Ancestral Mask

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Legality

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

Ancestral Mask

Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)

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

Orange+ on Riders on the Storm ~70$

3 months ago

Hey, InvalidUsernamePleaseTryAgain

Well, this deck runs really efficient in low and mid strength pods. If Sythis, Harvest's Hand is left unattended for about two rounds, you can often get about 5 auras on her, which also means five cards drawn. If you can additionally protect her from dying like once or twice with the protection cantrips, you should be in for a very good round and get through a whole lot of your library.

Often, in my experience, players are not so concerned with Sythis on the board when I explain to them that it is a straight forward budget voltron deck with no sudden powerspikes or wincons (there are no hexproof auras, and no Ancestral Mask -like auras either). I will use this as an advantage, and people will often snooze of dealing with Sythis.

Sythis should probably be hitting for about 10 flying vigilance damage at about turn 7, if I were to guess. That means possibly eliminating a player at about round 8. Open the Vaults is just a backup wincon plan, the main idea here is just simply: Play Sythis, spam auras, hit hard with flying / trample + vigilance (for blocking purposes), and use surprise hexproof cantrips to void removal.

There is no standard ramp, just: land auras, land untap effects, and fetch land / produce mana on hit a player trigger. You dont really need a lot of lands, with like 5 mana you can often play 5 auras, draw 5 cards, and gain 5 life on a turn. Pretty decent if you ask me.

This is a pretty pure voltron deck, running close to no other creatures than Sythis. Jukai Naturalist and Moon-Blessed Cleric are the exceptions due to their valuable effects.

As for tokens, theres a separate category for token producing auras. They are there just to deal with black and Diabolic Edict effects (which are really good vs pure voltron decks)

NV_1980 on Kotis, the Critterkeeper

5 months ago

This look like a very interesting budget version of Kotis. I've been playing him for some time and I think I'd add the following to your list (I've tried to keep the maximum price at around 5 dollars per card):

  • Aqueous Form: a very simple enchantment that simply makes Kotis unblockable.
  • Arcane Flight: very cheap to cast and an excellent addition to making Kotis harder to block.
  • Combat Research: draw cards upon damage and grants Kotis some boost and protection.
  • Curiosity: why not draw some cards upon damaging opponents?
  • Elusive Otter: its sorcery-adventure side (Grove's Bounty) is a great way to make Kotis a little stronger, and you can still summon a prowess-Otter afterwards.
  • Eternal Thirst: creatures tend to die a lot in a game of commander, so banking on that with this enchantment for Kotis seems to make sense. The lifegain is fun too.
  • Felix Five-Boots: what's better than stealing stuff once per attack? Stealing stuff twice per attack of course!
  • Gonti, Night Minister: this card is ideal in a four-player (or more) pod. Gonti diverts attention away from you because he makes it much more lucrative for all your opponents to attack anyone but you. The fact that for every spell that you don't own but cast, you also receive a treasure token just synergizes extremely well with Kotis.
  • Hydra's Growth: doubling Kotis' power/toughness every once in a while seems very beneficial.
  • Strong Back: insanely powerful in that it acts as an Ancestral Mask that also cheapens all further aura casting and equipping.
  • Tarrian's Soulcleaver: something dies, Kotis gets stronger. Vigilance is also very strong on a being like Kotis.
  • The Thirteenth Doctorfoil: so for every spell that you cast from opponents' libraries, Kotis can gain more power/toughness. To top it off, the doctor allows you to untap Kotis after an attack; double trouble for your opponents!
  • Villainous Wealth: basically Kotis in sorcery form.
  • Well Rested: one of the most ridiculously strong auras I've ever seen, especially considering its cost to cast. For just two mana, every time Kotis untaps you gain life, draw a card and you make Kotis stronger!
  • Wrecking Ball arm: instead of bae power/toughness 2/1, why not make it 7/7? Also makes him a bit less blockable.

Hope this helps you in some way; good luck!

Flarhoon13 on Imoti and the Dino Hippo--Explosive Fatties

1 year ago

Having completed my quest to play all 52 of my decks, I decided to try getting a win with all of my deck

Sep 27

Imoti lost again (0-3) my fault, my final spell cascaded into Dictate of Karametra and I should not have cast it. I had a commanding board presence but no flying blocker for Auren's Angelic Destiny plus Ancestral Mask on a fatty 6-13

legendofa on Why is WotC Changing the …

2 years 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 ~70$

3 years 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 ~70$

3 years 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 :)

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