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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
22 hours ago
So here's my opinion. Keep in mind that it is just an opinion. If I were to build a Gisela and Bruna EDH deck, I would go for a voltron style, and use Gisela as my commander. She is stronger in combat and cheaper. Just buff her with some enchantments and equipment and try to burst my opponents down with 21 commander damage. Also run some card draw to get more buffs and hopefully draw Bruna for the meld trigger. Good card draw includes Alhammarret's Archive, Mesa Enchantress, and Sage's Reverie. Also maybe run Tamiyo's Journal to tutor for Bruna
3 weeks ago
If you're looking for small changes, cut the Armada Wurm and doomed traveller for Nest Invader, then run Eidolon of Countless Battles in place of Acrobatic Maneuver and Favored Hoplite instead of become immense.
The issues you're facing are a little bigger than that kind of tweak I feel- the deck is working at odds with itself. You have some creatures that want creatures on the board to stall to midgame, spells dedicated to ending the game asap, voltron-type enchantments and flicker effects that destroy those enchantments. You'll probably need to drop some things to make room for the bits to join it all together, and that will take testing.
Flickering the enchantments is awesome, but felidar is pretty much the most efficient option without animating them. Most of these in blue but there are surprisingly few that just read permanent (because it gets sorta broken with Reality Acid) Venser, the Sojourner is memorable but its usually U/W/g for Momentary Blink Eerie Interlude and big, enter the battlefield creatures (stalling forThragtusk or Akroma, Angel of Fury).
The theros-theme enchantment matters cards provide some nice options for searching them and easing casting. Herald of the Pantheon in place of soul warden leaves casting them substantially easier and Starfield of Nyx provides some resilience in place of armada worm. Heliod's Pilgrim is a repeatable tutor able to be used alongside Tallowisp for a decent shot at enchant creature card advantage, with Auramancer but lacks a lot of the resilience of boggles (which you may want to look at for cards like Kor Spiritdancer, Spider Umbra etc). You won't be able to take advantage of that archetype due to being hit hard by targeted removal, but spells like Rancor with built-in protection should always be considered. Retether may be worth looking at if you see boardwipes.
Broadly speaking when making decisions about what to swap I'd look at three things- what do I want to do turns 1-2-3. Doomed traveller is difficult to utilise in the first few turns as you're not running Viscera Seer type stuff, and Soul Warden while providing nice resilience through lifegain doesn't have the turn two-three cards to back her up. Enchanting her with fists or cartouche is fantastic, but very vulnerable to disruption. I would not feel confident in a burn player not using lightning bolt given how long it takes to get everything else online, and countering your own aura with cloudshift the turn after feels so bad. However, if you have substantially more low cost cards it may be worth it- running a soul sisters package (Martyr of Sands/Soul's Attendant) will take most decks to midgame, Favored Hoplite/Herald of the Pantheon/Eidolon of Countless Battles/Gatherer of Graces/Evershrike/Hero of Iroas/Hopeful Eidolon/Sram, Senior Edificer/Sigarda's Aid Renowned Weaver/Strength from the Fallen/Wreath of Geists are all pretty effective if focussing on the go wide/cast auras plan, so long as you make sure they all work well together, and cards like Auramancer and Heliod's Pilgrim work to fix a couple of larger spells in the midgame Sage's Reverie/Spectra Ward perhaps. If you need to cement a board presence (t1 creature, enchant creating tokens) Umbra Mystic is worth a try.
Leonin Relic-Warder is an interesting sideboard option, especially alongside Oblivion Ring to loop herald, but if you find yourelf with decently sized tokens Sundering Growth is strictly better. Flickerform is only worth trying as a one-of.
4 weeks ago
Wild Research has a color identity, and is not legal for your deck.
The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.
The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.
Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.
Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).
You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.
All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.
Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."
I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.
And here's what I recommend in their place:
Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)
Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.
Other miscellaneous stuff:
Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.
Nomad Mythmaker might make a useful recovery tool.
Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.
If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.
And that's all I can think of at the moment. Good luck.
1 month ago
Sage's Reverie to keep up the draw, or even just Curiosity? Ancestral Mask and Ethereal Armor can make him huge enough for a one hitter. Love the fact that as a voltron commander he has the colors to give himself the inevitability that he will hit the field and swing through. Maybe an Arcane Denial or other counterspells of its cost could work. I do have to wonder about the Rings of Brighthearth, which many activated abilities do you run it for? Also Rogue's Passage needs a space
1 month 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 :)
2 months 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.
2 months 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.
2 months 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.