Lost Auramancers

Lost Auramancers

Creature — Human Wizard

Vanishing 3 (This enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

When Lost Auramancers dies (is put into the graveyard from the battlefield), if it had no time counters on it, you may search your library for an enchantment card and put it onto the battlefield. If you do, shuffle your library.

Latest Decks as Commander

Lost Auramancers Discussion

hiddengibbons on Solemnity is my friend

3 weeks ago

I’ve been working on a modern version of this deck called Naya Solemnity that uses Gift of Immortality for recursion. When used on Lost Auramancers, it translates to “put any enchantment from your deck into play on each player’s turn. I use Warstorm Surge instead of Flayer of the Hatebound because it can be fetched with a tutor or with Auramancers. In a legacy version, Academy Rector would be an ideal upgrade over Auramancers, but the rectors are a bit pricey.

1empyrean on Cards that benefit from Solemnity

3 months ago

I'm assuming the vanishing cards you've found to use are Out of Time, Chronozoa, and Lost Auramancers?

NicodaPico on

4 months ago

ya so youve gotten alot of the good bant enchantments down but theres some that you missed that I think are really good. With Bant enchantments it gives you a way to modify your removal package to be a bit more synergistic. cards like Frogify , Mystic Subdual , Prison Realm , Darksteel Mutation , Kenrith's Transformation and even On Thin Ice if you run snow lands are great synergistic removal spells that can shut down commanders while also drawing you tons of cards or other effects.

Mirrormade is just another copy of your best enchantment

Idyllic Tutor , Lost Auramancers , Heliod's Pilgrim , Open the Armory are all fantastic tutors for cheap

Sterling Grove , Privileged Position to protect your whole board

you've already got your card draw all on enchantments which is great but have you thought about ramp too? You can very easily go all in on enchantments this way with land auras. Cards like Fertile Ground , Wild Growth , Overgrowth , Utopia Sprawl , Omen of the Hunt all make your lands better.

finally Canopy Cover is really cool, and i'd drop eutropia, nessian wanderer, and thirst for meaning. You have better ways to get lands and draw cards

Caerwyn on Creatures that ETB with counters …

6 months ago

I ran a quick Gatherer search for ["enters the battlefield" + "counter" + "NOT +1/+1" + "NOT Energy" + "Creature"] and skimmed through it. The search was a bit over-inclusive, but was short enough to quickly read.

You can run that search to get more options, but I pulled out some notable choices--the below creatures have abilities above and beyond simply being "Vanilla/French vanilla with an ETB downside" (no other abilities, or just an evergreen ability).

  1. Arixmethes, Slumbering Isle
  2. Chronozoa - used with Solemnity and a sacrifice engine, you can build an infinite army of these guys (or just win outright if your sacrifice engine hurts opponents).
  3. Look into creatures with Persist, such as Kitchen Finks or Murderous Redcap . Combined with a sacrifice engine and Solemnity/ Melira, Sylvok Outcast , you'll be able to go infinite.
  4. Lost Auramancers can find you Solemnity, so you can get extra bang for your Vampire Hexmage buck if you target Auramancers.

Otherwise, you're mostly looking at creatures that enter the battlefield smaller and grow bigger.

psionictemplar on Echo of Eons

1 year ago

There is a big part of the casual in me that wants to figure a way for you to get Omniscience in here. From there, combo as much as your heart desires. I don't really have a good way to suggest going about that yet though.

What I had considered to do this if you were wondering. (Nothing grand so far.)

  1. Lotus Field and Twiddle type cards for a big mana turn.

  2. Lost Auramancers to put Omniscience directly into play.

  3. Enduring Ideal, but this wouldn't work because you couldn't cast any more spells after.

I guess the auramancer plan could work for a casual game with things like Holy Day/Fog to keep you alive. Nine Lives could be worth considering if you wanted to try this path.

1empyrean on Tayam's Constellation EDH

1 year ago

linkzero thanks for the comments and suggestions. I have definitely considered all of these suggestions, so let me give you my thoughts on them.

With Cathars' Crusade, I decided not to run it because it can't be brought back with Tayam, which was something I sought to limit as much as possible. The only cards that cost more than 3 are creatures.

Pir, Imaginative Rascal is fine, but Winding Constrictor is cheaper to cast and has a bigger body, while doing the same thing. I didn't feel like running both, or the more limited +1/+1 counter ones. I'm really not focusing on +1/+1 counters here.

Evolution Sage was in my deck list until I realised I didn't have one available. I made due without, and it was one of the things that led to me building a more defensive type deck, which my playgroup appreciated. Additionally, I limited the fetch lands because I didn't want to be searching and shuffling all the time for a tapped land. I did get a Fabled Passage with M21, so I'll probably throw that in soon.

I got a Rishkar, Peema Renegade the other day. Still thinking about what to take out. I have Lost Auramancers in my maybeboard, and I think I'm going to swap it with Daxos the Returned.

My Nikara is tied up in another deck, and its not all that great a fit here, really.

All the rest, the enchantment removal cards, I had to wittle out of my deck and have ready to swap in if a card doesn't really seam to be working out. Its kind of tough to make swaps at the moment. One thing I can say is that I use Mark of the Oni to steal threats, which is often more effective than removal. A big part of the deck revolves around using Tayam's ability to bring aura's out, and because this happens while Tayam's ability resolves and without targeting, opponents can't respond to the aura stealing their creature. It's kind of brutal.

Archangel of Thune is a powerhouse and with 14 cards that can gain life, I usually do just fine with getting it to trigger. You mentioned Skola Grovedancer triggering off of fetch lands, but it also triggers off of Tayam's self-mill, which means it triggers frequently. If nothing else, it can trigger itself with lifelink.

Elesh Norn, Grand Cenobite being an anthem effect means devoted druid can get more -1/-1 counters.

I run the deck as a pillow fort and usually try to focus on protecting my own field before messing with someone else's. I hope that explains my reasoning behind card choices a bit. I would like to fit in Song of the Dryads and Darksteel Mutation, but there really hasn't been a great need with my playgroup.

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