AND first strike. Having both on Uril would total +9/+9 for Uril for only , but without a trample Rancor or Shield of the Oversoul, I'm not swinging for lethal yet nor getting damage past blockers.

What I do want to consider is adding in more cards that give extra combat phases like Aggravated Assault. Maybe Seize the Day or World at War since they have flashback/rebound, or Combat Celebrant since it's only , but it has to survive a turn on the field.

I recently mainboarded Sigarda, Host of Herons since I hate sacrificing an indestructible Uril, and I can always Aura up Sigarda and swing, but I may consider swapping sigarda out for Tajuru Preserver since it's cheaper for the same 'prevent sacrificing' effect and can be cast early game, but I lose a hexproof flying swinger.

I also mainboarded Pariah as an alt way to prevent/redirect damage. I slap it on an opponent's indestructible or fat creature and now they have to either destroy the aura or remove their own creature before being able to deal damage to me. I know I could run creatures that "when damage is dealt to it, do X", but I would have to have both of those cards on hand to get the benefit, and unless I made it indestructible, it's only giving me utility 1 turn. Ghostly Prison also deters tokens/weenies from swinging at me since the opponent can't pay for all of them, and mana-strapped opponents with large creatures may want to save their mana and instead swing at the other opponent. I kept an opponent from swinging his fatty at me with my Soul Snare and I had a Moment's Peace in hand for the next turn after I popped soul snare.

Any thoughts on cards I can cut/replace?

hkhssweiss on Uril ramp/control

11 months ago

sriah001 Hmm I know you said that a few goals of yours are to control the board through Wraths, but what about just making Uril a huge enough threat where that doesn't matter.

Some card draws I can think right off the bat for Uril are Sylvan Library, Sensei's Divining Top, Commune with Lava, Hunter's Insight, Sage's Reverie, Sixth Sense, and Keen Sense.

If your going for more of an enchantress type build there are other card drawing options in terms of Enchantress's Presence, Sram, Senior Edificer, Satyr Enchanter, Mesa Enchantress, Kor Spiritdancer, Argothian Enchantress.

Some general cards I would recommend for Uril as well would be: Rancor, Shielded by Faith, Messenger's Speed, Ethereal Armor, Hyena Umbra, and Spirit Mantle.

Hope that helps!

Apollo_Paladin on Intense Aura Beatdown

11 months ago

The group I play with, I'm frequently going against mill decks and having a little card count advantage is generally a positive thing. Also, after quite a few test games I found that the card draw from Kor Spiritdancer and Sage's Reverie allow me to dig quite deep into the library, especially with the number of one and two-mana creature enchantments, not to mention Hero of Iroas further bringing out the number of enchantments I can have in play (His cost reduction affects Bestow costs as well). Going to 70 cards was a kind of middle-ground for utilizing these abilities while playing in quite a few mill games, though this is just my initial attempt and I'm more than open to suggestions. What would you remove (or rebuild) to drop it down to 60 cards?

Burg+1 on Rith, the Awakener

1 year ago

Pentarch Ward Sage's Reverie

If you were to lean toward a Voltron deck i guess

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Sage's Reverie occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%