Aura Fracture

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Legality

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

Aura Fracture

Enchantment

Sacrifice a land: Destroy target enchantment.

Simerix on Mr Sandman, Man Me a Sand

1 year ago

Dud cards: Conclave Guildmage Conclave's Blessing Rallying Roar + a lot of the convoke cards

Why is Katilda, Dawnhart Prime in the deck?

I've seen Outlaws' Merriment flop a lot in Alex's deck

Consider conspire cards like Gleeful Sabotage and Wort, the Raidmother

Have you considered Plargg, Dean of Chaos  Flip Augusta would ball in this deck?

I always suggest a little bit of creature sacrifice in a deck like this. Here's some suggestions: Perilous Forays Martyr's Cause Goblin Bombardment Fanatical Devotion Evolutionary Leap Tooth and Claw Makeshift Munitions Barrage of Expendables. When you swing out, shit's gonna get killed so it's nice to make the most of your creatures. Plus these cards do great against board wipes.

Consider these land sacrifice cards: Sylvan Safekeeper Squirrel Wrangler Goblin Trenches Constant Mists Aura Fracture

Also consider adding anthems to drive the win home if you think you will struggle with winning.

Prosperous Partnership slaps and I suggest you reconsider it.

Additional card suggestions: Neyali, Suns' Vanguard Roar of Resistance Arasta of the Endless Web Intangible Virtue Divine Visitation Inspiring Leader Legion Loyalty

Necrosis24 on Basics matter theme - Mono …

1 year ago

Personally I'd run a token generator or blink cmdr like Abdel Adrian, Gorion's Ward (with your choice of background) as I like the idea of using Settle the Wreckage as a ramp spell and I think it works well with him. Basri Ket and Launch the Fleet are similar effects as Abdel.

You could also use Swords to Plowshares as a Rampant Growth.

Expedition Map to get Urborg, Tomb of Yawgmoth + Kormus Bell to turn your plains into creatures which you can now flicker more easily as well and benefit on etbs.

Tomik, Distinguished Advokist is worth considering to add to the deck if you go the Kormus Bell route as your land creatures basically have hexproof now.

Additionally you could use cards like Zuran Orb or Troubled Healer in combination with Faith's Reward/Second Sunrise/Planar Birth for extra landfall triggers. If you are running the Kormus Bell combo you could use creature sac-outlets like Altar of Dementia or Phyrexian Altar. But if the sac outlets don't play into the rest of the deck you might be better of running Oswald Fiddlebender as your cmdr to ensure you get the right combination of artifacts.

Zuran Orb also pairs well with Aetherflux Reservoir.

A roundabout and rather inefficient lands-matter removal would be Soul Sculptor + Aura Fracture.

Also can't go wrong with Sun Titan + fetch lands (i.e. Fabled Passage). If you go the flicker route you can get some great value out of this. Alternatively Sevinne's Reclamation/Crucible of Worlds also work well with fetch-lands and landfall

TLDR: Landfall-Flicker or Landfall-Recursion or combination of both.

tonylomas on Lands vs Enchantments

1 year ago

hi all ! is Zacama, Primal Calamity the best option against heavy enchantment edh decks? theres also Aura Fracture but i really need grave recursion with this one...and seems kinda fragile, what do u suggest? lands related stuff pls <3

Beebles on Erinis, Veteran Soldier of Trokair | V-MH3

2 years ago

Hey Lissmain, thanks for your upvote and question. I haven't been able to play this deck yet, but I'll try to answer your questions.

  • I don't think I have any mill decks in my meta, so I haven't been in that situation with any of my decks I think... If that was something I'd face regularly, then I'd try to include more recursion (perhaps Sun Titan and Serra Paragon) or maybe even a way to get my graveyard back into my library.
  • My plan with this deck for grindy games is to get Field of the Dead out and copy it with Vesuva and/or Thespian's Stage. That will generate so much value in a grindy game and is very resistant to board wipes. Scute Swarm can be even more effective. Another way is to get a recurring interaction piece in play to control the board, so Aura Fracture, Aura Shards or Thorn Mammoth.

Hope this answers your questions.

Greetings,

Beebles

Mannlicher on Psycho Bunny Wonderland

2 years ago

Preface:

This deck was an idea to use some of my old cards, and also see just how nuts I could go with Kwain, Itinerant Meddler. This deck is a spider-web of synergy and combos, multiple infinite combos, and complete bonkers level shenanigans lurking behind a friendly-looking magic rabbit. This is not a budget deck, but in a gracious nod to Lewis Carroll, it is incredibly fun to go "down the rabbit-hole".

=====================

At it's core, the deck is group hug with card-draw, card based mana-ramp, and multiple options for life-gain. I use a few card-draw creatures as well, such as Shabraz, the Skyshark for their synergy with Kwain. Alternate win conditions include Approach of the Second Sun, Jace's Archivist, Windfall, Jace, Wielder of Mysteries, Triskaidekaphile, and Test of Endurance; but the deck is also perfectly capable of beating someone to death with a giant fish - or a giant anything thanks to numerous life-gain options paired with an Archangel of Thune.

The deck has several prison elements with Moat, Silent Arbiter, and Archon of Emeria, as well as Propaganda, Ghostly Prison, and Sphere of Safety. Silent Arbiter and Crawlspace help directly reduce the deck's exposure to attack, along with Gwafa Hazid, Profiteer for any specific threats or "when attacks" triggers. Finally, since this deck does not rely on creatures or doing damage to win, and generates lots of cards in hand, Meishin, the Mind Cage is an easy way to reduce all opponents' creatures to 0 power. For direct damage and targeted attacks outside of combat, the deck includes The Wanderer and Greater Auramancy.

Card draw, treasure tokens, and unlimited hand-size combine with four different Tutors, an Urza's Saga, and a Teferi's Puzzle Box help you keep multiple options in hand, and hopefully keep Kwain hopping one or two steps ahead of your opponents (Remember to use the tutors before your Teferi's Puzzle Box hits the board). Tidal Barracuda, and Vedalken Orrery let you cast anything on anyone's turn. Walking Atlas helps get rid of lands anytime it's not tapped (another combo with Mind Over Matter), and Drumbellower and Teferi, Who Slows the Sunset make sure you're able to untap on every turn, so you can play cards anytime - including win-cons like Laboratory Maniac or Jace's Archivist on an opponent's end-step, then draw for the win.

Circling back to Sphere of Safety - the deck runs 18 enchantments natively, but also features Enchanted Evening to turn everyone's permanents into enchantments. (The deck also conveniently includes Cleansing Nova to destroy all enchantments, which is an absolutely devastating total board wipe when paired with Enchanted Evening, especially if you have Avacyn, Angel of Hope in play on your side). With Enchanted Evening on the board and Sphere of Safety, every permanent you control also counts toward your opponents' cost to attack you for each creature they target you with. Comboing Enchanted Evening, Avacyn, Angel of Hope, and Greater Auramancy means every permanent has both indestructible and shroud, and prevents your planeswalkers from being targeted (or targeted for attacks) directly.

I am only running two counterspells, Mana Drain and Force of Negation, so the deck uses Dovescape to lock down any stray non-creature spells, as well as Tidal Barracuda and ultimately Forced Fruition to further reduce any errant spellcasting. And in this deck, Dovescape not only helps creates magnitudes of tokens, but each of those tokens is potentially an enchantment when it hits the board. With Enchanted Evening in play, those tokens, or ... literally ... any ... other card you play, combos off Archon of Sun's Grace to instantly create infinite (enchantment) pegasus tokens, and become effectively a 1 card infinite combo of 2/2 flying (avoiding Moat) lifelink pegasus. Every. Single. Time. any permanent hits the board under your control after you have both in play.

The Deck includes a The Tabernacle at Pendrell Vale to help keep down on the riff-raff, (plus kill off a few billion pegasus every turn), and helps tie up opponent's mana; meshing with the prison cards we already use. For its own mana, there are some basic mana-rocks and a Smothering Tithe to help offset some of the higher casting cost spells if Braids, Conjurer Adept is not on the board.

The Smothering Tithe pairs well with sheer card-draw provided through Forced Fruition, Temple Bell, Kami of the Crescent Moon, and Kwain, Itinerant Meddler to almost guarantee several dozen treasure tokens each turn and help the deck rapidly ramp to maintain both card and board advantage towards casting an Omniscience.

More combo madness, Teferi's Puzzle Box helps spin through the deck looking for lands and combo solutions. Teferi's Puzzle Box also combos really well with Shabraz, the Skyshark and Alhammarret's Archive, effectively doubling the card-draw effect of Teferi's Puzzle Box each draw phase - and Sphinx of the Second Sun provides double the draw-phases per turn, so you're geometrically quadrupling your cards in hand each turn (and possibly playing them for free). And, for every card you draw, the shark is growing, your life is growing, and if you have the Archangel of Thune, everything else is growing too.

If you want to discard cards from your hand, to hit Triskaidekaphile for instance, or just go infinite with your commander, you can use Mind Over Matter, Omniscience, or Peace of Mind to manipulate your hand-size and either play or discard. The deck includes an Ulamog, the Infinite Gyre, Timetwister and Elixir of Immortality to shuffle your graveyard back into your hand, as well as Displacer Kitten and Angel of Finality to exile your opponents' graveyards with a quick bounce.

=======================

Summary Combos:

Forced Fruition + Smothering Tithe == Treasure Tokens

Teferi's Puzzle Box + Shabraz, the Skyshark == Giant Shark and TONS of life-gain every turn

Teferi's Puzzle Box + Shabraz, the Skyshark + Alhammarret's Archive == Sheer madness

Teferi's Puzzle Box + Shabraz, the Skyshark + Alhammarret's Archive + Archangel of Thune == Same as above, but now ALL of your creatures grow exponentially, every turn

Kwain, Itinerant Meddler + (any of the above) == even more nuts

Kwain, Itinerant Meddler + Mind Over Matter == Infinite combo, draw your deck

Kwain, Itinerant Meddler + Mind Over Matter + (any "if you cannot draw you win") = instant win

Enchanted Evening + Sphere of Safety == every card you have counts towards attack cost

Enchanted Evening + Cleansing Nova == total board wipe (lands, creatures, artifacts, all permanents)

Enchanted Evening + Aura Fracture + (any land) == targeted removal of any permanent

Enchanted Evening + Archon of Sun's Grace == infinite flying pegasus whenever ANY card hits the board under your control, even treasure tokens from Forced Fruition.

Enchanted Evening + Greater Auramancy == every card you play has shroud when it comes into play, but will interfere with Mind Over Matter combo with Kwain.

Sheer Card Draw and hand-size + Mind Over Matter == you can tap or untap whatever you want, whenever you want, and you can reshuffle your graveyard with Elixir of Immortality or Timetwister.

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There's more I could write about with additional combos and card interactions, but those are the highlights. The deck is just all-out madness to play and can quietly build and recycle cards until it comes out of nowhere with an 600/600 flying shark. I enjoy it. I hope you will as well.

Thank you.

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