Enchantment — Aura
If a creature dealt damage by enchanted creature this turn would be put into a graveyard, remove it from the game instead.
Printings View all
|Betrayers of Kamigawa (BOK)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Kumano's Blessing Discussion
2 years ago
For Rona enchanted with Kumano's Blessing, the replacement effect that exiles a would-be-destroyed card belongs to the enchantment. Unless it has a phrase like "creature has" or "creatures have", it's not an ability of the creature. Skimming a Gatherer search for ("creature has" exile) and ("creatures have" exile), I believe that there is no card that grants a creature an ability that can exile another creature. A more sophisticated search might come up with something.
If a card had the text, for example, "Creatures you control have ': Exile target creature'" or "Enchanted creature has 'Whenever this creature deals damage to a creature, exile that creature'", that would be an example of a card that grants exiling.
2 years ago
Ga, as seguintes cartas eu aconselho a tirar: Akki Drillmaster - Voce nao tem bichao pra dar impeto; Akki Raider - Voce nao destroi lands;Akki Underling - Seu deck e rapido, nunca vai ter sete ou mais cartas na mao; Orochi Sustainer e Sakura-Tribe Scout - Voce nao precisa gerar muita mana num deck rapido; Soratami Cloud Chariot - Muito caro, foge da estrategia e o efeito e meio bosta; Kumano's Blessing, Lifegift e Seed the Land - horrvel; Blinding Powder - Nao faz sentido com o deck (voce quer matar rapido, nao controlar);NO SIDE: Dense Canopy e Sunder from Within - perfeito, os outros 3 - horrivel;
Cartas que voce pode colocar: Akki Avalanchers - aggro, warrior e fortinho, apesar de suicida; Blood Rites - poderia ser bem util com tantas criaturas;First Volley - complemento de dano e arcana para unir;Soulblast - Pode ser... Glacial Ray - dano mais apelao do PB Kamigawa (une e e barato);Goblin Cohort - muito apelaozinho, funciona com bastante criaturas;Honden of Infinite Rage e Honden of Life's Web - olhas os combinhos com um monte de criaturinhas e dano;Kashi-Tribe Elite - Protege suas cobras lendarias e ainda e um guerreiro cobra fortinho, cheio de fuleragem;Kodama's Might - Pump verde indispensavel, une em arcana ainda;Lure - Kill condition facil com tantas criaturas;Oni of Wild Places - Poderia ser um bichao pro deck;Path of Anger's Flame - Olha esse pump geral, arcano...como que tu nao coloca isso num aggro vermelho?Patron of the Akki - Patronos sao muito apeloes: este aqui e perfeito pro seu deck;Sakura-Tribe Elder - Esse cara pode atacar, bloquear e ainda pegar um land em resposta: apelaozissimo;Serpent Skin - Regenerar pode ser muito util num deck aggro; Stampeding Serow - Barato, forte, alem de voltar cobras pra mao pra combar com as Sosuke's Summons;No-Dachi - Gosto muito desta kataninha...Manriki-Gusari - Pode ser MAIN, pode ser SIDE, para aggro e muito bom;Shuko - Pumpinho rapidao;TERRENO DUPLO Pinecrest Ridge: se tem, por que nao usar? Eu usaria.
Agora voce pensa e acerta ai... faca suas escolhas, ajeite a curva pelos graficos e try again. Olhe de novo no Gatherer se achar necessario. Veja o custo total das cartas. Da pra deixar ele bem legal.
- Kamigawa Planebattle Champion: Kyoki's Army
3 years ago
EternalBrewmaster I appreciate it, but I think you're a little misinformed here.
Edge of Autumn is run because it's good early and late. The deck doesn't usually need more than 6 or 7 lands at a time, so drawing most ramp late-game is bad, but Edge is still useful.
Pentad Prism enables turn 3 Uril all on its own, with no drawback. I would never cut it.
Wild Growth is a very efficient ramp card, being 1 mana, and it also triggers every Enchantress in the deck.
Hunter's Insight is another card I would never cut. It is almost always a 3 mana draw 6+ cards, which is more value than any Enchantress could get, except in corner cases.
Sage's Reverie and Serra's Sanctum both want you to overextend, which is a horrible idea. You'll only be drawing 3-4 cards or making 3-4 mana with each, and that's in the best case scenario. Worst case, you get one card or no mana, which is something you have to prepare for.
One with Nature is A. too slow and B. not something you want to be doing lategame.
TLDR: The ramp and card draw package I have is fine as it is. The cards I would cut, for the most part, have to be sub-par or bad in the deck.
3 years ago
My point was that the core of any voltron deck based on auras should be enchantress draw effects. They give you the steam to keep drawing more stuff to put on your general.
My recommended cuts are:
- Hunter's Insight use enchantress draw effects
- Regrowth you have enough mass enchantment reanimation
- Faithless Looting use enchantress draw effects
- Vow of Wildness since you have so many ways to give trample and other forms of evasion and the vows are just the least powerful of all of them for the upside they give.
- Edge of Autumn since it's really only good very early
- Wild Growth since you don't have anything like Arbor Elf
- Pentad Prism because there are just so many better ways to ramp
Things that are really critical to add:
- Eidolon of Blossoms
- Serra's Sanctum if you can afford it, it's price has been dropping lately
- One with Nature
- Sage's Reverie
- Song of the Dryads
- Sun Titan for more repeatable reanimation
Also, the deck I linked you to is my deck so I'm aware of what it is :) I wasn't telling you to change your deck to be like mine because mine is very particularly focused, but there's still a lot of great unique stuff in it that you might consider.
Some last fun thoughts for voltron auras: