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|Commander / EDH
|Commander: Rule 0
Enchantment Creature — Archon
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Flying, first strike
Enchanted creature gets +4/+4 and has flying and first strike.
7 months ago
Since I made my wife a card I decided to make my own with the same art style.
Create an creature/enchantment aura, that works like bestow but in reverse. Celestial Archon for example. The bestow cost is more than its casting cost. Well make an Aura Enchantment that has a mechanic that allows you to play it as a creature instead and the cost to do so is more because when it dies it attaches to a creature as an Aura. See its bestow in reverse.
- Boon Satyr
- Kestia, the Cultivator
- Herald of Torment
- Eidolon of Countless Battles
- Hypnotic Siren
Cards for examples
9 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.
Part 2: Card draw
Just as important as ramp is card draw: Galea won't always be available to you.
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.
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.
Part 5: Protection and Evasion
In Voltron, tempo is crucial.
- In: Negate and Delay are inconditional and cheap counters mana-wise.
- Out: Calculated Dismissal and Frilled Mystic aren't.
Now to the Auras:
- In: Spirit Mantle, Unquestioned Authority and Mask of Law and Grace are protection and evasion at the same time (protection also means it can't be blocked).
- Out: Favor of the Overbeing, Observant Alseid and Leafcrown Dryad.
Following the same logic as with removal, I'm using auras over instants to protect the Voltron.
- In: Shield of the Oversoul, Alpha Authority, Canopy Cover.
- Out: Benevolent Blessing, Shielding Plax, Karametra's Blessing. (I believe proactive protection goes miles farther than a reactive one.)
Part 6: Tutors
Part 7: Win Conditions
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
- You might consider more lands that fix your colors and manipulate the top of your library at will: Terramorphic Expanse, Temple of Plenty, Temple of Enlightenment, Temple of Mystery, Cabaretti Courtyard, Brokers Hideout, Obscura Storefront, Naya Panorama, Esper Panorama.
- Rogue's Passage is great evasion on a land.
- 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!
1 year ago
Mutate basically works like this:
Suppose you have Skullwinder on the battlefield - ironically chosen not because it's from Ikoria's Commander set, but because I clicked the Random Card option on Gatherer and it was literally the first one who cropped up.
I cast, and resolve, Archipelagore for it's Mutate cost.
If I put Archipelagore beneath Skullwinder, I'll now have a 1/3 green Skullwinder who happens to have "Whenever this creature mutates, tap up to X target creatures where X is the number of times this creature has mutated. Those creatures don't untap during their controller's untap step."
If I put Archipelagore on top, I'll now have a 7/7 blue Leviathan who has "Deathtouch", since the ETB effect would have already resolved.
The "goal" of Mutate is to keep making your creatures larger and larger, adding more and more abilities onto them.
- (I am not sure if they retain all colors, or just the color(s) of whomever is on top.)
But yes, Mutate is a very poorly designed mechanic. Essentially think of it like Bestow from Theros, except when the creature dies, you don't retain the rest of it.
With Bestow, if I target Skullwinder with Celestial Archon, then my 1/3 green Snake gets +4/+4, flying and first strike on top of the deathtouch. Then, when it is murdered, Skullwinder is moved to my graveyard but Celestial Archon remains on the battlefield, now as a creature. So I retain the value of Celestial Archon even after Skullwinder has left the battlefield. And this isn't just with being killed; Bounced / exiled and possibly blinked all do this, as well.
But Mutate, once one dies they all die. So really, it's more akin to regular Auras - Once the enchanted creature goes, everything attached goes with it.
2 years ago
Without the need to champion an elemental anymore, you probably also don't need some of the weaker elementals like Cloudkin Seer and Squall Drifter . I do think cutting the big guy was a good idea since he isn't that impactful, but it does feel a shame to not have something Thryx, the Sudden Storm is trying to help bring in. Windreader Sphinx was the first card that came to my mind as a big creature that works well in flying tribal. There's also Zetalpa, Primal Dawn if you just want something exceedingly big and dumb. Finally, Celestial Archon could be a decent beater that also triggers Archon of Sun's Grace . On the subject of the Archon, Riptide Chimera seems like it could be a great partner to guarantee at least one pegasus every turn. Plus, it also lets you start your sagas from the beginning instead of needing to sacrifice them while getting even more buffs off Celestial Ancient .
3 years ago
4 years ago
5 years ago
Hi, I think aura cards are not very good in EDH unless you went full in the aura strategie. If you want to get the auras going there are much better commanders then Trostani for example Kestia, the Cultivator or Bruna, Light of Alabaster . If you just want to buff your little guys I would recommend effects like Beastmaster Ascension which buff your whole team. There are a lot of anthem enchantments you could play. If you still want to play some aura cards I would recommend to go with cards with the ability bestow or totem armour. With these abilities your creatures are protected from destroy effects so your opponents will not get 2 for 1 if they destroy your enchantet creature. Examples: Celestial Archon , Bear Umbra .
5 years ago
Thanks for taking a minute to make suggestions. I agree Celestial Archon is not good, too much cmc. Boon Satyr I'm always on the fence about, I feel like it could be useful, but it honestly never seems to make a difference in the outcome of the game. Vizier of the Menagerie I feel could be useful though, I have a lot of other cards that manipulate the top of my library, Mirri's Guile , Courser of Kruphix , Mul Daya Channelers , Sylvan Library , and if I don't like what I see there, I use a fetch land or something to shuffle the deck.
I'm def going to try and get my hands on a Serra's Sanctum , and maybe a Selvala, Heart of the Wilds though, those seem solid for sure. I'll do some searching and see what I can scrounge up for a lil more ramp. Cheers!~