Enchantment — Aura
Enchanted permanent is indestructible. (Effects that say "destroy" don't destroy that permanent. An indestructible creature can't be destroyed by damage.)
Printings View all
|Magic 2014 (M14)||Rare|
|2010 Core Set (M10)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Indestructibility occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
4 days ago
You could lean on the hexproof more with creatures like Bassara Tower Archer and Witchstalker. I'd also remove Indestructibility since most destroy cards can't get past the hexproof. The biggest problem I've run into with my bogles deck are cards that make you sacrifice creatures, so for the sideboard I'd try and fit in Aegis of the Gods. Getting rid of Collected Company should also help because this deck isn't about getting a lot of creatures out, it's about powering up you're one big guy. Remember to keep Heroic Intervention even though the creatures already have hexproof it's great for protecting your enchantments. The deck could also use some more card draw other than just Sixth Sense, so I'd throw in Season of Growth basically lets you draw whenever you cast an enchantment and it's cheaper than something like Satyr Enchanter.
1 month ago
I found these.
- Aegis Angel
- Angelic Guardian
- Angelic Overseer
- Deathless Angel
- Sephara, Sky's Blade
- Seraph of the Suns
- Stuffy Doll
- Bastion Protector
- Konda, Lord of Eiganjo
- Oketra the True
- Shielded by Faith
- Spirit Bonds
- Zetalpa, Primal Dawn
- Gideon Blackblade
- Gideon, Ally of Zendikar
- Gideon, Champion of Justice
3 months ago
Very nice list! You might consider these cards: Sunforger , Shizo, Death's Storehouse , Shinka, the Bloodsoaked Keep , Weathered Wayfarer , Viridian Longbow , Unquestioned Authority , Curse of Opulence , Curse of Disturbance , Curse of the Nightly Hunt , Open the Armory , Heliod's Pilgrim , Three Dreams , Fumiko the Lowblood , Maddening Imp , Mother of Runes .
I have a Queen M deck built around rattlesnake damage combos (e.g. Spitemare + Indestructibility + Pariah + Binding Agony ) if you'd like to check it out. It's janky but fun, and has some similarities to your build so I think you might appreciate it.
3 months ago
Indestructibility is also an idea for protecting combo pieces.
4 months ago
I think you need a bit more ramp to speed up the deck. You're playing green--why are you running the signet over more durable land ramp, especially when you only have 35 lands here? Rampant Growth , Nature's Lore , Cultivate , Diligent Farmhand , Wood Elves , Farhaven Elf , and Solemn Simulacrum are all cards I would pick before the signet. These will help you get Sigarda out sooner and give you staying power for the late game.
Also, if you're up against Sheoldred regularly, you might want to consider some more graveyard hate, like Scavenger Grounds , Tormod's Crypt , and Sentinel Totem . Sigarda will keep you from sacking but she won't prevent them from reanimating.
I would also swap one of your artifact/enchantment removal spells for Return to Nature , since it can exile something targeted by a reanimate effect.
Since you're aura-focused here, I would also think about Battle Mastery .
As for what you could cut to make room for some of these suggestions, I'd think about Flower / Flourish , Unflinching Courage , Dromoka's Command , Devouring Light , Indestructibility , Darksteel Plate , Bow of Nylea , and maybe one or two other targeted removal spells. You have a lot here.
4 months ago
You might want to run Lapse of Certainty , Rebuff the Wicked , and/or Mana Tithe ; and/or protective spells like Dawn Charm , Unbreakable Formation , Selfless Spirit , Rootborn Defenses , Make a Stand , and those that give Protection from a color (I forget their names).
You really don't want to get blown out aftet swapping life but before you can attack.
4 months ago
They would not stay attached. A quality that all Auras have is a line of text which dictates the type of permanent they can be attached to. An Aura with Enchant creature must target a creature when you cast it, and will only remain enchanting that permanent as long as it's a creature. So an Aura with Enchant black creature would fall off a creature that had its colour changed from black to something else. Equipments are similar in that all Equipments require a creature to target with their ability, and only remain attached to that permanent as long as it's creature.
When your Inkmoth Nexus becomes a creature, it's eligible for these Auras and Equipments for as long as it remains a creature. When it stops being a creature at end of turn, it's no longer a valid permanent for any Equipments, or any Auras with Enchant Creature. Conversely, an Indestructibility would remain on the permanent even when it ceases being a creature, because there is no moment where it doesn't match that Aura's requirement of simply being a permanent.
4 months ago
in terms of fog effects like you said its closer to Indestructibility being safe from Lightning Bolt or pingers like Grim Lavamancer but can still get hit by Doom Blade with the having the additional weakness of "damage cant be prevented" effect from Skullcrack or Leyline of Punishment and such.
I think its a matter of preference for whatever homebrewed scenarios your decks will face... sometimes intentional weakness/limitations are beneficial as a teaching tool... but for overall most resilience id go with either indestructible or instant speed protection.