Ancestral Mask

Ancestral Mask

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 for each other enchantment in play.

Latest Decks as Commander

Ancestral Mask Discussion

multimedia on Enchantments Go Brrrr

1 month ago

Hey, nice casual budget version of Tuvasa. You have overall good card sense on a budget, but the manabase looks neglected compared to the rest of the deck.

Vanishing and new Robe of Stars can be powerful repeatable protection for Tuvasa since phasing also affects all auras or equipment attached to Tuvasa including Vanishing or Robe. Phasing saves Tuvasa and everything attached to her from removal and this kind of protection is really good against board wipes. The wipe will affect all players, but you save Tuvasa and all auras attached to her which all return at your next untap step to attack with a huge Tuvasa where as your opponents may not have creatures.

Whip Silk is a unique aura because it can return itself to your hand from the battlefield for only one mana even at instant speed. This interaction is excellent with enchantresses to draw, having a one drop enchantment to repeatedly cast. Pair Whip with Sigarda's Aid which lets you cast auras at instant speed and Tuvasa can trigger to draw once on each player's turn. Pair Whip with Sanctum Weaver and an enchantress to make Whip a draw engine depending on how much green mana Weaver can make.

Ethereal Armor and Ancestral Mask can help to make Tuvasa huge. The first strike from Ethereal makes Tuvasa literally unblockable and Mask counts all enchantments on the battlefield including opponents. Favor of the Overbeing gives Tuvasa +2/+2 and two good abilities for two mana: flying evasion and vigilance to use her as a big blocker.

Pair Sterling Grove and new Moon-Blessed Cleric with Sun Titan for repeatable enchantment tutors. Titan is versatile repeatable reanimation since he can reanimate Tuvasa or tons of other 3 CMC or less permanents.


Some budget land upgrades to consider:

I offer more advice including cuts to consider. Good luck with your deck.

ghostfire86 on Enchant and Draw

2 months ago

Working on the card draw and acquisition:

Sram, Senior Edificer

Kor Spiritdancer

Argothian Enchantress

Season of Growth

Setessan Champion

Armored Skyhunter

Siona, Captain of the Pyleas

End game requires consideration of going going long or wide:

If wide, switch commander to Siona, Captain of the Pyleas and include cards like Shielded by Faith, Gift of Immortality, Flickering Ward, Spirit Loop, Rancor, Fortitude, Whip Silk,Auratog, Thaumatog.

If long, add better protection enchantments. Suggestions include, Holy Mantle, Alseid of Life's Bounty, Spirit Mantle, Gift of Immortality, Umbra Mystic, Unquestioned Authority, Spectra Ward.

Siona would be my push because she adds combo lethality. Sythis is just a great 99 imo.

Shouldn’t forget, All That Glitters, Shield of the Oversoul, Gryff's Boon, Helm of the Gods, and Ancestral Mask

SpammyV on Win Con for Gruul Enchantress?

4 months ago

On-topic for what you're planning, you can use Ancestral Mask and Nylea's Colossus to get something really big before you rumble in. There's also passive damage you can stack up with Overabundance , Mana Barbs, Sulfuric Vortex , Court of Ire , et cetera to whittle people down. Sandwurm Convergence makes a lot of beef. It's mana intensive but Pyrohemia and Rite of Passage means you can have a thing that lives while you keep pinging everything. There's also the aforementioned Helix Pinnacle if you're looking at having a lot of mana.

Of course, if you think some thing demand a more personal touch, you could slam a Form of the Dragon and off someone yourself.

Spell_Slam on

5 months ago

Utopia Sprawl is your best friend here. It fixes your mana, ramps you, and makes your Aura Gnarlid bigger.

Wild Growth is also excellent. It doesn't fix your mana, but you can play it on any land, not just a forest.

In order to make room for this ramp, I think taking out Fertile Ground, Karametra's Favor, Baloth Gorger, BTE, Armor of Thorns and a few lands would do the trick.

You should definitely be playing all 4 Ancestral Mask . I would cut Uncontrollable Anger and AEther Webs for it.

Reckless Abandon seems better than Artillerize. It costs way less mana, which seems worth losing a point of damage for.

Rabid Bite seems much worse than Ram Through . It's an instant that also has the upside of "trampling over" its damage if your creature has trample.

king-saproling on Lathril

7 months ago

Looks great so far. Personally I would make these swaps:

  • Voice of the Woods -> Pitiless Plunderer ; while not an elf, I think the Plunderer is more impactful here, especially since you'd probably rather tap your elves for mana or toward Lathril's ability than toward making an elemental, right?

  • Llanowar Tribe -> Fallen Ideal ; Fallen Ideal allows Lathril to make exponentially more elves every time she hits. The extra evasion is nice too. I think the mana boost from llanowar tribe is unnecessary here especially since it won't get Lathril out any faster.

  • Abomination of Llanowar -> Ancestral Mask ; similar to Fallen Ideal, and i think it'd be more impactful than the Abomination.

  • End-Raze Forerunners -> Ivy Lane Denizen ; ok hear me out: the turn that Forerunners drops relative to the turn Lathril was played, you will have made 8 elves with Lathril, so Forerunners gives you an extra 25 damage that turn (7+(2*9)). Ivy lane Denizen, on the other hand, will have increased your damage output by 32 in that timeframe AND will also leave you with 24 more elves and a 32/32 Lathril. Oh and you will have killed 1 opp via commander damage. And the Denizen is not a dirty eyeblight :P

  • Springbloom Druid -> Paradise Druid ; Paradise gets Lathril out a turn faster, Springbloom doesn't.

  • Elvish Rejuvenator -> Priest of Titania ; same as above. Also PoT is busted.

  • Bounty of Skemfar -> Heart Warden ; similar to above.

  • Farhaven Elf -> Quirion Elves ; similar to above.

  • Wolverine Riders -> Immaculate Magistrate ; Magistrate will allow you to deal more damage and generate more elves in the long-run v.s. the Riders.

  • Casualties of War -> Storm the Citadel

  • In Search of Greatness -> Awakening ; I think the Search is a bit lackluster since its effect is that the free-casted card must be equal to 1 + highest-cmc, so it's kinda hard to play around. Meanwhile Awakening would win you the game if uninterrupted.

  • Skemfar Avenger -> Skullclamp ; Skemfar only triggers on nontoken dudes dying which is kinda a bummer. Skullclamp is nice because it draws you cards but could also go on Lathril for extra damage/elves.

  • Pyre of Heroes -> Shamanic Revelation

  • Poison the Cup -> Attrition

  • Rhys the Exiled -> Throne of the God-Pharaoh ; I think the Throne is more impactful than Rhys

ellie-is on

10 months ago

Okay, I'm giving a more enchantment-heavy build a try! Added a bunch of them, and removed some equipment, keeping only the ones that are already great on their own without requiring any extra equipment-related synergy. Enchantment is a little more frail and goes to the graveyard when Tana dies, but not needing to equip and having a relatively lower cost for their effects is pretty sweet. And Ancestral Mask rocks. Also made some other tweaks such as adding two more lands and Fungal Rebirth for saprolings and in case I need to get a really good enchantment back. I'm really happy with how this deck is coming along and can't wait to keep improving it and to eventually assemble it :) (just got to, at the very least, wait for Command Legends to come out to make sure I'm not missing out on any good new cards, hehe)

ellie-is on

10 months ago

One thing I've been considering is increasing the number of enchantments, both auras and ramp, to run Helm of the Gods and Ancestral Mask, but I'm still not 100% sure about this. Biggest downside of getting more auras for Tana is that they die with her, and if I remove equipment to make room for them, it weakens Golem-Skin Gauntlets. Gonna have to do some more thinking on this!

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