Enchantment — Aura

Enchant creature

All creatures able to block enchanted creature do so.

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Lure occurrence in decks from the last year

Latest Decks as Commander

Lure Discussion

TheVectornaut on Who dat boi - please help

5 days ago

Hey, I saw your comment. Is this an alternate account for twechsler or is this deck just inspired by theirs? Either way, I'll go into greater depth on some possible build paths. libraryjoy is correct in that if you're (mostly) mono-green, your best way to destroy creatures is often to take advantage of the abilities on your own creatures. You already have the deathtouch style shell so I'd just focus on that. But even with deathtouch, there are a fair number of options for guaranteeing that damage gets dealt. There are the bow/staff cards like I use in my artifact commander deck A Pile of Cans with the deathtouch from Sydri, Galvanic Genius . Then there's fight effects which you can see working with Wren's Run Packmaster in my wolfless wolf deck Size of the Fight in the Dog (although this strategy doesn't require DT if your creatures have high enough power). A final approach is forced combat damage. Since it's been mentioned the least, that's what I'll focus on here.

Forced block cards like Lure , Gift of the Deity , Indrik Umbra , Ochran Assassin , Roar of Challenge , Tempting Licid , Provoke , Irresistible Prey , or Tangle Angler are the core of such a deck. Most of these cards are rather costly in terms of CMC, and I'd consequently only recommend such a deck for slower casual play. It should be pretty strong in creature-heavy metas though. If that sounds reasonable, the next thing you have to decide on are the creatures and supporting cards. These choices aren't always obvious because of the many things a deck like this wants. For example, it may be better to play cheap deathtouch creatures like Deathcap Cultivator , Gifted Aetherborn , Narnam Renegade , Wasteland Viper , and Nightshade Peddler so you can start controlling the board sooner. But if all your DT creatures have low power, they'll only be able to kill 1 or 2 things off a big forced block. Thus, it may be better to instead grant deathtouch with other cards like Basilisk Collar , Deadly Allure , Virulent Swipe , Bow of Nylea , Archetype of Finality , or Ohran Frostfang . Then, you could just run creatures with high attack for their cost. Still, I think there's something to be said of looking for other abilities that interact well with deathtouch. First strike and double strike are the most obvious examples because they can let your creatures survive combat to attack all over again on later turns. Viridian Claw , Glissa, the Traitor , and Grappling Hook see play in such decks for this reason. Alternatively, you can learn from the synergy of the Frostfang that abilities triggering on face damage pair well with deathtouch. Only a fool would block your 1/1 DT with their 3/3, but if that 1/1 is drawing you a card, suddenly that trade sounds more appealing. Cold-Eyed Selkie , Dimir Cutpurse , Edric, Spymaster of Trest , Oakhame Adversary , Ohran Viper , Tomebound Lich , Fynn, the Fangbearer , and Hapatra, Vizier of Poisons are some cards that might fill this role.

I know I've just rattled off a lot of cards here. I'll try putting together a casual deck to demonstrate what I'm talking about when I find the time.

As an aside, I see that you've included Novablast Wurm as the only meaningful white spell in this version of the deck. It's too slow to see play in anything but ramp, but it can definitely be built around as a beefy Wrath of God too. Consider using something like Heroic Intervention or a Dauntless Escort sacrifice to break the symmetry on the board wipe. Also, creatures that grant boons on death like Thragtusk or Wurmcoil Engine could find a home in a self-wipe deck, although the Wurm might be outclassed then by something more traditional like Austere Command , Settle the Wreckage , Kindred Dominance , or Phyrexian Rebirth .

twechsler on Green Boi - please help

1 week ago

libraryjoy the way I want it to play is getting ahead on mana enough to drop one of the heavy hitters like Liege of the Tangle or End-Raze Forerunners . I mostly play just with friends who primarily rely on creatures. This is why I agree with the above comment suggesting I add more Lure and deathtouch creatures so I can easily wipe their defense. I also really like Engulfing Slagwurm and I feel like that fits well with how I play so I'm most likely going to get one or two of them and toss one or two of the high mana cost creatures I have. So basically the ideal strategy is to get tons of mana play tons of creatures, don't let them get a chance to block. Doesn't always happen that way but that's the goal. Thank you for helping me out!

TheVectornaut on Green Boi - please help

1 week ago

I'll just go through the mainboard cards I would personally cut first. Ancient Ooze : very big but requires trample or the like to actually do anything at 7 mana. Copper Myr : almost objectively worse here than most green mana dorks. Ezuri's Archers : not impactful enough in the main without a devotion or elf theme. Ghoultree : your creatures are too big to be dying that often and you want them alive anyway. Lumberknot : similar story to Ghoultree. Spawnwrithe : needs to be built around. Wall of Tanglecord : wastes the benefits of any Overrun effects. Predator's Rapport : more of a sideboard card unless burn is really popular. Reclaim : very slow and lacking enough good targets. Serpent's Gift : redundant and inefficient if you just run enough deathtouch creatures. Tower Defense : are there really enough flyers going around to have this in the main? Windstorm : see above. Spider Spawning : if this is what you're running Transguild Promenade for, it's not worth it without more GY synergy. Accorder's Shield : vigilance isn't impactful enough with no exert, tap abilities, or much else to abuse it. Brawler's Plate : very costly for the buff. Golden Urn : much worse than even the Rapport. Staff of the Wild Magus : staffs aren't even strong enough to do well in dedicated lifegain decks, unfortunately.

I'd say all of your maybeboard picks are better than the aforementioned cards. I'll list some other alternatives that come to my mind though. Primordial Hydra and Kalonian Hydra are some budget-unfriendly but highly dangerous beaters that you can get out relatively early. Joraga Treespeaker (or maybe Elvish Archdruid ) would make your archers much better by letting them double as mana dorks. Otherwise, I like Arbor Elf with Utopia Sprawl type auras on your forests to help ramp. If you prefer the vigilance idea, Champion of Rhonas is a budget Elvish Piper that likes not tapping in combat. If you like walls, Overgrown Battlement and Axebane Guardian can get ridiculous mana going. They also benefit from Assault Formation which synergizes with Tower Defense. In terms of small creatures with reach, Traproot Kami is my clear pick for mono-green, especially in multiplayer. If you need to add trample, Rancor is excellent value. If you need recursion, Eternal Witness should be near the top of the list. If you're struggling with flyers, maybe try Gravity Well . If you need more life, Engulfing Slagwurm likes forced blocks while Verdant Sun's Avatar likes playing beefy guys.

Given what you have already, I think shifting to include more deathtouch creatures and Lure s would be the most optimal plan. Viridian Longbow and Thornbite Staff are some other equipment that benefit from that strategy. For the creatures, Ohran Frostfang is a casual-only option that's completely busted in commander, and I'm always a sucker for Wasteland Viper 's versatility at only 1 mana.

carpecanum on Evil Squirrels EDH

3 weeks ago

Lure + Dead-Iron Sledge or Bow of Nylea . There are a bunch of "lure" effect cards

Avarice Amulet is doable with an indestructible creature

StopShot on Modern Horizons 2 Wish List

1 month ago

@shadow63, the storm scale only pertains to the likelihood we’ll see that mechanic in the next standard set which means it has no basis for non-standard sets like this one. For example, Modern Horizons 1 used the mechanics buyback, delve, dredge, fateful hour, level up and storm from just what I can recall off the top of my head. Those mechanics respective storm ratings are: 8, 8, 10, 8, 8 and 10. I’m certain I missed a couple more that fall into the high end as well. If Modern Horizons 1 is indicative of what we can expect from Modern Horizons 2 it’s that this is the set meant to produce cards on the high end of the storm scale as they’re unlikely to be printed anywhere else. Standard needs the storm scale for the sake of not confusing new players while also keeping the Historic format healthy from the player side as well as to make card design easier for the design team who has to keep the overall power level weaker in those formats. Modern can take much more of a hit and they put a lot of creativity into the cards that reimplemented previously taboo mechanics as well. Yes, Hogaak, Arisen Necropolis destroyed Modern, but Magmatic Sinkhole hasn’t, which shows even broken mechanics can be utilized in non-game-breaking ways for eternal formats unlike rotating formats.

As for provoke being a rules nightmare I personally disagree as the casual EDH groups I run my draw engine against seem to grasp the keyword better than figuring out how to resolve multiple ETB’s or who has priority to respond next in the midst of a counter war. Even if there are circumstances where the keyword does have absurd or abstract rules interactions I’m sure Wizards could easily re-contextualize the card text to absolve those issues just as they have done for Madness and Phasing as of recent. If Lure type effects can exist even in Standard I’m sure provoke isn’t beyond repair.

FounderX on Fifteen Squirrels in a Trench Coat [PRIMER]

1 month ago

Nice one! My playgroup would probably kill me for playing Worldslayer :-)). Lure might fit in here too.

TheVectornaut on Wrath of the Shire

1 month ago

No worries on that one. I hate the old card text where creatures reference themselves by only part of their name. I once spent several hours tinkering with a jank build centered around Infernal Medusa and Mirror Entity before realizing the former's effect only applies to itself and the latter's ability doesn't even include the medusa type because it was removed from the game in 2007.

Anyway, you are correct that I was mostly referring to modern for the swaps but possibly some casual legacy/vintage too. I don't play much competitive legacy, but back when I played a bit with some friends in high school, I was rarely able to resolve any 3-cost spells before dying to Griselbrand or Emrakul, the Aeons Torn or both. That's what I get for trying to make Lure basilisks work I guess XD But yeah, seeing Taxes and Red Prison in the meta's top 10, the permanent removal does make sense. Plus, I imagine it's always nice to have more ways to eliminate threats like Plague Engineer .

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