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Enchantment — Aura
(Blue)(Blue): Enchanted creature phases out.
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3 days ago
1 week ago
Tunman, like SynergyBuild stated. I also, didn’t find Vanishing too beneficial in this case. It is an option for protection, if extra is needed for certain metas. Right now, for me, the flex Auras that can be swapped out for alternate spells are, Predator's Gambit, Indestructibility and Spirit Loop. So if this were to be used as a blueprint. Those spells are good as gone for other flavor spells.
jesusaintnodj, thanks for the +1! I’m glad you enjoy the build! SynergyBuild, did mention before that I should add an infinite combo. So by popular demand, I’ll do just that. I’ll add Exquisite Blood + Sanguine Bond . Also, I have been playing around with a couple prototype builds based on this. One that is the “Control Edition” and the other I have dubbed the “Time Walk Edition.” Time Walk Edition, includes Nexus of Fate, Time Warp, Temporal Mastery, Temporal Trespass, Karn's Temporal Sundering, Temporal Manipulation, Capture of Jingzhou and Walk the Aeons. Cards that I cut for those are, Predator's Gambit, Indestructibility, Spirit Loop, Gilded Lotus, Consecrated Sphinx, Hero of Iroas, Kor Spiritdancer and Sram, Senior Edificer.
1 week ago
Vanishing Requires to activate, which isn't always easy to get. Indestructibility costs , and for Vanishing to be useful even once, you need , two times is more than wasteful, and otherwise it isn't than great of a card.
The reason I could see running it is for removal, which I don't think is super nessecary, despite being a way to get rid of commanders.
1 week ago
1 month ago
Full disclosure, I don't have a Vorosh deck, but I've been theory crafting and looking into it. Hakim is one of my main decks. Please factor this accordingly.
In the case of Vorosh, I think people underestimate that color combination substantially. It has access to cards like Vanishing or Diplomatic Immunity allowing it to dodge and preserve counters, as well as counterspells and tutors. Black and blue have a ton of ways to make creatures unblockable, as well as ways to deal with threats. I would by no means call a Vorosh deck fast. But with ramp and a good set of answers I wouldn't call it tier 5 either. After it lands an attack once, it can drop any player within 2 turns via unblockable commander. And again, it's color combo lends itself well to biding its time and riding out threats. Not to mention a late Beacon of Tomorrows or Time Stretch is a guaranteed kill if cast at the right time.
Hakim is definitely one I personally use so pls no bully. But the ability to recur enchantments without having to expose yourself by attacking means you can make a resilient one man control platform. All the pieces it needs to come online and become a threat are recurrable. Enchants due to his ability, and equipment due to being able to be fetched from the graveyard by blue. Charisma, Psionic Gift, Neko-Te, Vanishing, Grafted Exoskeleton, Pemmin's Aura, Quietus Spike, Drake Umbra and other totems, Freed from the Real, Eldrazi Conscription, Illusionist's Bracers, Hermetic Study, Diplomatic Immunity, Sword of Kaldra, Corrupted Conscience, Blight Sickle, Sigil of Sleep, Oracle's Insight. The overlapping cards fulfilling the same role combined with the fact you can comfortably dump to graveyard(by overdrawing or other effects) means you can quickly dig for what you need. It's somewhat mana greedy but once it spools up its very hard to deal with. You've gotta get past counterspells, phasing out to dodge, recurring umbras, and hexproof. Usually multiple of those are online by like turn 7 or 8. And once it is online you can start trading mana 1 for 1 to get devastating effects. 1 blue mana can get you: destroy or exile target creature, put a poison counter on target player, "permanently" tap target creature, gain control of target creature, half target player's life, draw a card, etc. And if bumped up with helm of the gods or enchant stacking buffs all of this can be done while going full aggro on someone to proc annihilator or punch their face for damage. Finally, he can use recurring mass sacrifice effects to wear down enemies. Smokestack presents a somewhat mana inefficient option lategame to limit enemy's board state. For example, if you have a pemmin's aura, psionic gift, Diplomatic immunity combo online, you can run a smokestack at 3 charges indefinitely. Sacrifice the 3 Enchants during your upkeep, then pay 6 blue to rebuild them leaving the rest open for counterspells. Enemies are losing 3 permanents a turn while you keep enough mana open to counterspell or ping as needed. If brought online lategame after a board wipe your enemies will be completely unable to rebuild while you can continue building up your combo pieces.
In the case of both of these decks, they lend themselves to a decently strong voltron option. But they also both have access to some of the best ways to keep a creature alive through board wipes and preserve their bonuses they've been accruing.
With Vorosh, in theory a bit of biding your time combined with an Unblockable enchant(of which blue has tons) can build up to a time walk effect wherein you kill a player before they can even react. With Hakim, he turns into a controltron that is highly resistant to most answers against voltron decks, while also being able to rebuild extremely fast unless someone can punch through those multiple lines of defense AND wipe the graveyard out quickly.
Keep in mind, I HAVE NOT USED VOROSH, but I do play decks that operate in a similar manner. In theory Vorosh has a great deal of potential as a lategame sweeper with low time to kill aided by time walk effects.
I DO HAVE A HAKIM DECK AND AM THEREFORE BIASED. But hakim is(after some costly spool up) an absurdly efficient controltron commander. He can singlehandedly kill multiple players in a single turn via poison counters and Illusionist's bracers. Or permanently detain an entire board. And the fact all of these are instant speed means he can save his effects til end of turn on his enemy's turn leaving mana open to counterspell threats he can't deal with.
1 month ago
Swan Song is an extremely good counterspell. Most of the cards that impact your win conditions will be instants or sorceries (outside of things like Fleshbag forcing you to sacrifice Zur, but that's why Zur decks that don't win through Doomsday/ADN tend to run Vanishing since that keeps Zur from essentially ever being interacted with).
No Static Orb? You can assemble a reasonable lock via Zur, so much of the time you'd just need to untap him. Not letting mana dorks and mana rocks untap is extremely important, especially if you ever play against people who do have the good fast mana (Winter Orb hurts ADN/DD Zur, Food Chain, etc., but not letting those 1 drop green creatures and opposing Mana Crypts, Diamonds, and Opals untap is huge).
Rhystic Study is also a good option. The more in between competitive and casual your playgroup is, the better Rhystic Study gets, because it's either an extreme tax card (which you run several of already) or it's great card draw. It'd give you an option to continue drawing cards if Necropotence has been destroyed or exiled as well.
Whir of Invention would be a nice idea here. Instant speed grabbing a stax piece, your Ivory Tower, or Pithing Needle or something seems like a big deal.
As for what to remove:
I'm not big on Mind Twist in multiplayer. It basically lets you overextend your mana to screw one player over, but then you might just be playing kingmaker because another player may try to go off while the blue deck is tapped out- which is meh.
I'm also not a huge fan of Condescend since that spell isn't great when people are casting numerous low cost cards (if you leave 2 mana open to Force Spike somebody, but Food Chain Prossh untaps with 6 mana, they can freely Food Chain in your face. Swan Song wouldn't allow that, however. The same goes for Hulk combo since that's often done off instants/sorceries but often with extra mana open. Basically any combo deck in green can blank Condescend is what I'm saying lol).
I don't really think Seal of Cleansing is worth a slot. Grasp of Fate does the same thing but better (hits more permanents, especially at once), and if your deck is doing its job then you should hardly have cause to pull Seal when you could pull Grasp instead. If you need to pull both in one game, then the question becomes why wasn't Mana Vortex, Winter Orb, Static Orb, etc., set up to stop them from playing another artifact or enchantment that you absolutely have to answer? If you're really going to run a card like that, make it Aura of Silence, but as it stands I don't think it warrants the slot.
That could make room for 2-3 of the above cards, fwiw. Hopefully this helps.
I am talking from the perspective of an Ad Nauseam/Doomsday Zur deck though so I may be a little off base. My deck is here if you're interested: Zur's Discount Card Firesale.
1 month ago
2 months ago
No Solemnity? Check out the major aura's he plays, like Vanishing, Diplomatic Immunity, and Empyrial Armor. I've built Lich Lord Zur as a reanimated version, but you might see somethings you want to add. Like Misdirection for example, which serves as a fantastic diversion spell.