Bruna, Light of Alabaster
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Legality

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
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Bruna, Light of Alabaster

Legendary Creature — Angel

Flying, vigilance

Whenever Bruna, Light of Alabaster attacks or blocks, you may attach any number of Auras on the battlefield to it and you may put onto the battlefield any number of Aura cards that could enchant it from your graveyard and/or hand attached to it.

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legendofa on Spectra Ward

2 months ago

5.Same setup as #3. I have Eager Cadet enchanted with Spectra Ward, Glory Seeker enchanted with Holy Strength, and Bruna, Light of Alabaster. I attack with Bruna, and move only Spectra Ward onto her. Next turn, I attack with her again, and move Holy Strength onto her. What happens?

legendofa on Spectra Ward

2 months ago

How about some specific scenarios? From basic to advanced:

  1. I have Eager Cadet enchanted with Spectra Ward. I cast Holy Strength targeting Eager Cadet. What happens?

  2. I have Eager Cadet enchanted with Spectra Ward and Glory Seeker enchanted with Holy Strength. I cast Aura Finesse to move the Holy Strength to Eager Cadet. What happens?

  3. I have Eager Cadet enchanted with Spectra Ward, Glory Seeker enchanted with Holy Strength, and Bruna, Light of Alabaster. I attack with Bruna, and move Spectra Ward and Holy Strength onto her. What happens?

  4. Opponent casts Warp World. I reveal Eager Cadet, Spectra Ward, and Holy Strength. I put down the Eager Cadet, then put Spectra Ward and Holy Strength on it as Warp World resolves. What happens?

Neotrup on Spectra Ward

2 months ago

Spectra Ward says it doesn't cause Aura's to be removed, it doesn't make it legal for new auras to enchant the creature. In order for an effect like Replenish or Bruna, Light of Alabaster to attach an aura to a permanent, it must be legal to do so. Because Spectra Ward grants protection, it is not legal to attach a new aura to the creature. The clause on Spectra Ward only stops the state based action that causes auras to fall off, not the fact that the creature is an invalid choice for enchanting.

303.4f If an Aura is entering the battlefield under a player's control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesn't specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Aura's enchant ability and any other applicable effects.

702.16n Some Auras both give the enchanted creature protection from a quality and say "this effect doesn't remove" either that specific Aura or all Auras. This means that the specified Auras aren’t put into their owners' graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal.

Gidgetimer on Spectra Ward

2 months ago

Spectra Ward specifically doesn't cause Auras to be removed. When cast auras target, so this will keep you from casting an aura to add it to something already enchanted with Spectra Ward however if you can attach the aura without targeting (via blinking or something like Bruna, Light of Alabaster's ability) you can still add more.

ecd2294 on Rafiq of the Many

2 months ago

So I too have a Rafiq deck who is probably my favorite commander as well and the only deck I have yet to dismantle for something else. Like you mine is voltron style but with much more of a focus on enchantments/auras vs equipment, mainly because I just love Theros and the theme of it.

I've noticed my decks biggest weakness is Rafiq being a huge target of removal. To combat this I have put in other creatures that serve as backup to continue to keep smashing face in. Bruna, Light of Alabaster works great bringing back auras from the grave and hitting like a truck in the air. Danitha, Benalia's Hope and Danitha, New Benalia's Light do a bit of the same with relevant keywords. Galea, Kindler of Hope helps grab new stuff. And I recently liked my addition of Timber Paladin.

eliakimras on Menacing Aura

11 months ago

Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.

Part 1: Ramp

In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.

Out: Elvish Mystic, Farhaven Elf, Arcane Signet, Nature's Lore and Cultivate are all great ramp cards, but you can do better (and more thematically) with the cards I mentioned above.

Part 2: Card draw

Just as important as ramp is card draw: Galea won't always be available to you.

In: Sage's Reverie, Enchantress's Presence, Satyr Enchanter, Mesa Enchantress.

Out: Coiling Oracle, Curious Obsession (unreliable), Curse of Verbosity (unreliable), Eel Umbra.

Part 3: Removal

Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.

The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.

In: Mortal Obstinacy, Ossification (synergy with your basic land fetchers).

Out: Reclamation Sage, Swords to Plowshares.

Part 4: Boardwipes

In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.

Out: Time Wipe (not one-sided), Plains.

Part 5: Protection and Evasion

In Voltron, tempo is crucial.

Now to the Auras:

Following the same logic as with removal, I'm using auras over instants to protect the Voltron.

Part 6: Tutors

Without Hammer of Nazahn, Nazahn, Revered Bladesmith is just a more expensive Open the Armory.

In: Open the Armory, Heliod's Pilgrim, Moon-Blessed Cleric, Light-Paws, Emperor's Voice and Invasion of Theros  Flip (bonus that all those tutors also change your library's top card).

Out: Nazahn, Revered Bladesmith, Celestial Archon, Heliod's Emissary, Hypnotic Siren, Curse of Unbinding (7 mana is a lot for an Aura).

Part 7: Win Conditions

In: Since you're going all-in with auras, All That Glitters and Ethereal Armor do wonders.

Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.

Part 8: Lands

In:

Out:

  • Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
  • Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
  • Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
  • Azorius Chancery, because you don't run the other two bouncelands.
  • Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
  • Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
  • Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.

If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!

Profet93 on Singleton

1 year ago

+1 Skillville

What made you choose this commander over Bruna, Light of Alabaster, is it the low CMC and the hexproof?

Crystal Chimes - Returns 1/3rd of your deck to your hand.

Angelic Renewal - Not needed, but good synergy with Sun Titan.

I feel like you could benefit from 1-2 more counterspells, given you are a voltron all in strategy, even more so with auras. What do you think?

joriiiii12345 on Evershrike Prototype

2 years ago

As you're playing on a budget, I'd recommend building the deck in 2 or 3 main colors (including green) while using specific ramp & lands like the 'vivid' cycle to hit all five colors for your commander.

You seem to be wanting to play an aura voltron deck, did I get that right? If so, I'd recommend looking at selesnya enchantress decks for a solid basis for card draw & some value enchantments. Many also got a lot cheaper since modern horizons 2! Those won't interrupt with your plan for The Prismatic Bridge and help count towards powerful enchantments like Ethereal Armor.

With your 'slower' gameplan (I don't know how your playgroup is, but this deck seems to want to play the prismatic bridge before it's able to become a threat) it might be valuable to use cards like Ghostly Prison to help protect you.

I understand you're passionate about using Evershrike as your 'actual commander', but with your current decklist The Prismatic Bridge will only do one thing, once. That seems a little tough. In addition to 'always having protection for it in hand for exile' as you mentioned, you'd also need protection from edict effects like Plaguecrafter. Because of this, I'd strongly recommend running not just one, but a few creatures that all support the aura voltron strategy as strong as evershrike does. A few suggestions for those, with reasoning:

Of these, I'd definitely recommend Sigarda and Light-paws. With a selesnya manabase, those two and Evershrike can easily be cast if they ever end up in your hand, and really support the aura voltron strategy, while still making sure you have Evershrike in at most three turns after resolving The Prismatic Bridge.

Other cards that would help you survive, give time for you to deploy your game plan and help control the board would be boardwipes. There are several that allow you to save 1 creature from it, and even if you destroy all creatures your Evershrike can be easily returned to the battlefield.

I also see you have a lot of low mana value auras. Those are nice and cost efficient, but I don't think they fit very well with a deck that has at least WUBRG mana available before it has it's first aura target on the board. I'd advise to lean into the more 'effective' cards, that either allow you to draw (Unquestioned Authority, Keen Sense, Snake Umbra) or provide significant benefits (Bear Umbra, Daybreak Coronet).

I understand that some of these suggestions may be a bit high in the budget range, but you could ask your playgroup if they're fine with you proxying a few cards.

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