Sage's Reverie

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander 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.

Price & Acquistion Set Price Alerts

C18

FRF

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Sage's Reverie Discussion

sriah001 on Uril ramp/control

2 days 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

2 weeks 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 When Auras Attack: Infinite Life!

3 weeks 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 month ago

Pentarch Ward Sage's Reverie

If you were to lean toward a Voltron deck i guess

whalen147 on Rafiq of the Many Enchantments

3 months ago

I love the enchantment focus on Rafiq! i have a rafiq deck that is about half equipment and half auras.

Crawlspace and Silent Arbiter are great adds, and just gives redundancy to effects like the Dueling Grounds you already have.

Cathedral of War is exalted on a land!

Bear Umbra was recently reprinted in the Adaptive Enchantment deck for Commander 18, and is really good, even at its price tag. Spirit Mantle give pro creatures, making him unblockable.

Ethercaste Knight is a 2 cmc exalted creature, helps get rafiq buffed a bit quicker.

I would look at adding more dorks like Avacyn's Pilgrim for ramp and helps give value to Sublime Archangel and/or more rocks. Adding a few draw spells as well, like Brainstorm/Anticipate and Harmonize/Concentrate are great for refilling your hand, or sifting through your deck a bit. Sage's Reverie and Snake Umbra help buff rafiq, as well as draw! (snake umbra will give 2 draws when attacking alone and is unblocked! woo double strike!)

im sure youll get this comment, but Prophet of Kruphix is banned in edh, so just be aware if you try to bring it to an LGS.

Good luck smashing face!

SynergyBuild on Protean Chromium, Elder Dragon

4 months ago

Starsky2814 & toestie, because it does actually destroy our enchantments, then returns them back if we have threshold, you can reattach auras, flicker effects like Sage's Reverie, but sadly Eidolon of Countless Battles won't stay an Aura if it was, and some other minor downnsides. I like the card a fair bit, however since it isn't an instant and doesn't hit artifacts, cards like Return to Dust are generally better in my opinion, if you need more answers.

patrickd117 on Quick Draw Kestia

4 months ago

I don't like Toothy, Imaginary Friend, Ravenous Slime, Loyal Unicorn, Dismantling Blow because they're all kind of off-theme and not that powerful without more synergy.

Eidolon of Rhetoric seems a bit too techy, even with the enchantment creature tag.

Training Grounds doesn't combo with bestow.

Myth Unbound - I don't think this is very good without Partner commanders.

I'd consider:

Bident of Thassa, since it's a mostly better Coastal Piracy.

Satyr Enchanter, Eidolon of Countless Battles, Sage's Reverie, Silhana Ledgewalker, Indrik Umbra

zwells3 on Edifice Machinations [[EDH]]

5 months ago

Howdy! I'd like to recommend Sage's Reverie and Daybreak Coronet!

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