Aspect of Mongoose

Aspect of Mongoose

Enchantment — Aura

Enchant creature

Enchanted creature has shroud. (It can't be the target of spells or abilities.)

When Aspect of Mongoose is put into a graveyard from play, return Aspect of Mongoose to its owner's hand.

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Legality

Format Legality
Casual Legal
Commander / EDH Legal
Duel Commander Legal
Leviathan Legal
Modern Legal
Limited Legal
Highlander Legal
Tiny Leaders Legal
Canadian Highlander Legal
Block Constructed Legal
Unformat Legal
1v1 Commander Legal
Oathbreaker Legal
2019-10-04 Legal
Legacy Legal
Vintage Legal
Custom Legal

Aspect of Mongoose occurrence in decks from the last year

Latest Decks as Commander

Aspect of Mongoose Discussion

carpecanum on Three, three for a three and a three

2 months ago

Filth, Brawn and Valor would be nice to have in your graveyard.

Good-Fortune Unicorn, Soltari Visionary and a few of the other creatures with Shadow

Aspect of Mongoose

You could get a bunch of the cards (Amonket?) that use -1 counters like Exemplar of Strength

You could remove AGE counters from things with Cumulative Upkeep. There HAS to be something broken there for you.

carpecanum on Abomination of elf-ball

2 months ago

You can mark your commander by typing CMDR after it when you edit.

Sylvan Offering could give you a huge hit with your boss

Right now it looks like there is nothing to protect your boss from removal. I like Aspect of Mongoose

Helm of Possession could be fun. Sac an elf to GY, steal a creature, Altar of Dementia the creature, repeat.

Optimator on Giant's Deck

3 months ago

The amount of utility cards that facilitates for a large-creature/stompy deck (like giant tribal) is completely unparalleled and unrivaled. There are things--both budget and expensive--like Garruk's Uprising, Soul's Majesty, Hunter's Insight, Snake Umbra, Triumph of Ferocity, Lead the Stampede, Garruk, Primal Hunter, Return of the Wildspeaker, Abundance, Rhythm of the Wild, Selvala's Stampede, Shamanic Revelation, Elemental Bond, Colossal Majesty, Guardian Project, Rancor, Primal Rage, Heroic Intervention, Wrap in Vigor, Golgari Charm, Lifecrafter's Bestiary, Canopy Cover, Aspect of Mongoose, Alpha Authority, Asceticism, Defense of the Heart, Lignify, Lurking Predators, Bow of Nylea, The Great Henge, Eerie Ultimatum, Reap, Creeping Renaissance, Seasons Past, Reap the Past, Genesis Ultimatum, Beastmaster Ascension, Overwhelming Stampede...

The list is huge, and it grows every year.

This is on top of the superior ramping ability of Green and it's above-average removal options. One big advantage of Green's land-based ramp is things like Planar Cleansing, Hour of Revelation, Play of the Game, Bane of Progress, Creeping Corrosion, and Merciless Eviction can't send you back to the stone age by destroying all your mana rocks.

Everything you will want to be doing with Giant Tribal, Green supports and supports well. I cannot stress this enough. Not to mention the good green giants that keep getting printed.


Black doesn't provide too much in the way of utility specific to giant tribal or stompy decks other than recursion and good card draw like Greed, Phyrexian Arena, and Erebos, God of the Dead. Personally I like cards like Damnable Pact, Read the Bones, Ancient Craving and Ambition's Cost but if you're running Green and/or Blue you shouldn't need to lose life to draw cards. Painful Truths might still be useful due to it's great rate (three cards for three mana is good). Syphon Mind is a great rate and has the upside of making your opponents discard.

Obviously Black specializes in removal (but so does White!) so you could run things like Mortify, Despark, Utter End, Vindicate, Anguished Unmaking, Dreadbore, Terminate, Bedevil and Ruinous Ultimatum. In Garruk's Wake and Decree of Pain are probably good in your giant deck since you're ramping so hard. Since you're running White you shouldn't need Black's wraths, but those two stood out.

Things like Phyrexian Reclamation, Animate Dead, and Reanimate are great for creature decks. Palace Siege is all right on a budget. So is Twilight's Call. It's no Oversold Cemetery or Meren of Clan Nel Toth or Rise of the Dark Realms but those are pricey. Recovering from boardwipes will be important.


Blue has some interesting removal options like Curse of the Swine, Pongify, Rapid Hybridization, and Reality Shift. You have some Cyclonic Rifts in your trade binder, right? That alone is a great reason to run Blue in your deck (it's literally one of the best cards in EDH straight-up). Do it!

Blue also has all the card-draw--from per-turn stuff like Kumena's Awakening and Mind Unbound; chunks of cards like Concentrate, Treasure Cruise, Fact or Fiction, Fathom Trawl, and Tidings; huge hand-refillers like Overflowing Insight, Mind Spring, Stroke of Genius, and Pull from Tomorrow; and some sneaky stuff like Windfall, Keep Watch, Drawn from Dreams, Verity Circle, and Insight. Green has some amazing card-draw already but it wouldn't be a terrible idea to supplement it with Blue cards. Rush of Knowledge would be REALLY good in a giant-tribal deck--especially with Morophon, the Boundless at the helm.

Counterspells are very much not Giant/Stompy but I have a few aggro decks that run a silver-bullet copy of Negate or Swan Song just as anti-boardwipe tech. Not necessary though. Boros Charm, Golgari Charm, and Wrap in Vigor work well in that capacity. There are lots of 3-cmc options too but the mana difference between 2 and 3 is huge.


You could even run some interesting charms like Abzan Charm or Esper Charm. There are some surprisingly potent options. Some are stinkers of course.

Temur Ascendancy would be reason alone to run five colors and be utterly fantastic in this deck.

Garruk's Uprising alone is reason to run at least Green.

Merciless Eviction is one of the best removal spells in the game. Four or five colors would allow you to run that.

Urban Evolution would be good in a big-mana deck like this. Inspired Ultimatum, while not amazing, is playable.

You get the idea.


As you can see, there is a myriad of reasons to run more colors. Honestly, I really can't recommend it enough if true Giant-Tribal is the goal--whether Naya giants or five-color giants.

One extremely important thing for large-creature decks is to consider how you're going to recover from board wipes. Superior card-draw from Green, Black, and Blue cards will help immensely. Card advantage like Phyrexian Reclamation, Palace Siege, Seasons Past, All Suns' Dawn, Reap the Past, Reap, Creeping Renaissance, Eerie Ultimatum, and abilities like Mayael the Anima's, Golos, Tireless Pilgrim's, and Kenrith, the Returned King's reanimate ability will help you recover. These are things that Red and White simply can't do well. Sure there's Resurrection and Reya Dawnbringer, but they aren't great.

Brion Stoutarm is a legitimately good general--he really is!--but not for giant tribal. He brings nothing to the table for giant tribal other than being a decently-statted Giant himself and pigeonholes you into the worst color pair in EDH for essentially no benefit. As I mentioned, Iroas, God of Victory and, to a lesser extent, Kalemne, Disciple of Iroas would make better commanders if you are dead-set on Boros colors (which I do not recommend if you want to play maximum giants). If you were building around Brion's ability and had some giants around as support that would be one thing, but it seems that's not the goal. As such, please consider switching commanders :) I think that if you want Brion Stoutarm as the commander, you should make a Brion deck.

I really do think you'll be happier in the long run with a different commander It doesn't have to be expensive. Most of what you would need I can trade to you, including Morophon, the Boundless, and most supplemental cards I don't have are in the 25-cent to $1 range (Realm-Cloaked Giant, Mayael the Anima, etc). I actually have a shitload of this utility stuff on-hand, and you have some great staples like Cyclonic Rift on-hand--and probably more! I want you to be satisfied with your deck! It doesn't have to be competitive to be fun, but it doesn't have to be expensive to work better and smoother and be more competitive.

carpecanum on

5 months ago

Dense Foliage or Aspect of Mongoose are good defense for Animar.

Scuttlemutt can come out cheap and make mana but most importantly it can change the color of something to take advantage of Animar's protection abilities.

Birds of Paradise is one of the only cards that get Animar out on turn 2 besides the Gilded Goose i see you already have in there

Forge of Heroes

Mindclaw Shaman can be amazing depending on your meta, Shaman of the Great Hunt works great in my Animar deck.

Crow-Umbra on Twice the Enchantments, Twice the Fun

6 months ago

I think your deck has a solid start, but could benefit from having a few more enchantments. Personally, I think you could cut all of your artifacts, or at least the ramp artifacts, and include a few more enchantments like Weirding Wood, Wolfwillow Haven, Utopia Sprawl, or Unbridled Growth.

I'm not sure what your budget is like, but a few really helpful Auras are Rancor, Aspect of Mongoose, and Whip Silk, since they can all be replayed multiple times. Ordeal of Thassa and Ordeal of Nylea can both be helpful and pop-off early since your creatures will likely already have counters on them.

Simic Sky Swallower is okay as a beefy body, but can't be enchanted. You might be better off with something like Nylea's Colossus or Prime Speaker Zegana, both of which synergize with enchantments & counters.

If you're interested, check out my Eutropia deck, WAP- Wet Ass +1/+1 Counters. I built mine more around +1/+1 counter synergies with Auras.

carpecanum on Scarecrows > Board Wipe

7 months ago

You need to protect the King. Clout of the Dominus, Aspect of Mongoose, Pledge of Loyalty or boots/greaves.

Blessing of the Nephilim and Spirit of Resistance are fun in 5 color decks

Cloudstone Curio allows you to cycle your scarecrows for more destruction. But its kinda pricey right now.

Jodah's Avenger is a shapeshifter but does NOT count as a scarecrow.

Hi_diddly_ho_neighbor on Mayael’s Overwhelming Stampede

7 months ago

Hi there,

Mayael the Anima was my first commander deck. I no longer run her, but there are a few things that I learned while playing her:

1) Protection is key: Because of her ability, Mayael is a lightning rod for removal. I'd think about including cards like Swiftfoot Boots, Lightning Greaves, Dense Foliage (you aren't running much targeted removal anyways), Aspect of Mongoose, or some Umbras.

2) You need a back-up plan: You've already have a few ways besides Mayael to cheat creatures in, but I would highly recommend Hunting Grounds, as well as more ramp/mana doublers like Mirari's Wake

3) Top deck manipulation is the most important thing: In addition to Mirri's Guile, consider adding Sensei's Divining Top, Crystal Ball, Congregation at Dawn, and Scroll Rack (if you have the budget)

Also, some haste enablers like Rhythm of the Wild would be good. And I see that the pair of Avacyn, Angel of Hope/Sigarda, Host of Herons have already been suggested. I would consider the third member of the holy trinity, Archetype of Endurance, for complete protection.

carlmoores on Nath does Hand Math

9 months ago

While my Nath deck is MUCH more unfriendly I do have two suggestions (that I actually don't play in my own list as I'm much more discard/ stax driven) Kaya's Ghostform and the criminally underplayed Aspect of Mongoose to protect Nath and Heroic Intervention, Wrap in Vigor and Golgari Charm to protect the team. Ezuri, Renegade Leader is also a must include IMO.

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