1 year ago ::
Mar 05, 2012 - 4:27PM
Hello all. First off introductions as it's my first post. I just started playing in Jan. 2012.
I am currently only playing standard for FNM, struggling to learn the game and deck building concepts. I really want to build a modern/legacy green/white aura deck, and yes I have already read about the drawback(card disadvantage) involved in playing creature enchantment decks. I have made a sheet of possible creatures and enchantments from each color to include, but seeing as I am new I am putting the question up for more experienced players. What would you include, not include in such a deck? Thanks in advance for any advice/help. (Edit: Let me be more clear I do not currently have a g/w aura deck. I am only listing general ideas of things that might be included, I dont realy know what is best to run. I am asking for help/ideas
)Gladecover ScoutSilhana LedgewalkerGrizzled LeotauDungrove ElderAura GnarlidTroll AsceticSylvan BasiliskGreen: (Other Spells)
Boar UmbraSnake UmbraLureRancorBlanchwood ArmorCanopy CoverVerdant EmbraceShield of OversoulNature's SpiralWhite: (Creatures)
Squadron HawkGrand AbolisherAuramancerKor SpiritdancerTotem-Guide HartebeestNomad MythmakerWhite: (Other Spells)
Angelic DestinyArmored AscensionSpirit MantleMammoth UmbraHyena UmbraPacifismArrestRetetherThree DreamsOther:
Lands that tap g/w
1 year ago ::
Apr 09, 2012 - 4:51AM
G/W Auramancer is actually relly fun... Lure+Basalisk+regeneration combo is as old as the hills and can wipe their board in modern... though for mana and speed considerations you may want to go with Tangle Asp instead.
Modern is a very fast format, and very agro based. Storm seems to be the more popular thing right now... so you'll want to prepare for that. Fortunately White has more than its fair share of enchantments and creatures that put the kabosh on multiple spells per turn (I'm lookin' at you Rule of Law and Curse of Exhaustion). Curse of Exhaustion is even better in your case cause you can fish it up with the aura Tutors.
First of all let's discuss Creatures.
In Green: I like your hexproof guys, but dungrove elder isn't gonna do you much good here since you'll be running mostly duals (Razorverge Thicket, Sunpetal Grove, Elfhame Palace, etc.
Basically there are 4 creatures that make this deck work: Mesa Enchantress, Verdun Enchantress, Kor Spiritdancer, and Kitsune Mystic/Autumntail, Kitsune Sage. If you can get the Mystic into Autumntail form with canopy cover on him you might as well say GG to any targeted spell... as he can move the canopy cover to whatever critter they are targeting at instant speed.
Tutors: Lost Auramancers, Totem Guide Hartebeest, three dreams... all very expensive. So instead of these, we want to focus on using auras and enchantresses to draw us cards. If it pleases us... we could even use ramp auras like Trace of Abundance.
Auras: Here's where things get sketchy, and alot of it is personal preference... but I'll do my best to make recommendations.
Canopy Cover is amazing. It was a must when this deck was standard when M12/Rise of the Eldrazi was a thing. However, we're dealing with modern here... we have all kinds of Green and White auras just waiting to be exploited.
Shielding Plax. Yes, Yes, and more Yes. Not only does it FEEL like a canopy cover, in that you can also use autumntail to throw it on an opponent's critter when they're trying to buff it (I.E. Infect decks...) or save your own guys from targeted effects. Plus, when you play or retether or Flickerform it, you draw a card... which brings us to our next aura...
Flickerform. This guys saves lives... and can end them as well. It works for both saving your stacked Kor Spirit dancer and removing an opponents creature from the field. More expensive than pacifism but it serves a purpose: It triggers come into play effects such as those on Shielding Plax...
Curse of Exhaustion. New to auras are the Curses, enchant players from Innistrad block. This curse says that the opponent can only play 1 spell a turn. There's a combo in Standard right now where you drop the card Knowledge Pool onto the board after hitting them with this curse... the end result is: They can never play another spell again... ever. Hard lockdown. But... let's stay focused. This will simply slow down stuff and prevent storm from going off. Usually this will end games with storm decks cause very few storm decks run enchantment removal... unless it's in the form of boomerang.
Indestructability. When all else fails... this enchantment wont. Use Autumntail to throw it on a creature you want to save from a board wipe... and it shall be.
Faith's Fetters. Planeswalker Hate in Aura Form.
Pariah/Heart of Light Combo. You don't take damage... from any source. Simple. Not sure about infect though... actually. But you are running green so you could side in Melira if it pleases you.
Other enchantments to consider which are not Auras: Greater Auramancy, Enchanted Evening, Leyline of Sanctity, Leyline of Lifeforce, Nevermore (Sideboard), Oblivion Ring, Privilaged Position, Sigil of the Empty Throne.
Those are just a few to consider... I really enjoy crafting these creative decks... you know... ones with a synergistic theme rather than just "I'm going to win the game in 3-5 turns every time..."