Aura Shards

Aura Shards

Enchantment

Whenever a creature enters the battlefield under your control, you may destroy target artifact or enchantment.

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Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Uncommon
Mystery Booster: Convention Edition (MYSCON) Uncommon
MTG: Commander (CMD) Uncommon
Invasion (INV) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
2019-10-04 Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Aura Shards occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

GW (Selesnya): 1.76%

RGW (Naya): 1.71%

BGW (Abzan, Junk): 2.67%

GWU (Bant): 0.74%

Aura Shards Discussion

multimedia on randym1988

2 hours ago

Hey, I asked you to please comment at my profile, not here.

  • "multimedia hey just reaching out and seeing if you had a chance to do through and create a budget upgrade for the ghired deck"

You want me to make another entire Ghired deck for you? It's time for you to bring something to this discussion if you want more help from me. You haven't even changed/upgrade your Ghired deck, it's still the precon original deck list... Research Kiki-Jiki, Mirror Breaker, combos with Kiki and combos for Commander in Naya colors . Kiki is now a budget card thanks to being in the Mystery Booster Cards set, that version is $6 at TCGPlayer.

I've already given you an example of a less expensive competitive upgraded Ghired deck in my last comment. If that's still too much then cut a few cards for example Enlightened Tutor, Grand Abolisher, Aura Shards to make it more within your budget. The more cards like these you cut, the less competitive the deck becomes. The total deck price is inflated since there's many cards that are in the Mystery Booster Cards set and those cards are half the price that they are being displayed/priced at this site. Shards is one of them.

  • "multimedia ok I think I see how this would work and I like having kiki in the deck so it can make copies. So how could we do a build like this and keep it around 50 to 60 bucks?"

You can't build an entire Commander deck that will compete against experience players for 50 to 60 bucks. Come on be realistic; it's not worth my time or yours to build with such a low budget. You need to be able to spend more than the original precon is worth. $50 to $60 is a fine amount to start with to make upgrades, but not the total deck price.

thinkoriginal on Wrath of Marath 3.0

1 week ago

WarSpaniel

This deck is my favorite, so I love answering questions about it!

Blood Pod is one of those "easy to play, difficult to master" decks. The general idea of ramp/tutor into Birthing Pod/Survival of the Fittest as fast as possible is easy enough to grasp. The tough part is knowing the game plans of your opponents so you can play the appropriate stax pieces at the right time.

What helps is that most cEDH decks win with a set of fairly common combos. Thassa's Oracle/Demonic Consultation is the current go-to; Food Chain or Worldgorger Dragon combos powering out infinite mana; Aetherflux Reservoir or similar Storm finishers. Knowing what set of win conditions the most commonly seen commanders will be using is the first step to piloting a stax deck well.

How these decks get to their combos is just as important to interact with as the combos themselves. Flash/Protean Hulk, Ad Nauseam, fast mana like Moxen, Sol Ring, and Mana Crypt/Vault, and many tutors are all frequent ways to have turn 1-4 wins. Our stax pieces (including ways to break parity) and interaction spells are how we keep pace and control the game.

So what does a good opening hand look like for us? A general rule is we always want some form of ramp/fast mana, like a Birds of Paradise and/or Chrome Mox. On average, we are playing a slightly more fair strategy, and need to be able to keep up. We also want some form of interaction to stop your opponents from going off before you can establish stax, such as Angel's Grace, Pyroblast, Noxious Revival, or Swords to Plowshares, and two lands tends to be about right; one land hands are risky and almost never pan out. Beyond these 3-5 cards, there are three types of hands that I would consider keeping:

  1. The stax hand. Knowing what our opponents are likely going to try to do, and if we have 2 or 3 relevant stax pieces, playing them early can completely disrupt our opponents, giving us time to draw/tutor for a combo.

  2. The flexible hand. If we have a few tutors, maybe some protective interaction like Veil of Summer, we can play reactively to what our opponents decide to do. Search for an answer/interaction, a stax piece, or a combo piece; we have options with this.

  3. The nuts hand. Sometimes we just draw into the win. There is something to be said about playing the aggressive role and going for the throat. It is not impossible to have our opener filled with fast mana, Pod or Survival, Faithless Looting and Guardian/Kiki-Jiki/Karmic Guide, or any combination of cards that we can simply play and win on turn 1 or 2. Sometimes taking the reins and dictating pace if play can pay dividends.

Throughout a normal game, the main goal for this list is mana-denial. Winter Orb, Static Orb, Tangle Wire, Collector Ouphe, Thalia, Guardian of Thraben, and Magus of the Moon are how we slow down our opponents, while Dockside Extortionist, Lotus Cobra, Garruk Wildspeaker, Ramunap Excavator, Gaea's Cradle, and mana dorks allow us to break parity and come out ahead of our opponents.

Along with mana-denial, we also have a few other stax pieces to slow the opposing gameplans. Aven Mindcensor is crushing, as many decks rely on deck searching. Phyrexian Revoker is a silver bullet for many commanders. Ethersworn Canonist stops many combos, as does Spirit of the Labyrinth. Aura Shards can devastate the board, and Grand Abolisher is one of the best forms of combo protection we have.

With some practice and metagame study, this deck can be very strong, fast, and disruptive. I hope this helps!

ZendikariWol on Roon your day in a blink of an eye

2 weeks ago

Mulldrifter seems like a shoe-in.

Deadeye Navigator is very strong.

Djinn of Infinite Deceits works like a charm with Roon- especially in conjunction with Agent of Treachery!

Duplicant has the removal.

Ephara, God of the Polis can draw you 2-3 extra cards per turn cycle, which is awesome.

Glen Elendra Archmage is a repeatable Negate effect.

Knight of Autumn is an extra Rec sage.

Mentor of the Meek.

Kiora's Follower can ramp or untap Roon.

Palace Jailer can exile things permanently if you blink him.

Perplexing Chimera is just bat-shit crazy, it messes the game up so much.

Reveillark resurrects people.

Solemn Simulacrum is still good ol' sad robot.

Soul of the Harvest... does its thing.

Sundial of the Infinite can skip the end step, permanently exiling a creature with Roon.

Aura Shards.

Guardian Project is bonkers.

m_to_the_three on Siona, Captain of the Combo

2 weeks ago

if you are going enchantress you need to run Solitary Confinement ,Sterling Grove, Sylvan Library(best draw card in the game), Aura Shards, Burgeoning, Exploration.

Some good ramp cards through enchantment is Utopia Sprawl and Khalni Heart Expedition. I also believe there are more enchantress type cards that you are missing to help ya draw as ya play your enchantments.

PookandPie on ROON BANT ETB BLINK

3 weeks ago

So Roon was one of my first Commanders. I originally built Arcum in 2013, and he was way too powerful for my playgroup, and after that I built Ghave and Roon at the exact same time. I've since converted my Roon deck to Chulane, but I've still got 7 years experience piloting this deck in a high-budget variant, so I should be able to help you out.

I will keep prices in mind for recommendations though. I'm not going to recommend Gilded Drake, for example, because while he may be super good, he's also like 1/5th the overall price of the deck, which can be quite a lot.

My favorite cards for Roon, or at least the ones my opponents hated seeing the absolute most were:

Ixidron. No lie, big Ixidron coming out turning everyone's stuff face down was a massive blow to my opponent's strategies, especially when tutored out via something like Chord of Calling or Finale of Devastation. In fact, if you Chord into Ixidron and your opponents, for example, have creature based sac outlets like Viscera Seer, they have to sac their creatures blind or else they won't be able to sac them at all (X on the stack is the only value your opponents will know. Once Chord resolves, that means Ixidron is in play and creatures are face-down, there is no point in the middle in which opponents get priority to activate abilities!). You can easily turn your creatures face up with Roon, Flickerwisp, Soulherder, Thassa, Conjurer's Closet, and Deadeye (exiling the creatures then returning them to the battlefield returns them face up). As a board wipe, Ixidron can be an insurmountable stumbling block that can buy you many, many turns; I highly recommend it for this reason.

Venser, Shaper Savant is an incredible interaction piece. Uncounterable spell on the stack? No biggie, it doesn't resolve, back in your hand, and I can do this all day, homie. Problem permanent? It's gone too. Have infinite mana with Deadeye and Drake and you need a way to win? Well, resetting every single opponent back to turn 0 is a great way to make them concede.

Swap Pilgrim's Eye for Wood Elves (for when you get Breeding Pool) or Sakura-Tribe Elder. The Eye isn't even ramp, while the other two put you closer to reaching your fifth mana so you can cast Roon, Chulane, etc..

So far I've touched on a reusable interaction piece, reusable recursion, and ramp. You're looking to optimize the list, though, so here I go on that note:

How important is winning with tokens to you? I see you have Deadeye and Drake, so infinite mana is okay, and is that why you're running so many X token spells?

If possible, I recommend removing some of those to use tutor spells like: Chord of Calling, Finale of Devastation (ok this one is a bit pricey, but it's absolutely worth it), Green Sun's Zenith, Eladamri's Call. Why? Because why win with tokens when you could generate the infinite mana with Drake and Deadeye, then tutor into Mulldrifter who will let you draw your library (and then just cast/blink Craterhoof and Avenger)? You could easily swap March, Whitesun, and Finale of Glory for these and you would still get a big, game-ending play with tokens, but these tutors will smooth out your early game immensely.

Rhystic Study is expensive, too expensive for me to recommend actually, but Generous Patron is practically perfect. I cut a draw creature the moment this card was spoiled and never looked back- buffing random creatures that opponents generally tap is usually of little consequence, but being able to draw 2 for 3 is something this deck just doesn't usually get.

Growing Rites of Itlimoc  Flip is almost on the cusp of being more expensive than I'm comfortable suggesting. It's a dig four for a creature on one side, and a Gaea's Cradle on the other. You run a ton of creatures so this could be very valuable.

Also, check out Glen Elendra Archmage. It's better than it looks on paper and everyone has to pay attention any time you have U up, because you can easily reset her.

Also, Oko, Thief of Crowns is also kind of pricey, but it's really good. 1UG "Beast Within a creature or artifact every turn" is massive.

Aura Shards is above budget recommendation but it's an easy include too. It's so good in this deck and downright oppressive against the right decks.

So summation:

Add in:

Aura Shards, Oko, Glen Elendra Archmage, Generous Patron, Chord of Calling, Finale of Devastation, Eladamri's Call, Green Sun's Zenith, Sakura-Tribe Elder (or Wood Elves), Venser, Shaper Savant, Ixidron.

Cut:

Winged Coatl, True-Name Nemesis, Basalt Monolith, 3 of your token X spells, Rashmi (Patron is just outright better), Derevi, Wonder (losing a lot of the random tokens, it's nbd to lose Wonder too), Frost Titan (Ixidron is more disruptive to opposing strategies).

There's a lot more improvements that could be made but this has already gone on long enough. Simple things like Azorius Signet > Azorius Keyrune, or improving the mana base (lands like Transguild Promenade are always worst in practice than they appear as they're basically spell slots for non-ramp, since they cost mana to keep), or even using Eldrazi Displacer over Mistmeadow Witch (Displacer is more efficient and brings the thing back immediately for multiple abuses per turn). I also remember dropping Conjurer's Closet back in the day for Brago, King Eternal, since he could flicker more things once per turn than the artifact could.

Anyway, hope this helps

Gleeock on Why White? Design Choices

3 weeks ago

I don't think balance is the only central design aspect to but I do think it can be pushed further to not only bring everyone low (then effectively built around to take advantage... stax) but can see more table balance effects that raise everyone else's play to optimal to be on par with whatever player is frequently dominating in some major game aspect. I would like to see it done to card draw-centric decks to take away the advantage by gifting that advantage to others. This could also fork into utilizing those punish for hand size/Sword of War and Peace effects in a new non-combat strategy for the much-malligned which has the same pigeon-holed strategy complaint.

RNR_Gaming so more Aura Shards but a little different for specific strategies for ? I guess I could get on board with that, though that requires more careful balance than focused semi-symmetrical effects.

Inigmatix on Sliver in my Thumb

1 month ago

Starting from the Premium Deck is a pretty good place to begin crafting slivers and it's what I did myself and have been playing slivers for a number of years now.

Now for quite a lot of suggestions and thoughts that I hope will be helpful for you

Recommended Cuts

You really don't need Mana Reflection in slivers or most other decks for that matter. It's really a "win more" kind of card and if you're doing well enough that you have the 6 mana to burn on it you're probably better off just dumping more slivers into play or tutoring for slivers that will allow you to win the game with your Sliver Overlord. If you're using it to go infinite and win with Sliver Queen then your Mana Echoes will provide the same effect for that combo but either of the 4-cost token doublers can also work. Anointed Procession Parallel Lives

You also don't really need bombs like Ulamog, the Infinite Gyre, when you can spend less mana on more creatures that generate more value, putting 11 mana into a single creature will feel kind of bad. Also, a 10/10 among a board of 20/20 unblockable, vigilant, double striking, lifelink, flying, deathtouch, trample, etc. creatures isn't going to provide much of a bonus, it actually ends up being less of a threat than the rest of your board. Plus, if it gets countered, you’re down 11 mana whereas if somebody counters a sliver then you’re down like 2-4 mana and can still play more slivers.

Mycosynth Lattice opens up your entire board to artifact removal (including your lands) you may want to reconsider this include as it doesn't really provide any benefit to you for all the risk that comes with it.

Sensei's Divining Top may not be as useful in a deck where you have as many tutors as you do and your commander can tutor all your value pieces since you’ll probably be shuffling your deck a lot.

Amulet of Vigor doesn’t actually do that much for you, out of all your permanents there is only one that always enters tapped, Vesuva. With the number of shock and check lands you run, you probably do not need this and can use this slot for something else. (I get that it also works with Cryptic Gateway but without a source for card draw, you’ll run out of slivers to play quite quickly anyway)

Quick Thoughts

Crystalline Sliver turns off any and all "target sliver" abilities like Crypt Sliver and Magma Sliver (You also won’t be able to steal things with Overlord). If you find yourself subject to frequent spot removal and need to bring Crystalline out often to protect your Slivers you can at least keep the regenerate ability with Clot Sliver or Sedge Sliver

Harmonic Sliver can potentially ruin your infinite Token Queen combo as the pieces that enable that combo are all artifacts/enchantments and this sliver’s ETB is not a ‘may’ ability. You must destroy something if there is a legal target on the board so you would end up destroying your Training Grounds, Mana Echoes, etc. If you still want this ability I would recommend swapping this with Aura Shards as it is the same ability with the same trigger but it is a ‘may’ ability and you can choose not to destroy something.

Useful Slivers

Hibernation Sliver is one of the best slivers for avoiding removal. Paying 2 life to protect any sliver from being destroyed, exiled, stolen, etc. is very useful

Belligerent Sliver/Two-Headed Sliver making it harder to block your slivers means more bodies getting through to hit face.

Essence Sliver this is not Lifelink, and because it isn’t it actually stacks with Syphon Sliver for more life points

Dormant Sliver It’s fairly easy to dump your hand when playing slivers but this leaves you with an empty hand and not a whole lot of options. Very good for keeping your hand full of slivers to play. Defender can be a problem but who says you have to attack to win with slivers ;)

Screeching Sliver alternate win, tack this onto infinite sliver tokens combo from the Queen to mill out your opponents. Good if locked out of attacking for some reason

Lavabelly Sliver another non-combat win with Queen combo

Homing Sliver another way to tutor for any sliver you need besides Overlord’s ability

Mesmeric Sliver only card with Fateseal in the game, great for controlling your opponent’s next draw. Force them to only draw lands or maybe give them no lands at all.

Necrotic Sliver having spot removal for any permanent on every single one of your creatures is terrifying a very valuable. Strongly recommend this as an include.

Shadow Sliver I have never encountered anyone playing creatures with Shadow in EDH in all my years of play. This most certainly will let you get through and hit face to win a game, just make sure you kill all your opponents or get rid of it after combat as it leaves you with no blockers

Virulent Sliver I know there are mixed feelings about poison counters in the magic community but hey you get 2 counters on someone with double strike creatures.

Fun and Useful Tribal Cards for Slivers

None of these are particularly pertinent includes and some came with the Premium Deck, but these are just some Tribal cards that I have used over time while playing with slivers. Some I still use and some I do not.

Kindred Summons, Wild Pair, Herald's Horn, Coat of Arms, Kindred Discovery, Descendants' Path, Patriarch's Bidding, Kindred Charge, Vanquisher's Banner, Distant Melody, Kindred Dominance, Living Death, Primal Surge, Harsh Mercy, Door of Destinies

Closing Thoughts

Slivers can be a lot of fun to play but keep in mind that they are very aggressive and can draw a lot of hate from your opponents. Players that have experienced playing against slivers are likely to counter your high-value creatures like Gemhide or Queen and will try keeping your board as small as possible since slivers win by swarming and overwhelming your opponents. I have found that this can be mitigated somewhat by changing your commander since slivers have 3 good options. Sliver Overlord, Sliver Queen, and The First Sliver.

Overlord and Queen are quite similar as they both conducive to trying to hit Queen’s infinite combo as quickly as possible but I have found that Queen tends to make people more nervous than Overlord does since you can create a wide board very quickly with her. Not only that but if you are relatively uninterrupted then silvers can combo out relatively consistently by turn 4 or 5 (depending on how lucky you get). If you like a combo victory, then that’s great, but the combo has very little variance and I personally got bored of it after playing it like that for so long.

Using The First Sliver as your commander is a whole lot less consistent if you’re going for combo but overall I’ve found it to be significantly more fun to play as I can sometimes rip 3-4 slivers for free off the top of my deck. The win is the same with overrunning your opponents but not using an infinite combo every time was very refreshing.

Hopefully you find some of this helpful, slivers are my all-time favorite tribe in mtg and it was great to see them get some love in Modern Horizons.

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