Strange Augmentation

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eldritch Moon (EMN) Common

Combos Browse all

Strange Augmentation

Enchantment — Aura

Enchanted creature gets +1/+1

Delirium - Enchanted creature gets an additional +2/+2 as long as there are four or more card types among cards in your graveyard.

Strange Augmentation Discussion

SaltySpecula on zur voltron

1 year ago

Not bad! May want to change to EDH type and you have to add your landbase. I'd suggest 36 lands, so you'll need to cut a few others.

I'd also suggest some extra support cards, specifically Retether and Three Dreams.

3 or less CMC value cards to consider ( not auto-includes, just value to consider )

Blessing of Leeches lose 1 life on your upkeep, unlimited regenerate creature. Too powerful not to include.

Asha's Favor Vigilance, First Strike

Aspect of Gorgon +1/+3 and Deathtouch

Cartouche of Ambition Lifelink and a -1/-1 counter on a creature of your choice.

Awesome Presence Offensive version of Propaganda.

Cho-Manno's Blessing Protection from colour of choice. Good for preventing damage and becoming unblockable.

Chromatic Armor Protection from colours of choice on the fly for mana.

Cloak of Mists Unblockable

Crab Umbra Pay 3 mana to untap Zur and it has totem armor.

Curiosity Draw cards when Zur deals any damage.

Daily Regimen 2 mana to put a permanent +1/+1 counter on creature as many times as you want.

Daybreak Coronet Bit more expensive, but 2 mana, +3/+3 first strike, vigilance and lifelink.

False Demise Cheat death once.

Glistening Oil infect for 2 mana.

Infinite Authority punishes opponents and rewards you with +1/+1 counters if they attack or block you.

Invisibility unblockable

Kithkin Armor 1 mana unblockable by power 3 or greater and sac the aura for prevention of damage to zur from one source

Pemmin's Aura On demand 1 mana shroud for turn and 1 mana to untap zur

Pretender's Claim tap down all lands defending player controlls

The 5 scarabs Red Scarab Blue Scarab Black Scarab Green Scarab White Scarab

Sadistic Glee +1/+1 counter every time any creature dies.

Shade's Form Pay 1 black as many times as you want to give creature +1/+1 until end of turn and when creature dies, return it to the battlefield under your control.

Skeletal Grimace +1/+1 and pay 1 black to regenerate this creature.

Sleeper's Robe Fear and draw a card when you deal combat damage

Strange Augmentation +1/+1 base, potentially +3/+3 for one mana if you have a few different types of cards in your graveyard.

Sultai Runemark +2/+2 deathtouch

Traveler's Cloak Draw a card and Zur gets landwalk for a land type of your choice.

Triclopean Sight Untaps Zur, gives him +1/+1 and vigilance.

Unholy Strength 1 mana +2/+1

auto-includes:Pariah Save's your ass. Pair with indestructability to ignore damage.

Auramancer's Guise +2/+2 for each enchantment. Very overpowered.

Entangler Zur can block all the creatures.

Righteous Authority Esper has +1/+1 buff problems. This will buff Zur significantly and give you additional card draw. With blue and black in your arsenal, card draw shouldn't be a problem.

Sage's Reverie Big +1/+1 buff and big card draw. Play late to mid game to turn Zur from a wimp into one shot killer.

Austin_Smith_of_Cards on Mono-Black Anti-Heroic (Pauper)

1 year ago

You're probably running enough card types to use Strange Augmentation effectively, especially if you cycle Barren Moor.

Cartouche of Ambition seems like a decent enchantment. Shrink/kill something, and gives your dude lifelink to counter other Aggro strats.

You might want to run some spot removal; Paralyze is ineffective later in the game. Good old Doom Blade or Victim of Night ought to do it.

ticked-off-squirrel on B/W Standard Zombies

2 years ago

Deltis half of those cards I don't own and the ones I do own I either took out or left out because:

Liliana's Elite: if I retrieved creature cards all the time this guy would not be strong all the time and it was not worth it.

Noosegraf Mob: it is way too expensive at 6 mana. the ability is kinda cool but at 6 mana it turns me off when everything else is half that or less.

Strange Augmentation: there is no way in God-Pharaoh I can trigger Delirium so the +2/+2 wont happen.

Lunarch Mantle: I have no use for flying and I have better ways of sacking creatures for the same effects.

Bontu's Monument: it is being used in another deck right now and is better used there.

Deltis on B/W Standard Zombies

2 years ago

Most of those cards are easy to get or are give or take 25 cent. But other cards I would suggest from Shadows and Eldrich are.. Give No Ground, Lunarch Mantle, Strange Augmentation, Rise from the Grave, Noosegraf Mob, Liliana's Elite, Gavony Unhallowed, Campaign of Vengeance, Ghoulcaller's Accomplice, Gisa's Bidding, From Under the Floorboards, Shamble Back, Gryff's Boon, Ethereal Guidance, Angelic Purge, and Corrupted Grafstone. Those should be enough to finish the deck. If you want other cards that could be of help for maybe a life drain rout, try Bontu's Monument. It will help all your black zombies cost less and whenever a creature enters in under your control opponents lose a life and you gain one. Again, all the cards I listed are either easy to get or cheap to buy in case you want them and don't have them. Cards from Kaladesh and Aether Revolt could help a little, but not as much as the ones I already listed. If you want more removal, Zendikar/Gatewatch has a decent bit in both white and black. If there is a specific way you wan the deck to play, I could help tweak it in that direction. As for the cards on the fence, see if you like anything listed more than those before deciding.

ICEMAN762004 on Liliana's Oathkeepers

2 years ago

Poseidon847 Liliana Vess isn't a standard legal card so I can't use it in this deck but it I agree it is a great card. I like Wailing Ghoul and Tree of Perdition but I feel I'm pretty set on the creatures that I have. Plus I can get more cards in the yard with the abilities of Gisa and Geralf, Cryptbreaker, Geralf's Masterpiece, and Haunted Dead. I may have to try out the Strange Augmentation in this deck it could be useful to swell up my creatures. I originally had Murder in the sideboard but I like Ruinous Path better as it deals with planeswalkers as well for the same price. I have Murderous Compulsion in the main because of its madness cost which is viable with the discard abilities of the previously stated cards. Thanks for the suggestions and thanks for looking.

Poseidon847 on Liliana's Oathkeepers

2 years ago

I suggest Strange Augmentation to boost creatures, and Wailing Ghoul to get the Delirium. Although Tree of Perdition isn't a zombie, it still is fun to use in a deck like this, and will seriously annoy your opponents. Another card that will tick them off is Murder, for such a low cost.

Kenny_D94 on B-W Delirium

2 years ago

In regards to previous comments:

ToxicFrosty I don't want Kambal, Consul of Allocation in the main board because he lowers the payout of having delirium because he takes up other slots in exchange for having some interaction with burn and control, but after consideration I realize that this list is considerably weak to these elements, so he made sideboard.

KuraiU I really liked your suggestion for Geier Reach Sanitarium and you made a good point about the Evolving Wilds count. Also, Mortuary Mire was meant to get back a creature that had already died, but that could affect the delirium state and comes into play tapped, so it's not really worth it. I also put in two Moorland Drifter for the early delirium payout/2-drop slot, and I didn't initially want Strange Augmentation in the deck because I felt it was too dependent on an uncertainty of my creatures. Also, upon review I found that though Paranoid Parish-Blade was really good in battle, it was laughably weak to removal, so he got the axe. The same happened to Angel of Deliverance, who is just as prone to removal and 1-3 mana more expensive when compared to Dusk Feaster.

KuraiU on B-W Delirium

2 years ago

Personally I'd drop 2 of the Evolving Wilds in favor of 2 more Swamp to not rely too much on lands that either later in the game end up tapped, on that same note Mortuary Mire was never really good (sorry may not apply to Standard. I'm more drafter) so instead a third Vessel of Ephemera would be a recommendation.

I also suggest having at least 2 of a two drop or lower creature of some kind that can either get dumped quickly into the grave or benefits from you having Delirium. Such cards include Cryptbreaker and Thraben Standard Bearer, both allow you to discard a card you don't need to get a token, essentially fueling Delirium quickly within 3 or so turns if you play your cards right. Geier Reach Sanitarium allows you to loot, also helping fuel Delirium, Strange Augmentation buffs an enchanted creature which is helpful for your Desperate Sentry since it makes it an even larger threat that needs to be dealt with.

All in all this is a really good deck, kudos to you for making B/W Delirium and using Descend Upon the Fishermen

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