Enchantment — Aura
You control enchanted creature.
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|Commander / EDH||Legal|
Latest Decks as Commander
Control Magic Discussion
1 week ago
You can use double square brackets around a card's name to create a reference link. It's the best way to make sure everyone understands what's going on with your question: Karona, False God , Control Magic
No, that won't work. If a new control-changing effect starts to apply to an object, it will take precedence over any other control-changing effect that was already applying to it. If you enchant Karona, False God with your own Control Magic , every upkeep Karona will create a new effect that changes control to the player whose turn it is. The Control Magic won't give it back to you.
2 weeks ago
Gidgetimer is correct. The rules of commander make it pretty hard to abuse stuff like this. The only reliable ways to get there commander and keep them from re-playing it are simply stealing it with Control Magic type effects, or to just destroy it enough to up the tax on it so it isn't desirable to recast. You can also turn it into a land with Imprisoned in the Moon or Song of the Dryads , which they can really only beat with enchantment removal or land destruction. Anything that will exile, destroy, or discard will always allow them to safely put it in the command zone away from your meddling.
2 weeks ago
Welcome to the club, econinja!
The thing about counterspells, particularly the original Counterspell , is that they remove agency from the opponent without advancing the user. It's up there with land destruction, stax, and discard in "most hated mechanics" because they slow down the game and reduce interaction. The opponent can't do anything, and the user has no reason to close out the game quickly. This leads to a game where one person is bored and the other is just wasting time. All of these can be played around, but counterspells are pretty much the universal answer.
Also, the theft mentioned earlier is a big part of blue's bad reputation.
It's hard to show off how cool/scary/smashy your deck is when bits and pieces can't be used.
2 months ago
Hey Friends! Has anybody been using Spelltable for their commander games lately?
I read through the FAQ, but it doesn't actually have any of the questions that I care about - and the support has taken a week to reply (still waiting). Was hoping somebody has some insight...
Is there digital interaction with cards? eg can we have it put digital token creatures onto the battlefield, or do we need to have our own tokens? Can it put +1/+1 counters on cards that are on the table?
It seems neat, but it really has no documentation on its functionality.
3 months ago
Doombeard1984, first I want to say congratulations on acquiring your first original dual land! Your deck (and card collection) has acquired some truly sacred ground! You should be proud. As for what to cut, I'm leaning more toward the aforementioned Homeward Path . I assume Homeward Path is a countermeasure for if your commander is stolen - but most creature stealing spells and effects can be thwarted through means already in your deck. No need for a land so specific that its useless 99% of the time, in my opinion. That is unless your meta is really weird and its just chock-full of Control Magic effects. Regardless, my recommendation stands. Good luck in your future OG Dual acquisitions!
griffstick on Rashmi
3 months ago
4 months ago
You have Flood of Tears --also consider Wash Out , Devastation Tide , and Fade Away . Crux of Fate and Deadly Tempest are good budget board-wipes ("wraths") as well. Necromantic Selection is expensive but it has the upside of being able to steal a commander. In Garruk's Wake and Plague Wind are budget too but they're sooo expensive, mana-wise.
5 months ago
My understanding of The Old Ways was that we, the Wizards, were summoning creatures from other planes. From that perspective, if you were to summon Joven a turn or two after I did, you would effectively be stealing him...similar to a Control Magic effect. I always liked this because it stayed in-line with the theme or story of what the game was. Sometime, maybe around Ravnica, they changed the legend rule so that everyone could have their legends and planeswalkers without fear (which I thought was sort of a bad move), bumping the theme/concept to the curb. I’d prefer we went back to the old way and extend it to also only allow one of each named planeswalker to be in play at a time. But, having said that, I secretly dislike planeswalkers in general... so I probably shouldn’t be trusted with any decision making power that might make their use less enjoyable. On a broader scale, the “everyone gets their own mini-universe for a battlefield” change made it seem (to me) like the wizards were just that much further away from each other. That much less interactive. I’m probably making too big a deal of it, but it just seemed like a shame that they made that decision.