|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||Common|
|Planechase Anthology (PCA)||Common|
|Magic Origins (ORI)||Common|
|Duel Decks: Heroes vs. Monsters (DDL)||Common|
|Magic 2014 (M14)|
|Planechase 2012 Edition (PC2)||Common|
|2012 Core Set (M12)||Common|
|Promo Set (000)||Rare|
Combos Browse all
Creature — Human Wizard
When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand.
1 month ago
So after our games today I have some ideas. I like stuff like Azorius Charm that puts stuff on top of your opponent's library. It can set up a cast with Daxos or just act as an exile spell. Hinder and Memory Lapse are options and could replace one of your less impressive counterspells. Unexpectedly Absent is kinda Spin into Myth is also not bad. AEtherspouts could also be good. Generous Gift is a new one I really like in white. Im sure there are others i'm not thinking of. You could probably cut a counterspell or two. I don't like Distortion Strike much or the permanent exile things like Oblivion Ring . I would definitely add Sword of the Animist . Sword of Sinew and Steel is affordable right now and offers him great protection. I'd cut the lands we talked about earlier and go up to 36 or 37. Another 2 mana rock, like Coldsteel Heart could be nice. I'd consider some supporting creatures. Sram, Senior Edificer Solemn Simulacrum Burnished Hart Hanna, Ship's Navigator Auramancer Mother of Runes and Sovereigns of Lost Alara come to mind
1 month ago
Darksteel Mutation is a great removal spell for enchantment decks.
2 months ago
This deck seems to have a couple of weird things and a couple of holes in it. First off, your ramp seems to be through the roof and I don't really see why that's necessary. I would recommend cutting some of, if not all, the cluestones or maybe a sorcery speed ramp spell. Maybe consider switching one of your current sorceries for a Skyshroud Claim and probably switch Druid of the Anima for Sylvan Caryatid . Related to this is your current lack of enchantment cost-reducers. I would recommend adding one or two back in. You can switch some of your ramp for cards like Herald of the Pantheon or the new Starfield Mystic .
Next is card draw and tutors. You're not doing too bad at this, but I'm surprised you're not running Satyr Enchanter , Kor Spiritdancer , Sram, Senior Edificer or Open the Armory . Maybe even Three Dreams or Plea for Guidance are playable as well. Also, I think Harmonize deserves a spot because it can get you back in the game without any help.
Another thing you seem pretty weak on is removal. Both targeted and mass. I think Beast Within or Generous Gift or both would pretty easily fix your targeted removal. Maybe even Decimate or Qasali Pridemage . I think you ought to run at least one more board wipe. Single Combat or Divine Reckoning seem prudent. If you wanted to be able to hit more types of permanents, I'd highly recommend Tragic Arrogance .
My final category of things to add are other auras/enchantments and recursion/protection. Bear Umbra has been reprinted and it's still not here and Unquestioned Authority is also good. Also, the new Treefolk Umbra seems good enough to run. Maybe add back in Snake Umbra for card draw. Maybe On Serra's Wings or Asha's Favor for the host of abilities they grant and maybe Boar Umbra . For recursion and protection I'd say Hall of Heliod's Generosity , Umbra Mystic and Boros Charm are all cards that belong in here. Adding back in Retether seems like it would be fine and including either Eternal Witness or Auramancer or both might be good too. In general, I think this deck needs to be rebalanced a little bit.
Now, I'm sure you're thinking, "But my deck is already perfect. What am I supposed to take out?". I'm here to tell you, you're wrong and there are a few cards that seem ripe for removal. First off, Gideon's Intervention seems kinda silly in here. Really not what the deck wants to do. Maybe there are one or two cards that you really don't want to see in a game, but I think having single target removal in place of that would be better. Next off is Combat Celebrant . This guy is kinda slow, really vulnerable, and not an enchantment. If you really want this effect go with Aggravated Assault which, in concert with Bear Umbra, can give you infinite combats. Also, I think it's time for Wall of Reverence to bow out. It can gain you a bunch of life, but I don't think that it's worth the slot. As I mentioned before, the Keyrunes are easy pulls for some card draw spells, enchantment cost-reducers, and maybe another (probably basic) land or two. Maybe one or two other ramp spells (I might consider cutting Burgeoning if you don't add in more card draw) are worth cutting. I think 10-12 is a good number of ramp cards for this deck. Some of the weaker auras I'd look at are Scourge of the Nobilis , Felidar Umbra and maybe Mammoth Umbra and Burning Anger . Maybe I'm wrong about most of or all of those auras. That seems like the most difficult category to cut from.
I hope you've had fun reading all of this and that maybe a couple of my suggestions make a difference.
2 months ago
Podkomorka: On the enchantments suggested: I have really found many more pacifism effects to be really meh, especcially at threee mana. I have found that whenever playing against a cPDH deck, I don't need that sort of effect because most of the combat oriented commanders lose to a protection from URBG wall with lifelink, so I have been slowly cutting them. I have really been wavering on Gelid S, because of the mana requirements, but your recommendation might push it over the edge. Crown of Awe was originally in the deck, then I cut it, but i should re-add it probably. The DoD player is getting more aggresive tutoring for removal before Tallowisp is online.
On to the cuts, pretty much every spirit under 4 mana is included, no matter how bad jusy because of the tutor effect and how badly I need to have protection from URBG by turn 4. Mortal Obstinacy is neccisary beccause every game my plagroup has a turn 3-ish Rhystic Study , probably because of DoD. This gives me a consistent answer, while also allowing me to destroy harmful white enchantment-based removal. Armillary Sphere probably should go, I have some sentimental attachments, but I will cut it in the name of cPDH. Chosen by Heliod is also borderline, I like the draws, but it's been unimpressive.
I can defenatly see adding more Auramancer type cards , and thanks with the help!
2 months ago
I think having Auramancer effects is very much worth it because later in the game they pretty much act as a tutor for your yard
3 months ago
Jarad's Orders would be particularly good at finding them.
3 months ago
Needs a bit more ramp and card draw, the usual suspects Cultivate and Kodama's Reach come to mind. I recommend Elemental Bond for card draw, seeing how many creatures you have with a power of 3. Has Auramancer done much? You only have 7 enchantments in the deck.
3 months ago
Your deck is also kinda... unfocused. I wouldn't run Ajani's Welcome or Ajani's Pridemate outside of a lifegain deck. Same for Auramancer , Ajani's Chosen , Sigil of the Empty Throne or Hall of Heliod's Generosity and enchantment decks.
If you want your deck to be more flying focused, i'd add some of the following cards: Windreader Sphinx , Prognostic Sphinx , Inspired Sphinx , Azor, the Lawbringer , Sephara, Sky's Blade , Winged Words , Empyrean Eagle , Warden of Evos Isle , Thunderclap Wyvern , Archon of Redemption , and/or Gravitational Shift
Auramancer occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%