Enchantment — Aura
When this enters the battlefield, draw a card.
Enchanted creature has flying.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Angelic Gift Discussion
1 week ago
Hey nice deck! The way i see it you can focus more one one direction of this deck and use the other for support: either auras or equipment. Aura Focus: Add: Archon of Sun's Grace Ashiok's Erasure Boon Satyr Copy Enchantment Curiosity Darksteel Mutation Dissipation Field Hydra's Growth Gift of Paradise Hypnotic Siren Ichthyomorphosis Idyllic Tutor Kenrith's Transformation Plea for Guidance Psychic Impetus Unflinching Courage
Remove: Masterwork of Ingenuity Puresteel Paladin Explorer's Scope Indomitable Archangel Catti-brie of Mithral Hall Resolute Archangel Valiant Endeavor Serum Visions Brainstorm Angelic Gift Unsettled Mariner Cold-Eyed Selkie Military Intelligence
Equipment Focus: Add: Balan, Wandering Knight Behemoth Sledge Belt of Giant Strength Golem-Skin Gauntlets Kemba, Kha Regent Mask of Memory Mirrormade Paradise Mantle Prying Blade Quest for the Holy Relic Whispersilk Cloak
Remove: Resolute Archangel Ajani's Chosen Valiant Endeavor Gryff's Boon Angelic Gift Unsettled Mariner Military Intelligence Cold-Eyed Selkie Serum Visions Brainstorm Explorer's Scope Indomitable Archangel
And if you dont want to focus on one this would be a more Varied apporach incorporating a little from both Both Focus: Add: Fleecemane Lion Geist of Saint Traft Kiora's Follower Mirrormade Spirit Mantle Staggering Insight Utopia Sprawl Curiosity Beast Within Archon of Sun's Grace Curiosity Darksteel Mutation Dissipation Field Idyllic Tutor Unflinching Courage Behemoth Sledge Kemba, Kha Regent Mirrormade Quest for the Holy Relic Whispersilk Cloak Kenrith's Transformation
Remove: Resolute Archangel Ajani's Chosen Valiant Endeavor Gryff's Boon Angelic Gift Unsettled Mariner Military Intelligence Cold-Eyed Selkie Serum Visions Brainstorm Explorer's Scope Indomitable Archangel Abundant Growth Goldvein Pick Cream of the Crop Three Dreams
3 weeks ago
Cool concept! It's clear you're telling a story with your deck and I think you've done really well in representing it through your card choices. I'm not to familiar with the Power Rangers myself, so I'll give some advice but I'll also expect you to only listen to what makes sense to you! ;)
Your plan seems to be to get Siona on the table and start playing big auras to suit up several creatures and make them scary threats - fitting the theme you're going for. That's gonna be pretty hard and costly in many games since you will need to spend a lot of mana to play these auras and won't have much resources (mana, cards, protective spells) to keep your rangers alive, while those rangers dying to a kill spell will cost you several cards if you've played the auras on them. I'd look on a few options to give your rangers more chances to shine.
- Cheaper auras that you can play earlier. They will not have as much of an impact, but they will give you everything you need most of the time and will do so many turns earlier. (Angelic Gift, Alpha Authority, Daybreak Coronet, Gryff's Boon, Bonds of Faith etc.)
- Auras that don't lose you resources. By drawing a card on entering the battlefield, letting your creature draw cards or returning from the graveyard you can keep your momentum goingeven if a ranger bites it (this also makes it less attractive to kill them in the first place). (Rune of Might, Rancor, Conviction, Keen Sense etc.)
- Introducing more interaction, mainly in the form of protection. (Veil of Summer, Heroic Intervention, Rootborn Defenses etc.)
Perhaps losing the bigger spells would feel like the deck loses its identity - and then they should stay in. But if it feels like they arrive too late or get stuck in your hand, then maybe the card in your hand should be some other card that does more for you when you need it? Try things out and see what sticks, perhaps something I said has caught your eye! :D
1 month ago
Virtus the Veiled could be a secondary target for all those enchantments, especially the evasion cards.
There has got to be better card draw than Tome of Legends.
2 months ago
2 months ago
2 months ago
zapyourtumor Unfortunately, Portable Hole is an artifact, so I can't tutor it. How about Detention Vortex instead? Or Oppressive Rays? What about Sky Tether for whatever has flying that I can't block, or Angelic Gift as a way to do that as well as draw a card and also if the player can't block the flying card?
3 months ago
3 months ago
The Wanderer is bad here. You just don't care about the damage prevention, as common red removal doesn't hurt you anyways.
Unbreakable Formation is also not great here. It's for playing on turn 3 or 4 to buff your weenies for the kill, or to prevent a wrath from ending the game. You're not white weenie. I don't recommend any copies, but one or possibly two could be valuable.
You still have basically no real removal. Portable Hole is good, Settle the Wreckage , Declaration in Stone , Detention Sphere . . . there's a lot to choose from. Or, add countermagic like Absorb , Quench , or Disallow .
Definitely add two more Dusk / Dawn to the sideboard. It's not great all the time, but in the matchups where it's good you want four.