Sixth Sense

Sixth Sense

Enchantment — Aura

Enchant creature

Enchanted creature has "Whenever this creature deals combat damage to a player, you may draw a card."

Browse Alters View at Gatherer

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Set Rarity
Amonkhet (AKH) Uncommon

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Legality

Format Legality
Pioneer Legal
Modern Legal
Frontier Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Unformat Legal
2019-10-04 Legal
1v1 Commander Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Sixth Sense Discussion

Torchic on Selesnya Pioneer Bogles

1 month ago

BRG24 I swapped them out for the Sixth Senses what are your thoughts?

lagotripha on Auratog Modern

1 month ago

Boggles might not be budget itself, but it contains cards and ideas you can use. I like the auratog/rancor to give (1g +2+2) to auratog, it makes for a great knockout blow even if its fragile- something every budget deck should look for. Mongoose being a backup plan and protection helps a lot with that. I'd still want a plan for spot removal - gatherer's regenerate is nice with push taking the place of path in many cases, but its going to involve keeping an eye on your meta for exile effects.

While sigil is a great card, cutting it would allow you to also cut abor and sprawl for more 1 mana enchantments, massively speeding up the clock.

If you keep it in the sideboard, you'd still have that 'grindy game' tool even if you aren't running it maindeck - you could even go for a full transformative sideboard trying to live in that 4-5 mana space with a Heliod's Pilgrim value package and value-generating answers like Oblivion Ring.

There are some interesting midrange enchantment options that might suit a budget list running elf/sprawl, with Season of Growth and cards like Setessan Training or Shapers' Sanctuary aiming to eliminate the card advantage drawbacks of enchanting stuff. Silhana Ledgewalker and Sixth Sense still kicks butt when it comes to just drawing a card every turn. Abundant Growth and similar might not be amazing in terms of payoff for one mana, but a set of the variants allows you to splash any colour easily, while still fueling auratog. Satyr Enchanter type effects is a payoff that might work, but is a removal magnet and thus ends up reliant on stuff like sanctuary anyway.

Ajani's Chosen and Archon of Sun's Grace point to the 'play lots of enchantments in midrange plan, but once again, the card advantage battle is where to focus.

There are some 'etb matters' enchantments, but making them work is tricker than it sounds- Oath of the Ancient Wood, Setessan Champion, Strength from the Fallen etc.

Ethereal Armor is the powerhouse in boggles for a reason- it might be a nonbo with autatog sacrifices, but the 'count the number of enchantments' effect is really, really good. Also, its cheap. All That Glitters is armour 4-8.

Totem armour is another tool to protect creatures, but at that point you are basically building boggles.

Best of luck with the brew- its a well supported archetype that hasn't made the cut in terms of tier1, but with a little metagaming and planning it'll play well enough to win FNM.

ShadowAblaze on Aggro Enchantments

3 months ago

Well. Here's what I got on white.

Sigarda's Aid is terrific if you have a lot of auras. Ethereal Armor also gets better the more enchantments you have. Technically, there are 3 more enchantress cards: Satyr Enchanter, Verduran Enchantress, and Mesa Enchantress.

Alseid of Life's Bounty adds to the enchantments on the field and can be used to save a creature or get damage through. Hyena Umbra is good if they aren't running exile or -1/-1 effects. Pentarch Ward can be good as well. Shield of the Oversoul will make a Bogle indestructible. Privileged Position protects everything else.

Deafening Silence can slow down your opponents (Eidolon of Rhetoric and Rule of Law are a higher cmc versions) and Shapers' Sanctuary can at least let you draw. Ghostly Prison can be used against aggro decks.

If you were to run Snow-Covered lands for your basics, you could probably play On Thin Ice and maybe Dead of Winter for removal. Otherwise, Banishing Light and Oblivion Ring are strong.

You can sideboard Knight of Autumn, Rest in Peace, or Solemnity now. It is safer to sideboard Leyline of Sanctity as well.

Cards I didn't mention before: Rancor = Amazing, Unbridled Growth is mana fixing but not ramp like Utopia Sprawl. Hydra's Growth is strong but you have to slow them down a lot for it to work. Sixth Sense is card draw if you consistently hit.

In the end you can play whatever colors, I just think red offers the least and isn't necessary due to the hybrid mana of Obosh, the Preypiercer.

Ozzmium on GW Hexproof Pump - Budget

3 months ago

No Sixth Sense, Sram, Senior Edificer, or Season of Growth?

I feel like the cartouche and forced adaptation could both be cut to make room for card draw. In modern there's typically 2-3 Kor Spiritdancers in the main, with the rest of the playset in the sb for after the opponent takes out removal, just to provide a way to keep playing auras.

Mana Confluence and possibly Aether Hub are both lands to look into as far as upgrades go

Kuraku94 on Thrun is the loneliest troll that you'll ever do

4 months ago

TheCaptainsLog Oh yeah, that seems great here for sure. I'm not 100% sure what I'd switch out for it. Possibly one of the equipment or enchantments that are a bit weaker or that can only draw us one card a turn like Keen Sense or Sixth Sense.

Ring of Kalonia is also just really slow and generally doesn't do much outside of giving trample, so it'd probably be my top pick to switch out for Season of Growth

Normal_Night on Pioneer Bogles?

4 months ago

You could lean on the hexproof more with creatures like Bassara Tower Archer and Witchstalker. I'd also remove Indestructibility since most destroy cards can't get past the hexproof. The biggest problem I've run into with my bogles deck are cards that make you sacrifice creatures, so for the sideboard I'd try and fit in Aegis of the Gods. Getting rid of Collected Company should also help because this deck isn't about getting a lot of creatures out, it's about powering up you're one big guy. Remember to keep Heroic Intervention even though the creatures already have hexproof it's great for protecting your enchantments. The deck could also use some more card draw other than just Sixth Sense, so I'd throw in Season of Growth basically lets you draw whenever you cast an enchantment and it's cheaper than something like Satyr Enchanter.

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