Enchantment — Aura
Tap: Tap enchanted creature.
Tap: Untap enchanted creature.
Printings View all
|Future Sight (FUT)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Second Wind Discussion
3 months ago
Thanks for your suggestion BarbarianSun Pope! Freed from the Real really looks like a strong card for my deck... If I understand Second Wind correctly, it might be even stronger. Is it correct that I can use it to tap my psionically gifted marsh viper and while that activity is on the stack I can activate the Psionic Gift ? So after the Psionic Gift resolves and piosons my opponent, my dear pet viper will untap again? If that works it would be the perfect combo for the Deck and I would try to work stronger around it, leaving out the other snakes (except that neat Cobra, for nostalgic reasons...) and some of the other stuff and rather stuff it with tutors and mana boost...
3 months ago
Nice deck (+1), I like the direct poison tactics here. Have you considered Basilisk Collar and Freed from the Real/Second Wind to go with the Viridian Longbow? If you're worried about protection, I would suggest Monastery Siege to make it much harder for your opponents to target your creatures (multiple copies stack =)). Hope this helps.
4 months ago
A bit of advice I gave on another deck just now applies here, as well: Think about your limiting factors. This deck can do obnoxiously powerful things, but with it being so built around Jalira, you need ways to max out her ability, and backup plans. You look pretty good on ways to bounce Jalira out from under a Lignify, but I'd get some backup and untapping power in there. Proteus Staff is a mandatory backup for Jalira decks. It's a little odd not to be running Mass Polymorph, as well. As for Jalira, Captain of the Mists, Dramatic Reversal (+Isochron Scepter!!), Fatestitcher, Hidden Strings, Turnabout, Vizier of Tumbling Sands, Freed from the Real, Pemmin's Aura, Crab Umbra, and Second Wind are all your friends, and most of them have adjacent combo pieces that I'm too lazy to investigate right now!
4 months ago
Very intricate build, elevated and distinguished. :p
9 months ago
This should be a coloured Artifact, not an Enchantment, for one fairly simple reason-- Enchantments do not tap.
Currently, there are only two non-artifact, non-creature enchantments in the entire game that tap as a cost to activate an ability-- Second Wind and Witch's Mist --and they are both from Future Sight, which is a set where Wizards was purposefully doing strange things that had never been done before and might never be done again.
I don't think those set a strong enough precedent to justify the inclusion of a tap-based activated ability on future Enchantments. In fact, I would suggest the key distinction between coloured Artifacts and Enchantments is that the former has the ability to tap, and it would be bad for the game to further blur the line between those two permanent types.
1 year ago
1 year ago
Flooremoji - I will admit my above was a bit of an oversimplification born of quick writing. However, it got me curious, so I looked into how many enchantments actually had activated abilities that either require the symbol, or require an enchantment or any permanent (since such would also allow enchantments be tapped) be tapped as part of the activation.
The answer: There are seven such cards in the game. Five of these cards are the Legendary Enchantment Artifact cycle from Theros--so they hardly count; the activated ability can easily be justified by the artifact portion of the card.
The other two are Second Wind and Witch's Mist , both timeshifted cards from Future Sight. I would argue these cards do not really count as proof enchantments can't tap. After all, part of the point of Time Spiral was to do strange things that may or may not happen in Magic's future (remember, one of their "future" mechanics was introduced in an Un-set).
So, until enchantments that tap are actualized in a normal manner, I think it is fair to say the general rule is that enchantments do not tap themselves or other enchantments.
1 year ago
Cerulean Wisps? It cantrips, and it can power out a little bigger spell. Refocus doesn't seem as good- its a poor Manamorphose at best. Ornamental Courage might work as bolt protection. Second Wind is interesting in that it can power out quite a large spell the turn after its played, but it isn't a 'go infinte' option. Thassa's Ire is interesting in that it isn't an aura, but the mana requirement makes it hard to work with. I've never made Thousand-Year Elixir work.