|Commander / EDH||Legal|
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|Alara Reborn (ARB)||Common|
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Trace of Abundance
Enchantment — Aura
Enchanted land has shroud. (It can't be the target of spells or abilities.)
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool (in addition to the mana the land produces).
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Trace of Abundance Discussion
1 week ago
Hey, looks good.
Consider adding Estrid, the Masked? Her +2 ability is great with the enchant land enchantments (untap them to make more mana per turn) and her -1 makes an enchantment mask which can pump Tuvasa or protect Tuvasa if you mask her. As long as you have counters on Estrid you can make a mask. This can add up very fast because each mask is itself an enchantment. A mask can go on any permanent this can also help to protect your enchantresses.
Consider Overgrowth? It's one of the powerful enchant land enchantments because it can make three mana when the enchanted land is tapped. You make any color of mana that the land can produce and then because of Overgrowth's ability you also make an additional two green mana. Trace of Abundance is a good card, but unfortunately you can can't play it in this deck. The color identity of your Commander is only Bant (green, white and blue). Trace is red, the hybrid mana symbol makes it a red card, a white card and it's also a green card. Can't play red cards with a Bant Commander.
Consider Mystic Remora? Remora is a very good enchantment in Commander, it's a one drop and it's upkeep cost is easier to pay for you with the enchanted lands. additional mana is a lot of mana your opponent's will have to add if they don't want you to draw card when they a cast a noncreature spell. Your opponents will most likely ignore this thus you're drawing cards simply by letting your opponents play the game.
Good luck with your deck.
4 weeks ago
I know you would rather not play creatures in favor of more enchantments for the Sphere of Safety, but personally I would be willing to sacrifice that for a couple copies of Herald of the Pantheon because its "ramp" effect is more efficient than simply getting a single extra mana from a Trace of Abundance, for example. Does it just mess up the curve or is there another reason for not including the Herald?
1 month ago
1 month ago
Not sure if you noticed but Trace of Abundance is illegal in your deck. You also need more tutors to get your voltron creatures out reliably...if not you will have a bunch of auras sitting in your hand. I would recommend adding Wargate, Worldly Tutor, and Eladamri's Call. Even Muddle the Mixture is pretty good as it can provide either protection or you can tutor for any 2cmc stuff you need. I feel like Tuvasa, the Sunlit is a better commander for a boogles-type commander though :)
I build a Tuvasa enchantress deck...feel free to check it out.
1 month ago
Trace of Abundance isn't legal in your deck as there's a red mana symbol in the casting cost.
1 month ago
So after doing a bit of research I've found that a lot of decks use the likes of Arbor Elf, Kiora's Follower or Voyaging Satyr to untap a land that has been enchanted with Fertile Ground, Sheltered Aerie, Trace of Abundance or Utopia Sprawl, they have the plus of being a turn faster than your 4 mana creature but have the drawback of needing 2 cards (at least there's a few so you are more likely to draw them). up to you how you choose to use this information
1 month ago
Might is suggest Exploding Borders, Frenzied Tilling and Trace of Abundance as multicolored ramp options? Although they are a little slower then Kodama's Reach and Explosive Vegetation, I feel the colors make them a much better late game draw when you are looking to get counters on Ramos.
If you are looking to win primarily from commander damage i've found Shu Yun, the Silent Tempest a powerful addition.
Although Spelltwine is monocolored and somewhat expensive, I find most of the time you can recur enough color of spells to make up for its casting cost. lastly giving rebound with Cast Through Time or Narset Transcendent can get you double 'cast' triggers in addition to copying the spell (this works great with the multiple modes on the charms as you may want to change the spells effect the second time you cast it).
2 months ago
My other thoughts are that you might want more haste effects to let Gishath and others drop and swing the same turn, and that you might want to add more card draw or card advantage in case Gishath gets imprisoned somehow.
Also a possibility are damage-dealing board wipes, which would trigger enrage and possibly not even clear all your own creatures.
- Swiftfoot Boots
- Lightning Greaves
- Heirloom Blade - cheap and can provide card advantage; there are admittedly better options at higher budgets
- Blasphemous Act
- Wave of Reckoning
- Boros Charm
- Heroic Intervention - keep those dinos alive
- Pounce and other "Fights target creature" cards (I see you already have Savage Stomp which is probably the best for your deck)
- Kindred Summons - Drop it after a Regisaur Alpha to close out the game
- Rishkar's Expertise and similar draw spells (many in the Selvala list you played with the other day: Selvala, Omnipotent)
- Verdant Sun's Avatar - mana intensive for what it brings
- Burning Sun's Avatar - no flicker package here, so the value isn't great
- Gruul Charm - mildly useful but fairly situational
- Trace of Abundance I agree you need ramp, but this one doesn't really help with fixing, which you will want in a 3 color deck.
- Raging Regisaur doesn't look like it'll bring enough value in this format