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As a brief intro, auras are tricky to play with. The problem is, they come with the most detriments of any kind of playable card in magic, and most of them don't have enough benefit on their own to outweigh this idea. For example, you play your creature, you pass, you play your aura enchanting your creature, opponent plays a kill spell, killing that creature. You're just lost 2 turns to opponent's 1, and 2 cards to opponent's 1. What's worse, most kill spells are pretty cheap, so opponent can probably still do something on that turn, whereas you might have had to sink two whole turns into your enchanted critter.On top of that, the vast majority of auras are point blank useless without a creature to enchant, so if you don't have a creature, they are dead draws. Meaning, if you're topdecking with an empty field, your deck essentially has up to 2/3 of its cards as dead cards (lands and auras), and even if you draw a creature, you're in the same boat if something happens to that creature. Long story short, auras can effectively lock you out of your own deck if you're not careful.So, to get around these problems, you've got to play cheap spells to get things moving as fast as possible, auras that don't lose material (they draw cards or are reusable), creatures that protect themselves or generate material, and/or auras that can win you the game and are thus worth the risk.The first big thing here is trying to get the curve down to make everything faster. You want lots of 1 and 2-drops to mitigate the time it takes to field a critter then enchant the critter. Some of your ideal aruas are Sheltered by Ghosts, Ethereal Armor, Feather of Flight, Sentinel's Eyes. Then there's the totem armor auras that are excellent bang for the buck, such as Hyena Umbra (only real consideration for this build).You also want 4 copies each of Sram, Senior Edificer, [[Kor Spirit Dancer]], and Hateful Eidolon. Light-Paws Emperor's Voice is also something to check out.You can also run auras that have control elements that aren't on critters. If you switch to snow lands (which shouldn't be a problem, just swap out the basic swamps and plains for snow copies of each), you can run On Thin Ice, and get bonus aura triggers for a pretty good control card.Lots of rough ideas, but the general thing you're looking for is faster options and auras/critters that give you quick card advantage or speed so you can start the damage clock going and out material opponent, who will basically rely on spot removal that you'll hopefully outpace.
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