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


Creature — Human Wizard

When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand.

Crow_Umbra on Communism Was a Red Herring

2 months ago

No prob, happy to help! I enjoy your build style and your discussion contributions around the site when I see them.

If you're in need of Enchantment or general recursion, I'd recommend adding Hall of Heliod's Generosity. I've found that I don't encounter much land removal in my metas beyond Generous Gift/Beast Within, so utility lands get a bit more mileage. I'd also recommend checking out Noxious Revival, as it can be cast for a measly 2 life, and has the added flexibility of being graveyard or top-of-deck tutor hate.

There's also Auramancer, Monk Idealist, and Heliod, the Radiant Dawn  Flip (to name a few enchantment specific recursion effects)

Lol I was so focused on the triple white pips on Hour of Reckoning, that I totally missed the Convoke. If you'd want another board wipe, I'd recommend Promise of Loyalty, since it can get around indestructible.

Not sure if you'd be interested, but my best friend recently put together a Brennard deck if you'd want to check it out. He's no longer active on Tapped Out, so this would direct you to his Moxfield list. For additional context, my friend is someone that typically plays aristocrats, and Jund-adjacent strats

Thomaswallismoore on Modern Hedron Alignment

7 months ago

There's a creature called Auramancer that does the same thing except chump blocking

DreadKhan on Zur is head of this prison

10 months ago

My Zur Prison was inspired by the little synergy pile of Solitary Confinement and Court of Cunning, Court pays for Solitary, so it's very hard for you to lose your Monarch status, so everyone else just keeps getting Milled for 10. You'll need another effect to draw, but Zur can find lots, and Zur can also find Greater Auramancy, it's not as pricey as it once was, but it might get reprinted at any point. Not sure if all that's fast/strong enough, but Zur can find the pieces (and if you get the Court second you are automatically Monarch, so it's a pretty solid set up).

Have you thought about running Hall of Heliod's Generosity over Auramancer? I've tried to use Auramancer, and it is so hard for it to be in the right situation I find, maybe your mileage varies. If you do use the Hall, Zur can find Necropotence and Second Chance, which will give you turns (but it can be hard to draw more cards without life gain), but since Zur can still attack you just Voltron up first, this is a nice way to finish a game so they don't drag on forever, there are lots of ways to find Hall when you're ready to set up the combo, it also works as long as your life is low enough on your upkeep to trigger Second Chance, you can then use Hall to let you draw Chance and replay it, cast it and have Zur find a Voltron piece, a nasty surprise if people thought you were almost finished. Second Chance can also be perpetuated with Estrid's Invocation and either Copy Enchantment or Mirrormade, recently found out about it.

If you're ever looking for a Prison feeling creature I have a lot of fun with Fatespinner, this holds one of your opponent's phases hostage each turn. Spurnmage Advocate is pretty hilarious if people like to attack often, you can give any one opponent 2 cards back to blow up potentially another attacker's creature, it's a sneaky card that plays well with prison type effects (lots of cards become situationally very bad with Rule of Law, you can give these back to them).

TheMeadiator on

11 months ago

Auramancer gives you another trigger with Elesh Norn, and is also a baby version of Starfield.

Agent of Erebos helps control your opponents graveyard, as I noticed you don't have any graveyard hate in here. (Though I wish he had less than 4 cmc). Maybe add him in the sideboard?

DreadKhan on Is the New Heliod Justified …

1 year ago

I used to run Auramancer in a deck that ran a bunch of Auras that add a huge amount of power, I quickly had to pull it because it's ability is so timing sensitive that it usually was a worse Bear. I think you need TONS of enchantments, and they need to be the only way your deck wins or that ability is not very helpful.

The flip side is a lot more interesting, it seems good in a highly interactive deck that plays mostly at instant speed, you can also play Eldrazi for cheaper, fueled with all of the symmetrical card draw you can find (there is a fair bit, including lands). I suspect either way you want this as your Commander, not as much in the 99. Just had a thought, once it's flipped (pretty steep cost in Azorius) you do have one really good thing, all of your 2 or 3 mana rocks suddenly become mana positive? That seems at least neat, I'm not sure it really matters, but I like the idea of having a free Thran Dynamo now and then, I guess if you've got enough card draw you can snowball out of control pretty badly? Azorius Storm is a weird place to be thinking about.

Last (and weirdest) thought, you can run Heliod with Stax I guess, so you can overcome things like Thalia/Thorn of Amethyst/Trinisphere. You cast at a discount while everyone else has to pay 9 for an Ad Naus you can just counter for U.

RevenantBacon on

2 years ago

Drop Thrummingbird, Grateful Apparition, and Karn's Bastion, they're literally pointless. Niko is going to be using his +1 ability to make your ETB creatures bounce often enough that you don't need the extra loyalty on him, and there's literally nothing else in the deck that gets counters except for Lost Auramancers and well... you don't want them to get more counters.

Speaking of the Lost Auramancers, drop them and Protean Thaumaturge because that's just... well it's just a bad combo, and also doesn't work the way you think it does. Vanishing triggers at the beginning of your upkeep, and the creature is only sacrificed during the resolution of that ability when it determines that the creature has no counters left on it, so you literally can't do it, as they only stay a copy until end of turn, and you don't have any enchantments with flash.

Possibly trade Imprisoned in the Moon for Oblivion Ring, as it's strictly better for removing anything other than a commander, or run both, since you're light on removal overall.

Drop the Suture Priest, as it has nothing to do with the decks theme, same with Daxos of Meletis.

Add a Monk Idealist, it's identical to Auramancer, and backups are good to have.

Add Guile as another synergy for Dovescape, and get infinite 1/1 birbs whenever any opponent casts a non-creature spell.

Add an Azorius Signet (I can't believe it's not in the list already).

You obviously need card draw, so add a Mulldrifter and/or an [Omen of the Sea].

Lastly, slot in an Archon of Sun's Grace and a Luminarch Ascension because most of your creatures are rather weak, and you have no way of protecting yourself from decking out.

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