Ancestral Mask

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ancestral Mask

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 for each other enchantment on the battlefield.

legendofa on Why is WotC Changing the …

1 month ago

The term "battlefield" also is included in "put onto the battlefield" (Aether Vial, I don't see this one changing), "return to the battlefield" (Not Dead After All, changing this would cause confusion with "return to hand" effects), "each ____ on the battlefield" (Ancestral Mask, this probably could change without too many problems), "from the battlefield" (Ashiok's Reaper, I don't think "dies" is going to become universal, and the starting zone jas to be defined), and probably several others, so "battlefield" as a zone and rules term isn't going anywhere.

It's being shortened probably because there's only one game zone that is "entered." There's no cards that refer to entering the graveyard or entering your hand, so there's little risk of ambiguity. And card texts are becoming longer, so clearing out some of the clutter isn't necessarily a bad thing.

Orange+ on Riders on the Storm ~60$

1 year ago

Hey, KongMing

Sigarda's Aid is a great card, and a great fit aswell. But unfortunately it is just a bit over budget for this deck. The soft limit is 5$ per card in this deck, and when I make exceptions, its for good reasons (like for Ancestral Mask which is a very important piece).

Thanks for the suggestion :)

Orange+ on Riders on the Storm ~60$

1 year ago

Hi, KongMing.

Thanks for the suggestions. I've played with these before, and I did enjoy playing them. Especially Armadillo Cloak since it gives pseudo lifelink which can be combined with lifelink to give double life gain.

Unfortunately they are too mana expensive for this deck. This deck will really go off with small auras. So the less the mana cost, the better. Ideally I would like the auras here to cost just 1 mana so that I can draw a card per mana. It doesnt really matter if they are very good, as long as I can get them on the board. Cards like Ancestral Mask will make every last one of them count :)

IHATENAMES on Budget Beasty

1 year ago

Hunter's Prowess card draw ideas.

Hunter's Insight

Garruk's Uprising

Rishkar's Expertise .

I would cut the cultivate effects for creatures that ramp like your Llanowar Elves there are plenty of 1 drops that tap for mana. Or 2 drops that have more utility then a mana dork. .

Slippery Bogbonder protection idea .

Cool cards

Nature's Way Removal

Gemrazer removal

Spring-Leaf Avenger regrowth on a creature

Inscription of Abundance Removal or pump with options

Higher budget stuff to maybe look at.

Guardian Project

Beast Whisperer

Ashaya, Soul of the Wild

Pathbreaker Ibex

Ancestral Mask

RoarMaster on Jodah, the Enchantress (Shrine Tribal)

1 year ago

I must admit that when Jodah came out I immediately considered switching out Sissay for him as my Shrines deck commander(Im not the biggest fan of Go-Shi). Haven't gotten around to trying it out yet, but I can definitely see the potential. My only worry about doing so might make the deck simply win accidently through the legendary creatures who are in it. Jodah makes 'em buff mighty quick, and I didnt want them to overshadow the Shrines. Im not sure if that matters to you, but if it does, I might consider running a lower number of legendary permanents other than shrines in the deck in order to both retain a high chance of cascading into a Shrine, and to stop beefy creatures from becoming your default wincon.

I would suggest a little more ramp/fixing in the deck. Cultivate And Kodama's Reach are easy on the budget and make for pretty reliable T4 Jodahs. I'd take out Kestia and Arasta/Alela. Most of your enchantment creatures are your tech, which you generally dont want to risk often by attacking with them, so Kestia may not get much in the way of triggers. Arasta is super situational and will usually just be a feel bad moment when you cascade into her. Alela is making you a couple lil magic bugs a turn which is sorta meh, and the deathtouch on her is arguable as relevant as her token making ability.

If you are going to go balls-to-the-walls enchantments though, Id suggest getting rid of almost all of your artifact ramp and replacing it with enchantment equivalents. Wild Growth, Overgrowth, Fertile Ground, Market Festival, and Dawn's Reflection. That way your Estrid might be sort of useful, otherwise she could probably get cut. Her totem armor is nice, but it is the only thing she is really bringing to the table right now.

If you do go with the green source ramp, you will probably have to tweak your landbase a more to the green side. "Mono-Green Five-Colour" is a trope for a reason ;)

As an aside, you could drop a few of the card draw enchantresses with the double mana pips and In Bolas's Clutches and you could run Jegantha as a companion, which would almost guarantee you to get your colours for Jodah. Just a thought. Not sure if you want to remove the draw for it, but Jodah provides a lot of card advantage as is and you may not need it all.

If you dont care about winning through non-shrine means, cards like Steel of the Godhead, Nylea's Colossus, Ancestral Mask, and maybe True Conviction would be good adds.

As I am a purist I would also remove the instant and sorcery removal and replace it with enchantment alternatives, but I understand the loss of instant speed removal can hurt a deck a lot, haha :P

Niko9 on How come we don't have …

1 year ago

I think that they are really hesitant to print things into enchant because almost every format has some enchantresses and the only reason they aren't totally broken is because enchantments in general are weak.

Enchantment lands+ Abundant Growth+ enchantresses+ Sanctum Weaver+ Rune of Speed+ Ancestral Mask+ Inkmoth Nexus would be an extremely dependable infect package, and I'm sure there are better effects than that, it's just the one I can think of right now : )

I mean, if there was a 2 mana creature that said "when an artifact enters the battlefield draw a card" everyone would be drawing their whole deck and we'd basically be playing YGO. If enchantments get a decent push, they would be too good, ironically.

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