Enchantment — Aura
Whenever enchanted land is tapped for mana, its controller gains two mana in any combination of colours.
Printings View all
|Mystery Booster (MYS1)||Common|
|Commander 2018 (C18)||Common|
|Fifth Dawn (5DN)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Dawn's Reflection Discussion
5 days ago
For Utopia Sprawl, I'd probably add a few more forests, and cut either Dawn's Reflection or Market Festival, as they are both fairly expensive as far as ramp goes; four mana for a ramp spell is usually only passable if its fetching lands/providing additional utility. Otherwise, you could consider cutting Sheltered Aerie, or MAYBE Fertile Ground, though I wouldn't recommend doing so over the other options I mentioned. Of these cards, I think that Sheltered Aerie should probably go, in addition to the two four-mana auras; the aerie only ramps you by one, and doesn't provide any additional value/utility, unlike both New Horizons and Gift of Paradise, which are both still pretty weak. Maybe if you're adding Utopia Sprawl, you could consider replacing another of the enchantments I mentioned with something like a Nature's Lore to help find more forests and maybe fix your mana by fetching a dual, though it is a sorcery. It's all too bad that Trace of Abundance can't be run in this deck as a further alternative.
3 months ago
You are missing a critical amount of lands. Cedh runs less lands ~low 30's but with like 20 ramp artifacts. For a more normal deck you almost always want 38-40 lands + 3-10 ramp.
Honestly before your make a ton of cuts to add some more lands back in, you should take a step back and see what your deck is trying to do. To me it looks like Voltron but you might have different plans. Then you can see what cards you need for your strategy and cut the ones that don't fit in or may be good but don't help your main plan.
As a general statement for how your deck should look give or take a few cards, the list should look like this: 40 lands | 5 ramp | 5 single target removal | 5 boardwipes | 5 card draw | 30 cards that go towards main synergy (enchantments in your case) | 10 Misc.
If you have cards that fit into many categories here, all the better but thats a very generic but good starting point.
My micro suggestion for you is: Dawn's Reflection is a card I would take out. It ramps at 4 mana and you only have like 14 cards above that cost. Utopia Sprawl is really good for ramp as it is an enchantment that lets you cast Tuvasa turn 2. I would use it over some other 3 cost enchantment ramp you have.
3 months ago
Hello, I am building a similar deck where the commander is Krond the Dawn-Clad.
I noticed that you have All That Glitters on the list. I would like to recommend Ethereal Armor. I think Ethereal Armor fits your deck a little better due to the low amount of artifacts in the deck. It has a lower cost that All That Glitters and also gives First Strike.
4 months ago
You have a pretty good base already. A couple of things I notice-
One is your lack of removal. I would suggest 3-5 board wipes (Depending on your meta and how many creatures are played. My meta is high power, combo heavy so I only run 2-3 wipes in most of my decks, but if you play in a creature heavy meta I would suggest running 5)Austere Command, Day of Judgment, and Settle the Wreckage are all good ones, but there are plenty of others out there in white. If you ever get a Cyclonic Rift it is one of the best ones out there. Next I would suggest adding some more single target removal. Around 5-6 single target removal pieces is a good place to be. Beast Within, Krosan Grip, Disenchant, an Return to Dust are all great options. While the enchantment route is not a bad way to go for removal and provides good synergy with your commander, most of them are easily removed, and when they leave the battlefield whatever was exiled comes back. With that said I have found effects like Imprisoned in the Moon and Frogify work well to shut down troublesome creatures/ permanents and usually stick around for awhile for some reason. EDH is a very interactive game and being able to remove threats, or stop someone from going off is pretty big and when you face stronger decks the instant speed removal will be much more valuable than using enchantments to remove threats.
Next I would suggest pumping your ramp up a bit. Looks like you are running around 4 or so ramp pieces, so maybe add about 3-4 more pieces. Kodama's Reach, Cultivate, Dawn's Reflection and Fertile Ground are all good calls. Adding more ramp will improve the consistency of the deck and help speed it up as well as make sure you have your colors. Consistency and speed are big factors in making a deck stronger as well as just making sure you enjoy the deck because it does not shit out on you as often (Being mana screwed/flooded or not getting your colors. This will happen sometimes no matter what you do, just the nature of the game but you want to try to do as much as possible to smooth things out to have it happen as little as possible)
Finally just a few cards I would suggest removing since they add little to the synergy of the deck and or the cmc is just a bit to high for what the card does and what the deck wants.
Thorn Mammoth- It has a high CMC, double green cost and the state based effect is not enough to justify taking up a slot.
Ephara, God of the Polis- High CMC, requirements to get it online, and the card draw aspect is just redundancy the deck does not really need.
Banishing Light- Not a bad card but I would switch out for instant speed removal
Cast Out- same as Banishing
Oblivion Ring- Same as above
Sandwurm Convergence- High CMC, and just does not add enough value to justify a slot. Sure it is an enchantment but for it's cost and what it provides it is really a win more card.
Last few thoughts. Do your best to keep your curve low to help speed the deck up, when you can replace the lands that come on tapped. This helps speed and consistency and honestly the longer you play (And the stronger power levels you get to if you choose to do so) you will learn to say fuck tap lands. I have 9 decks running from super weak to CEDH (I like to be able to play at any power level when I sit down at a table if I am not playing with my main playgroup) and the only tapped lands I run in any of them are lands that provide a huge upside to coming in tapped Mosswort Bridge and Path of Ancestry for example, otherwise tapped lands just slow your deck down and there are better options. Pain lands and check lands are great cheapish alternatives, then of course there are the fetches and shocks and duals and the like but they are not cheap sadly.
Overall your deck is fairly solid and looks good. A few tweaks and changes and it will be even stronger. Here is my Tuvasa list - Little Nicky it is a very strong deck and has been highly optimized to play in high power meta. I run multiple combos, but usually I just load up Tuvasa with a few auras and swing her out. It gets rather dumb quick and I only run a small handful of combat auras, everything else is synergy, protection, and degenerate shit. Feel free to take a look and pull some ideas. Also feel free to let me know if you have any questions on anything I have suggested, or my deck, or just deck building in general. Always happy to help newer players since commander can get complicated and confusing stupid quick. LOL
5 months ago
Hey, interesting less than $100 version of Estrid. I like the secondary snow permanent strategy with Marit Lage's Slumber :)
Cards within the budget to consider adding:
- Waker of the Wilds: mana sink to make lands into creatures.
- Dawn's Reflection
- Market Festival
- Command Tower
- Exotic Orchard
- Faerie Conclave: creature land, flying.
- Treetop Village: creature land, trample.
- Celestial Colonnade: creature land, flying/vigilance.
- Stirring Wildwood: creature land, reach.
- Lumbering Falls: creature land, hexproof.
- Genesis Wave: can put lands and enchantments onto the battlefield.
- Wargate: can tutor for a permanent and put it onto the battlefield. Reprinted in the Mystery Booster set, that version is $1.
- Sylvan Scrying: tutor for any land.
- Open the Armory: tutor for any aura.
- Sun Titan: can reanimate lands or other permanents that are 3 or less CMC.
Waker of the Wilds as a mana sink with creature lands can expand on the lands strategy.
Upgrades to consider:
- Waker of the Wilds > Omen of the Sun
- Overgrowth > Omen of the Hunt
- Dawn's Reflection > Sheltered Aerie
- Market Festival > Verdant Haven
- Wargate > Rites of Flourishing
- Genesis Wave > Boundless Realms
- Sun Titan > Embodiment of Insight
- Sylvan Scrying > Treasure Hunt
- Open the Armory > Journey of Discovery
- Command Tower > 1x Forest
- Exotic Orchard > 1x Forest
- Faerie Conclave > 1x Island
- Treetop Village > 1x Forest
- Celestial Colonnade > 1x Island
- Stirring Wildwood > 1x Forest
- Lumbering Falls > 1x Island
Good luck with your deck.
6 months ago
Hey, you made another forum topic about your deck...
I'll keep suggesting, others have as well to add the land auras. The land auras are great with Estrid's +2. Anytime you have such good synergy with a Planeswalker's plus loyalty ability especially when that Planeswalker is your Commander then take more advantage of it.
Some of the mana dorks/mana rocks could be replaced with land auras which would help your deck.
6 months ago
The "Enchant ___" text on an Aura determines what kind of permanent it can enchant.
If Arixmethes no longer has slumber counters on it, it is no longer a land, and is no longer a legal object for Dawn's Reflection to enchant, so the Aura goes to its owner's graveyard.
- 303.4c If an Aura is enchanting an illegal object or player as defined by its enchant ability and other applicable effects, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner’s graveyard. (This is a state-based action. See rule 704.)