Sage's Reverie

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

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.

DatShepTho on The Kill(ian) Box

2 months ago

I see people discussing boardwipe suggestions. The only one not mentioned here I run is Promise of Loyalty

I see you're running Vow of Duty. The other two Vow auras are quite fun too, with their versatility to enchant Killian, or something else.

Vow of Torment Vow of Malice

Same for the Impetus auras.

Ghoulish Impetus Martial Impetus Parasitic Impetus

Some of my favourite most powerful cards for Killian are: Holy Mantle Astarion's Thirst Angelic Destiny Celestial Mantle Sage's Reverie Timely Ward Ethereal Armor Songbirds' Blessing

I'm also looking forward to having the new Redemption Arc and Idolized

eliakimras on Menacing Aura

11 months ago

Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.

Part 1: Ramp

In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.

Out: Elvish Mystic, Farhaven Elf, Arcane Signet, Nature's Lore and Cultivate are all great ramp cards, but you can do better (and more thematically) with the cards I mentioned above.

Part 2: Card draw

Just as important as ramp is card draw: Galea won't always be available to you.

In: Sage's Reverie, Enchantress's Presence, Satyr Enchanter, Mesa Enchantress.

Out: Coiling Oracle, Curious Obsession (unreliable), Curse of Verbosity (unreliable), Eel Umbra.

Part 3: Removal

Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.

The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.

In: Mortal Obstinacy, Ossification (synergy with your basic land fetchers).

Out: Reclamation Sage, Swords to Plowshares.

Part 4: Boardwipes

In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.

Out: Time Wipe (not one-sided), Plains.

Part 5: Protection and Evasion

In Voltron, tempo is crucial.

Now to the Auras:

Following the same logic as with removal, I'm using auras over instants to protect the Voltron.

Part 6: Tutors

Without Hammer of Nazahn, Nazahn, Revered Bladesmith is just a more expensive Open the Armory.

In: Open the Armory, Heliod's Pilgrim, Moon-Blessed Cleric, Light-Paws, Emperor's Voice and Invasion of Theros  Flip (bonus that all those tutors also change your library's top card).

Out: Nazahn, Revered Bladesmith, Celestial Archon, Heliod's Emissary, Hypnotic Siren, Curse of Unbinding (7 mana is a lot for an Aura).

Part 7: Win Conditions

In: Since you're going all-in with auras, All That Glitters and Ethereal Armor do wonders.

Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.

Part 8: Lands

In:

Out:

  • Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
  • Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
  • Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
  • Azorius Chancery, because you don't run the other two bouncelands.
  • Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
  • Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
  • Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.

If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!

Wuzibo on Weakest Mono Color

2 years ago

TypicalTimmy

I just gotta respond to that last comment otherwise i'll feel rude.

For the majority of my time playing mono-red, i was playing mono-red artifacts, which, admittedly might not the best way to play red. Red artifacts generally work off cheating them in out of the graveyard. Impulse draw in mono-red artifacts is a double edged sword which is why i didn't consider it as weighing as heavily as you do. It's especially risky near the start of the game when i need the draw most. "Amazing, i have exiled my Darksteel Forge and i can play it this turn but i only have 7 untapped mana, so now I've lost it for the rest of this game." Granted, as the game goes on, it becomes a lot better.

Looting/rummaging doesn't give card advantage and can have the same drawbacks as impulse in mono-red artifacts. The commander i mentioned, daretti, he enables rummaging. However, it sucks to do that with him in the situation i described above where people were running a lot of yard hate and i specifically wanted to pitch artifacts into my yard to cheat them out.

And white doesn't just have cantrips. Inspiring Commander, Mesa Enchantress, Losheel, Clockwork Scholar, Welcoming Vampire and Sram, Senior Edificer will double the value of white cantrips. Some only once a turn, but that's still better than nothing. Sage's Reverie can be amazing if youre playing around enchantments.

I might have been overvaluing spot removal a little, since it was one thing i didn't have much access to. I also was undervaluing red's ability to win before removal becomes that relevant. The commander i played the majority of the mono-red with certainly did no favors there.

It seems to me like that other guy who brought up how white doesn't have the greatest commanders is onto something there. That's an explanation which makes more sense than anything else. I guess the card draw is a little on the weaker side in general, and the lack of ramp to get bombs out before opponents is problematic, but since most of the ramp is colorless artifact based, and the most expensive white cards only take like, 3 white mana to cast and then like, up to 9 colorless or so, it's not too behind everything else in that department.

I see the problems now though. I think it's being overblown a little, but i can see it now.

IHATENAMES on Light-Paws, Divine Kitsune

2 years ago

Good luck on cuts and obtaining the cards. A few of these are perhaps more cute then good justto give you options. Sage's Reverie will be night and day for you I think. If you have more nonbasic lands I'd look at adding some in. Warping Wail is a colorless option if you want a counterspell.

Wolffang988 on Light-Paws, Divine Kitsune

2 years ago

IHATENAMES Great recommendations! Some of these I’ve actually picked up and I’m currently working on cutting them into the deck such as Kor Spiritdancer, Eidolon of Countless Battles and a few others, but I hadn’t thought of a couple of those! (Sage's Reverie is on my list to get, my local store just hasn’t had one in and I haven’t ordered it online yet). Thanks for the input!

IHATENAMES on Light-Paws, Divine Kitsune

2 years ago

Suggestions:

Kor Spiritdancer a better shram in the deck id run both

Eidolon of Countless Battles + for each aura

Ardenn, Intrepid Archaeologist moves auras especially for faith fetter type effects

Heliod's Pilgrim aura tutor

Boonweaver Giant aura tutor onto a body

Umbra Mystic Totem armor effects in general are good. One of the recent precons was aura based id look at that one for ideas!

Nomad Mythmaker recursion

Skybind interesting flicker effect for enchantment perms with sigardas aid out you can blink your lands to cast more auras next opponents turn. or flicker tokens etb creature ect.

Mistveil Plains return auras to re tutor for with your commander.

Homeward Path vultron doesn't like opponents taking their toys

Lost Leonin Infect if you choose is an option here is one to look at.

Flickerform Decent especially if you run auras that etb draw

Hero of Iroas cost reducer that gets a benefit when targeted.

Faith Unbroken removal aura

Sage's Reverie HIGHLY suggested card draw and powerful aura

Sphere of Safety If you want a late game plan this might give you time to do something else like Approach of the Second Sun

klaudiohmm on The Kill(ian) Box

2 years ago

Hey! I think that you should use more Auras that draws a card when they enter the battlefield (e.g. Angelic Gift for flying, Grisly Transformation for evasion to non-Orzhov creatures, Sage's Reverie ). A card like Chosen by Heliod probably work better than Holy Strength , for example.

A card like Skeletal Scrying may help you drawing cards. You can use Auras destroyed by the first time Killian is removed to fuel it.

What do you think about Hateful Eidolon ? It can be a voltron beater and help you draw cards if Killian is destroyed. Scarab of the Unseen can also help you recovering Auras from a creature that is about to be destroyed. This with Auras that draws a card when they enter the battlefield may be a good card advantage play.

Maybe a boardwipe or two can help you in some situations.

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