Aura Mastery

by BurnSchulz on 19 May 2011

Main Deck (60 cards)

Sideboard (8 cards)

Creatures (2)


Sorceries (2)

Artifacts (1)


Enchantments (2)


Land (1)

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Deck Description

Aura based Deck with much support Cards.
First we got the Chance to overnuke the other Players with unblockable Aura Gnarlids. Kor Spiritdancer to speed up the Deck because you can always draw a card when you play an Aura. Cudge Troll as good defense.
Rancor good Combo with Evershrike, when Evershrike in Graveyard you can always get a 6/4 Flying, Trample Creature for only 3 Mana. Auramancer to get Auras back to the Hand, maybe needed for Evershrike when there is no Rancor.
Nomad Spiritdancer to get Auras back from the Graveyard.
Lot of different Aura Cards to always get what you need when you use Three Dreams.
Totem Armer Auras to protect the Creatures from getting destroyed, later getting them back with Nomad Mythmaker!
Retherer to Push up your Creatures in a late Phase of the Game when most Cards are in Graveyard.
Cho Manno with the Chance to Search for Pariah (Three Dreams, Auramancer or Nomad Mythmaker), as a chance to annoy other players. Just one from any of the two cards in this Deck, only that they dont hate you ^^

If play against Blue Controll Decks, put out 2 Auramancer and Retether. Then put in the other 2 Nomad Mythmaker and of course the 2 Greater Auramacy! With all yout Enchantments, and enchanted Creatures protected from being Targeted, yo have a great chance to turn the tide, and the Blue Player has a hard game.
Nomad Mythmaker doesnt target the Creature, so you can still enchant Creatures even with Greater Auramacy is in play and when the Creatures are enchanted already!

Deck Tags

  • Theme

Deck at a Glance

Social Stats

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This deck has been viewed 4,250 times.

Mana Curve

Mana Symbol Occurrence

2404025

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Aura Mastery

This seems like it's a very mean deck. With only a hand full of enchantment removal spells out there and the sheer number of ways to get what you need when you need it... This would steamroll most decks once it got running.

That's the problem I see with it though, it seems slow.

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Posted 23 May 2011 at 17:33

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Ok. It could be relly hard to get into the game with a bad start hand.
In an one on one the first few rounds decide the battle.
But besides from the Kor Spiritdancer there is another side effect wich allows me to draw cards - Sigil of the Nayan Gods has Cycling, and with Nomad Mythmaker in play, you could not just draw a card, but you can play that card from the graveyard too. Allover with less mana costs as it is when i play that enchantment out of my hand. - Just a little effect but very usefull.
Best hand surely is one Kor Spiritdancer, 2 Lands (1 Plains 1 Forest, or one Random and one nonbasic) and at least one Enchantment wich i can play in the third round.
But against a very fast and aggressive deck i will have problems even with a good start, there i agree.

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Posted 23 May 2011 at 19:34

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i agree with the slow part also maybe the green/white shockland from the same set would be more useful

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Posted 23 May 2011 at 17:37

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Nice deck, though some cards seem a bit slow indeed...
Btw, you should consider using "Idyllic Tutor". Only 3 mana will fetch any enchantment you need...

Cheers

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Posted 23 May 2011 at 18:16

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Nice Idea with the Idyllic Tutor. I will put that in the sideboard, because Three Dreams is in my opinion a bit better. In the first version of this Aura deck i had 3 Totem-Guide Hartebeest, and 1 Aura for 5 Mana was a little bit to expensive i thought. With Three Dreams i have 3 Auras.

But when i put Greater Auramancy in the deck, Idyllic Tutor is a great option! Thank you!

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Posted 23 May 2011 at 19:47

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