Thursday, 7 February 2013

Aurelia Combo: Building a Boros combo deck!

When you think of combo decks, red and white aren't usually the colours you think of. But while these two don’t necessarily lend themselves to combo as easily as blue and black, that doesn't mean they aren't good at it!




When I first looked at Aurelia, I initially thought she would be somewhat interchangeable with Gisela as a general. Though Gisela lends herself to more a voltron strategy, and Aurelia can get better use out of ‘on combat damage’ effects, like the Swords of X and Y or Blinding Angel and Hellkite Tyrant, both generals like to be at the helm of Boros Aggro decks. At first I preferred Gisela, as she's easy to abuse with things like Manabarbs, and just generally doing damage. In order to get the most use out of Aurelia, you need to really abuse her ability in order to gain even more attack steps! I wanted to see how far I could take that, and get as many attack steps as possible. I aimed to build a deck that could get multiple or infinite attack steps in as many ways as possible


Whenever Aurelia attacks for the first time each turn, you untap all creatures you control and get another attack step. If you ‘blink’ her in the end of the first combat, when she returns for the next combat, it will be her first time attacking again, as she will count as a new entity. Whilst ‘blinking’ generally refers to exiling and immediately returning to the battlefield, such as with cards like Cloudshift, there are other ways of replicating this effect, such as returning her to your hand and then returning her to the battlefield, or sacrificing her and reviving her with a card like Miraculous Recovery.

I wanted to build a deck that abuses this, particularly by generating infinite combat steps with Aurelia. The nice thing about making a combo deck with a general like Aurelia is that even if you don’t have the combo pieces, you can still play creatures and beat down and have a fairly good chance of still winning!

Boros already has some popular combos, the most popular being Kiki-Jiki and friends (Kiki-Jiki, + Zealous Conscripts/Village Bell-Ringers/Restoration Angel), infinite attack steps (Sword of Feast and Famine + Aggravated Assault/Hellkite Charger), and infinite sacrifices (
Sun Titan + Angelic Renewal/Fiend Hunter, Reveillark + Karmic Guide, or Adarkar Valkyrie/Kiki-Jiki + Thornbite Staff and a sac outlet). There are other combo’s in R/W, but these are the most common, and the ones that will probably be most useful in an Aurelia Combo deck, as most of the pieces are useful even on their own.

Aurelia’s Combos
Now for combo’s with Aurelia. This is a list of combos you can use to reliably get infinite attack steps with Aurelia. While some of the combo’s are probably not worth including, either because they are unneeded, or the cards involved don’t do enough outside of the combo, I have listed them anyway to consider.

Adarkar Valkyrie:
Adarkar Valkyrie and a sacrifice outlet (discussed later) can lead to infinite attack steps. You can attack with everyone, untap them all and get a second attack phase. In the end of the first combat, tap Adarkar Valkyrie targeting Aurelia, so if she dies she gets returned to the battlefield. Then sacrifice Aurelia, she gets returned! Move to your next attack phase and attack, untapping all creatures, including the Valkyrie!

Sun Titan:
Sun Titan combo’s with Fiend Hunter and Angelic Renewal to make infinite sacrifices already, but they also combo with Aurelia for infinite attack steps. This is useful if you don’t have one of the sacrifice outlets that will win already (i.e Goblin Bombardment or Blasting Station). Attack with your team, untapping everyone and getting an extra attack step and bring back Angelic Renewal with Sun Titan. Then sacrifice Aurila in the end of combat, and sacrifice Angelic Renewal to bring her back. When you attack next time, bring Angelic Renewal back again. With Fiend Hunter, sacrifice Fiend Hunter pre-combat so he is in your graveyard. Attack with your team and bring back Fiend Hunter with Sun Titan. When Fiend Hunter enters, target Aurelia with his ability. In the end of the first combat, sacrifice Fiend Hunter getting Aurelia back!
If you have a way of sacrificing enchantments (Auratog, Faith Healer, Claws of Gix) then this works with Oblivion Ring or Journey to Nowhere as well!

Spellbinder:
Cloudshift will blink Aurelia for W, generating you an extra attack step. While this will be useful to end games, one extra attack step may not always be enough. You can cast Spellbinder, exiling Cloudshift, and equip it to a creature other than Aurelia. If that creature does combat damage, blink Aurelia and do it again! If you have access to a sac, there are many other cards you can use with Spellbinder; Graceful Reprieve, Miraculous Recovery, and Second Sunrise. If you can return Aurelia to your hand, then you can also use Surprise Deployment

Deathrender:
You can use Aurelia equipped with Deathrender, a sac outlet, and a way of returning Aurelia to your hand to get infinite attack steps too. In the end of your first combat, sacrifice Aurelia with either Sigil of the New Dawn or Enduring Renewal on the battlefield. You can stack the triggers so that Aurelia is returned to your hand by Sigil of the New Dawn or Enduring Renewal, and the Deathrender resolves allowing you to put Aurelia onto the battlefield.
Enduring Renewal and Deathrender will make your team very hard to kill on their own, and they also combo with any creature that can deal damage when it dies or enters the battlefield, as well as Goblin Bombardment and Blasting Station for infinite damage!

Sneak Attack:
Sneak Attack works much the same as Deathrender, though you need R to activate it each time. You can use Sword of Feast and Famine to untap your lands, or Iron Myr, as it will untap each time you attack! Sacrifice Aurelia in the end of combat step and use either Enduring Renewal or Sigil of the New Dawn to return her to your hand. You can then use Sneak Attack to get her back onto the battlefield! Sneak Attack is a great card on it own. Sneak Attack works well with both Enduring Renewal and Sigil of the New Dawn outside of the combo, plus if you use Restoration Angel or Cloudshift to blink the creature you Sneak Attack in, they won’t be sacrificed which is a good way of cheating in creature at instant speed before you have your combo ready.

Aether Vial, Quicksilver Amulet, Dragon Arch:
Now these are just silly, but if you really want to try them out be my guest. You need at least two artifact creatures and Clock of Omens. You can use the method above to return Aurelia to your hand with Enduring Renewal or Sigil of the New dawn and use Aether Vial, Quicksilver Amulet, or Dragon Arch to cheat her back into play instead of Sneak Attack. Each time you attack, you untap the artifact creatures which you can tap to untap the artifact you used to cheat Aurelia into play! Quicksilver Amulet and Dragon Arch either require creatures to make mana, like the mana myr, or Sword of Feast and Famine.

Pulsemage Advocate:
Pulsemage Advocate with a sac outlet and enough cards in your opponents graveyards will work for infinite combat steps. If you use Altar of Dementia then this is in infinite combo no matter how many cards are in your opponents graveyards. You can also sacrifice Aurelia before damage, allowing you to use this to mill your opponents, which is useful if they have flying blockers.

Parallax Wave:
You can use Parallax Wave and Opalescence to combo with Aurelia too. You can target Aurelia with Parallax Wave, exiling Aurelia. Then target Parallax Wave with itself, and it will exile itself, bringing back Aurelia and itself! You can also use Parallax Wave and Opalescence to exile all of your opponents creature permanently. Target up to 4 creature an opponent controls with Parallax Wave’s ability but don’t let them resolve, then target Parallax Wave with itself. Parallax Wave will exile itself, then return itself, then the other exile triggers will resolve and the creatures will be exiled forever! Parallax Wave and Opalescence are both not very good outside of this interaction however, and you need them both out at the same time.



Karn, Silver Golem:
Karn, Silver Golem can be used to animate artifacts, which will make them untap with Aurelia. This can be used to generate extra mana, sometimes as a replacement for Sword of Feast and Famine for some combos. It can also be used to animate an Isochron Scepter to untap it. This will make infinite combat steps with enough mana and Cloudshift imprinted under the Isochron Scepter

Sacrifice Outlets
As for the sac outlets available, for infinite damage you can use Goblin Bombardment or Blasting Station, Ashnod’s altar for colourless mana, Phyrexian Altar for coloured, and Altar of Dementia for mill.
Fanatical Devotion works as a sac outlet and helps protect some of your team from wraths, and Martyr's Cause helps to prevent damage, and even though these don’t do much with the aforementioned combo’s, they can be used as an enabler for other combo’s.



Building the Deck: 
Combo Pieces

Lets have a look at the cards from our combo’s.


Creatures
Village Bell-Ringers

Instants

Artifacts
Phyrexian Alter
Ashnod’s Alter
Aether Vial

Enchantments


Cuts The first thing to do is to cut some of the cards we don’t need. I would suggest cutting any card that doesn’t do enough outside of the combo to warrant inclusion on its own. For me, this would be: Village Bell-Ringers, Pulsemage Advocate, Second Sunrise, Surprise Deployment, Alter of Dementia, Aether Vial, Quicksilver Amulet, Parallax Wave, Opalescence, and Auratog. Some of these cards would be fine if you built the rest of the deck to use them if that is how you want to build your deck. Out of the cards remaining, there are a few that I might still remove, but I would like to test them first. Likewise with the ones I removed, I may end up testing them in the deck anyway.

Tutor
Being able to tutor for your combo pieces is important. If you can reliably get the combo pieces to your hand, or graveyard if that's where they need to be, then your deck will combo off more consistently. Red and White aren’t the best for tutoring for creatures, but red has some decent card draw in the form of wheel effects, and white can tutor for enchantments and artifacts pretty easily.
Idylic Tutor can search for any of the enchantments. Enlightened Tutor can search for any of the artifact or enchantments. For the equipment, you we have access to Steelshaper’s Gift, Stoneforge Mystic and Stonehewer Giant, among others. There is also Academy Rector which can be sacrificed, or killed some other way to tutor for any enchantment you need.
Red brings us Gamble, which while I don’t suggest to run it in many decks, in a deck such as this one with lots of recursion, Gamble is a fine tutor to use. When using Gamble, be careful how and when you use it. You don’t want to use it if you have an important combo piece in your hand that you can’t afford to discard. It works well in this deck because with Sun Titan out, you can tutor for any combo piece with CMC less than 3, and it doesn’t matter if you discard it. With Karmic Guide in hand, on the battlefield with a way to blink it, or in the graveyard with a way to recur it, you can safely tutor for any creature. You can also safely tutor for any creature if you have Miraculous Recovery or Graceful Reprieve in hand.



Creatures
Using Aurelia as a general means you already have a second strategy to fall back on. Depending how you build the deck, this could be considered the primary win condition, using combo to when if you draw into it!
There are a whole lot of creature you can include in this deck. If you want to fully abuse Aurelia’s extra combat steps even without a combo, then consider creatures with powerful effects either when they attack or when they deal combat damage.
Godo, Bandit Warlord both adds another attack phase of his own and tutors for equipment. Most of the combos that work with Aurelia will work with him as well.
Hero of Bladehold gets two tokens every attack step, and battlecry triggers at each attack step as well. If you attack 2 or 3 times in a turn with Hero, battlecry will stack making her boost your whole team multiple times.
Inferno Titan is a huge beater that can help remove blockers or just deal extra damage to an opponent whenever he attacks
M├írton Stromgald’s ability triggers every time he attacks. If he survives the first round of combat he boosts your team further with the second round of combat. The boost you get from Marton Stromgald is insane, but its attached to a very frail body thats unlikely to survive long.
Balefire Dragon can hit different opponents each combat, clearing the way of blockers.
Blinding Angel can ensure your opponents don’t try to attack you back during their turns.
Hellkite Tyrant can steal your opponents artifacts, hitting a different opponent each combat, and potentially winning you the game if you steal enough!
Odric, Master Tactician can ensure you creatures don’t get blocked and make short work of your opponents.
There are also a whole bunch of utility creatures available in Red and White
Mother of Runes can protect your most important creature, and can be used to ensure an attacker gets through. With Aurelia, you can use her twice, as Aurelia will untap her too.
will protect your combo from being stopped by counterspells or targeted removal from your opponents
Mangara of Corondor can be used to get rid of any problem permanents. You can also blink him or sacrifice him in response to his trigger to use him more than once!
Eternal Dragon is a nice way to find plains early game, and another creature to beat down with late game.
Reya Dawnbringer can be used to recur your creatures, particularly the combo peices
Goblin Sharpshooter can ping any chump blockers, and can be used with Kiki-Jiki, a sac outlet and Thornbite Staff for infinite damage
Elesh Norn, Grand Cenobite can help clear opponents chump blockers and power up your own creatures
Anger gives all your creatures haste if he is in your graveyard which is easy enough to do.

There are ramp creatures like Kor Cartographer and Solemn Simulacrum. These are great to help speed you deck up. There are other utility creatures, like Grand Abolisher, Linvala, Keeper of Secrets, Zo-Zo, the Punisher, Goblin Welder, or Duergar Hedge-Mage. Whether or not you include many of these will very much depend on your meta.


Card Draw
Red has access to one of the best card draw spells, Wheel of Fortune. In a deck like this one, where you can recur a lot of your combo pieces, ditching a hand of things you don’t need right now but can recur later is extremely powerful, and can hinder an opponents plans. Watch out though, as you may also be filling your opponents hands with ways to stop you, and graveyards with cards they can abuse themselves. There are other similar cards to Wheel of Fortune such as Reforge the Soul that can be used too.
Dragon Mage is a beast at drawing new hands, especially with multiple attack steps. You often won’t mind ditching your hand if you can recur the important pieces, or if you are digging for one piece in particular, and if there is a card in your hand you can’t afford to, or just don’t want to get rid off then you don’t have to attack.
Knollspine Dragon is another great card for drawing a new hand. While it does require an opponent to have been dealt damage, making it only really useful after you have attacked, it can draw you a whole bunch of cards and set you up for your next turn.
Mind's Eye is nice card draw, it gets better if you have more opponents and can help you draw lots of cards when you’ve run out. It quite mana intensive however
Scroll Rack is one of the best card draw artifacts if you can combine it with a shuffle effect. White also has access to Land Tax. Scroll Rack and Land Tax combined give you an insane amount of card draw and filtering.
Staff of Nin is a one sided Howling Mine and it lets you ping your opponents or creatures for 1 damage, what’s not to love! The extra card draw is really useful, and often needed in a r/w deck.
Skullclamp is great card draw, especially in a deck that is already planning on sacrificing creatures for value.
Dangerous Wager, Faithless Looting, and Wild Guess, while they are all card draw or filtering, they don’t draw enough compared to the downside of discarding a card and probably aren’t worth it.

Removal
Removal pretty much speaks for itself. Red and white have access to some of the best removal spells in edh. For spot removal Swords to Plowshares, Path to Exile, Chaos Warp,Oblation
And also wraths Day of Judgment, Wrath of God, Austere Command, and many other options.

Ramp
White and Red don’t have very many ramp options except for artifact ramp. Artifact ramp is pretty straight forward. The deck has a pretty high mana curve, and wants to be able to play more than one combo piece on the same turn, so there needs to be quite a lot of ramp. Cards to consider are Sol Ring, Boros Signet, Darksteel Ingot, Worn Powerstone, Thran Dynamo, Gilded Lotus, Boros Keyrune, Coalition Relic, Everflowing Chalice, Mana Crypt, Mana Vault, Marble Diamond, Mind Stone, Mox Opal.

Other
Insurrection will end games on its own, especially with Aurelia
There are plenty of hate cards to stop other peoples strategies, the best ones are Stranglehold, Aura of Silence, Price of Glory, and Manabarbs, though there are many others.
Isochron Scepter is good with some of the cards we have considered, such as Cloudshift, Path to Exile, Swords to Plowshares, Vandablast for artifacts, Return to Dust for artifacts and enchantments. If we use Isochron Scepter, then there are other cards that are good under it such as Orim's Chant and Silence.
Sword of Light and Shadow can be used to bring back combo creatures to your hand and as protection. Sword of Fire and Ice is card draw and removal. Sword of War and Peace can speed up the clock if you are using the aggro strategy. Umezawa’s Jitte is removal and creature pump all in one. All of these work really well with multiple attack steps.
A lot of the combo’s require you to be able to attack your opponent without your creatures (including Aurelia) dying. This means Aurelia and your other creature will need some kind of protection, such as Swiftfoot Boots, Lightning Greaves, or Darksteel Plate. Boros Charm can give your creatures indestructible until the end of turn to protect you from wraths.
Sunforger is a nifty piece of equipment that can be used to search for removal, tutors or answer for other peoples spells, like Boros Charm. If you wish to include a Sunforger package, there are many cards like Master Warcraft, Boil, or Ghostway that are great with Sunforger, though often not good enough to warrant inclusion without it.

These are all the cards and strategies I looked into before trying to come up with a decklist, but these were the main ones. Some of them won’t be in the final deck list, and I will probably have some cards not mentioned here too.

Initial Decklist

Creature (23)
1x Marton Stromgald

Enchantment (9)

Instant (9)
Sorcery (3)

Artifact (19)

Land (36)
14x Mountain
6x Plains


Testing
After some testing, I found that some of the combo's were to slow, or involved pieces that weren't very good on their own. I often found that the best path to victory was just going the aggro route and if you drew a combo or a tutor for a combo, then use that to end the game. It plays very much like an aggro deck with a few combo's in it, and because of there, there are a few changes that I would like to make to make it better over all.

Firstly, I took out Marton Stromglad as he is to fragile. He never survived an attack unless the opponent didn't have any creatures out, at which point I was winning anyway. I replaced Marton with Hero of Bladehold. Hero of Bladehold has battlecry, which is really good in multiple attack steps, and makes an army of tokens.

Karn, Silver Golem was to 'cute' and never worked out, which is kind of a silly thing to complain about, because most of the combos in this deck are 'cute'. While he was useful to unequip your opponents creatures, he was never as good as I hoped he would be. I may continue to test him however, as there were occasionally games where he was great. I have currently replaced him with Knollspine Dragon.

I took out Spellbinder as I often sat with it in hand waiting to draw a spell I wanted to cast. Even if I did draw a Path to Exile or Cloudshift, if I wanted to cast it, I had to have 7 mana and an evasive creature to cast it from Spellbinder that turn. I replaced Spellbinder with Sunforger, as it lets you tutor for removal or Enlightened Tutor.

Reveillark doesn't have enough targets in this deck, and mostly sits in my hand, or is just cast as a beater. I'm currently testing Godo, Bandit Warlord instead.

Sometimes I would draw into more than one sac outlet and not need them both. I currently removed blasting station, but I will be testing taking out either one of the mana altars, Fanatical Devotion instead. In its place I am running Steelshapers Gift

Final Decklist (for now)

Creature (23)

Enchantment (9)

Instant (9)
Sorcery (4)

Artifact (18)

Land (36)
14x Mountain
6x Plains

This deck is still in the testing stage, and I imagine it will change quite a lot over the next few weeks as I iron out the kinks and make it play as consistently as possible, while still sticking to the aim of the deck - to combo out with Aurelia

Possible changes
I think the deck would probably be fast and more consistent by taking out some of the combo's and combo pieces, like Enduring Renwal, Nim Deathmantle, Ashnod's Alter, Fanatical Devotion, and replacing them with more Sunforger targets and aggressive creatures. If you want to play a fast, aggressive deck, I would suggest taking those out. However, this deck is a lot of fun to play and has some really neat interactions that people often aren't expecting. The current version fits my play style much better. While this deck is not my most competitive deck, its a blast to play and it still does really well against most of the other decks in my playgroup.







Academy Rector (4, 3W) 1/2\nCreature  — Human Cleric\nWhen Academy Rector dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle your library.\nUrza's Destiny: Rare\n\nAdarkar Valkyrie (6, 4WW) 4/5\nSnow Creature  — Angel\nFlying, vigilance<br />\n{T}: When target creature other than Adarkar Valkyrie dies this turn, return that card to the battlefield under your control.\nColdsnap: Rare\n\nBalefire Dragon (7, 5RR) 6/6\nCreature  — Dragon\nFlying<br />\nWhenever Balefire Dragon deals combat damage to a player, it deals that much damage to each creature that player controls.\nInnistrad: Mythic Rare\n\nBlinding Angel (5, 3WW) 2/4\nCreature  — Angel\nFlying (This creature can't be blocked except by creatures with flying or reach.)<br />\nWhenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase.\nNinth Edition: Rare, Eighth Edition: Rare, Nemesis: Rare\n\nDragon Mage (7, 5RR) 5/5\nCreature  — Dragon Wizard\nFlying<br />\nWhenever Dragon Mage deals combat damage to a player, each player discards his or her hand and draws seven cards.\nScourge: Rare\n\nFiend Hunter (3, 1WW) 1/3\nCreature  — Human Cleric\nWhen Fiend Hunter enters the battlefield, you may exile another target creature.<br />\nWhen Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.\nInnistrad: Uncommon\n\nGisela, Blade of Goldnight (7, 4RWW) 5/5\nLegendary Creature  — Angel\nFlying, first strike<br />\nIf a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.<br />\nIf a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.\nAvacyn Restored: Mythic Rare\n\nGodo, Bandit Warlord (6, 5R) 3/3\nLegendary Creature  — Human Barbarian\nWhen Godo, Bandit Warlord enters the battlefield, you may search your library for an Equipment card and put it onto the battlefield. If you do, shuffle your library.<br />\nWhenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, there is an additional combat phase.\nChampions of Kamigawa: Rare\n\nHellkite Charger (6, 4RR) 5/5\nCreature  — Dragon\nFlying, haste<br />\nWhenever Hellkite Charger attacks, you may pay {5}{R}{R}. If you do, untap all attacking creatures and after this phase, there is an additional combat phase.\nArchenemy: Rare, Zendikar: Rare\n\nHero of Bladehold (4, 2WW) 3/4\nCreature  — Human Knight\nBattle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)<br />\nWhenever Hero of Bladehold attacks, put two 1/1 white Soldier creature tokens onto the battlefield tapped and attacking.\nMirrodin Besieged: Mythic Rare\n\nInferno Titan (6, 4RR) 6/6\nCreature  — Giant\n{R}: Inferno Titan gets +1/+0 until end of turn.<br />\nWhenever Inferno Titan enters the battlefield or attacks, it deals 3 damage divided as you choose among one, two, or three target creatures and/or players.\nMagic 2012: Mythic Rare, Magic 2011: Mythic Rare\n\nKamahl, Pit Fighter (6, 4RR) 6/1\nLegendary Creature  — Human Barbarian\nHaste (This creature can attack and {T} as soon as it comes under your control.)<br />\n{T}: Kamahl, Pit Fighter deals 3 damage to target creature or player.\nTenth Edition: Rare, Odyssey: Rare\n\nKarmic Guide (5, 3WW) 2/2\nCreature  — Angel Spirit\nFlying, protection from black<br />\nEcho {3}{W}{W} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)<br />\nWhen Karmic Guide enters the battlefield, return target creature card from your graveyard to the battlefield.\nUrza's Legacy: Rare\n\nKiki-Jiki, Mirror Breaker (5, 2RRR) 2/2\nLegendary Creature  — Goblin Shaman\nHaste<br />\n{T}: Put a token that's a copy of target nonlegendary creature you control onto the battlefield. That token has haste. Sacrifice it at the beginning of the next end step.\nFrom the Vault: Legends: Mythic Rare, Champions of Kamigawa: Rare\n\nKnollspine Dragon (7, 5RR) 7/5\nCreature  — Dragon\nFlying<br />\nWhen Knollspine Dragon enters the battlefield, you may discard your hand and draw cards equal to the damage dealt to target opponent this turn.\nShadowmoor: Rare\n\nMangara of Corondor (3, 1WW) 1/1\nLegendary Creature  — Human Wizard\n{T}: Exile Mangara of Corondor and target permanent.\nTime Spiral: Rare\n\nMother of Runes (1, W) 1/1\nCreature  — Human Cleric\n{T}: Target creature you control gains protection from the color of your choice until end of turn.\nCommander: Uncommon, Urza's Legacy: Uncommon\n\nRestoration Angel (4, 3W) 3/4\nCreature  — Angel\nFlash<br />\nFlying<br />\nWhen Restoration Angel enters the battlefield, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.\nAvacyn Restored: Rare\n\nStoneforge Mystic (2, 1W) 1/2\nCreature  — Kor Artificer\nWhen Stoneforge Mystic enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library.<br />\n{1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield.\nWorldwake: Rare\n\nStonehewer Giant (5, 3WW) 4/4\nCreature  — Giant Warrior\nVigilance<br />\n{1}{W}, {T}: Search your library for an Equipment card and put it onto the battlefield. Attach it to a creature you control. Then shuffle your library.\nMorningtide: Rare\n\nSun Titan (6, 4WW) 6/6\nCreature  — Giant\nVigilance<br />\nWhenever Sun Titan enters the battlefield or attacks, you may return target permanent card with converted mana cost 3 or less from your graveyard to the battlefield.\nMagic 2012: Mythic Rare, Magic 2011: Mythic Rare\n\nWeathered Wayfarer (1, W) 1/1\nCreature  — Human Nomad Cleric\n{W}, {T}: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. Activate this ability only if an opponent controls more lands than you.\nNinth Edition: Rare, Onslaught: Rare\n\nZealous Conscripts (5, 4R) 3/3\nCreature  — Human Warrior\nHaste<br />\nWhen Zealous Conscripts enters the battlefield, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn.\nAvacyn Restored: Rare\n\nDay of Judgment (4, 2WW) 0/0\nSorcery\nDestroy all creatures.\nMagic 2012: Rare, Magic 2011: Rare, Zendikar: Rare\n\nInsurrection (8, 5RRR) 0/0\nSorcery\nUntap all creatures and gain control of them until end of turn. They gain haste until end of turn.\nCommander: Rare, Planechase: Rare, Onslaught: Rare\n\nSteelshaper's Gift (1, W) 0/0\nSorcery\nSearch your library for an Equipment card, reveal that card, and put it into your hand. Then shuffle your library.\nFifth Dawn: Uncommon\n\nWheel of Fortune (3, 2R) 0/0\nSorcery\nEach player discards his or her hand and draws seven cards.\nMasters Edition IV: Rare, Revised Edition: Rare, Unlimited Edition: Rare, Limited Edition Beta: Rare, Limited Edition Alpha: Rare\n\nAshnod's Altar (3, 3) 0/0\nArtifact\nSacrifice a creature: Add {2} to your mana pool.\nMasters Edition IV: Rare, Classic (Sixth Edition): Uncommon, Fifth Edition: Uncommon, Chronicles: Common, Antiquities: Uncommon\n\nBoros Signet (2, 2) 0/0\nArtifact\n{1}, {T}: Add {R}{W} to your mana pool.\nCommander: Common, Planechase: Common, Ravnica: City of Guilds: Common\n\nDarksteel Ingot (3, 3) 0/0\nArtifact\nDarksteel Ingot is indestructible. (Effects that say "destroy" don't destroy it.)<br />\n{T}: Add one mana of any color to your mana pool.\nCommander: Common, Darksteel: Common\n\nDarksteel Plate (3, 3) 0/0\nArtifact  — Equipment\nDarksteel Plate is indestructible.<br />\nEquipped creature is indestructible.<br />\nEquip {2}\nMirrodin Besieged: Rare\n\nDeathrender (4, 4) 0/0\nArtifact  — Equipment\nEquipped creature gets +2/+2.<br />\nWhenever equipped creature dies, you may put a creature card from your hand onto the battlefield and attach Deathrender to it.<br />\nEquip {2}\nLorwyn: Rare\n\nGilded Lotus (5, 5) 0/0\nArtifact\n{T}: Add three mana of any one color to your mana pool.\nMagic 2013: Rare, Mirrodin: Rare\n\nIsochron Scepter (2, 2) 0/0\nArtifact\nImprint — When Isochron Scepter enters the battlefield, you may exile an instant card with converted mana cost 2 or less from your hand.<br />\n{2}, {T}: You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.\nDuel Decks: Izzet vs. Golgari: Uncommon, From the Vault: Relics: Mythic Rare, Mirrodin: Uncommon\n\nNim Deathmantle (2, 2) 0/0\nArtifact  — Equipment\nEquipped creature gets +2/+2, has intimidate, and is a black Zombie.<br />\nWhenever a nontoken creature is put into your graveyard from the battlefield, you may pay {4}. If you do, return that card to the battlefield and attach Nim Deathmantle to it.<br />\nEquip {4}\nScars of Mirrodin: Rare\n\nPhyrexian Altar (3, 3) 0/0\nArtifact\nSacrifice a creature: Add one mana of any color to your mana pool.\nInvasion: Rare\n\nScroll Rack (2, 2) 0/0\nArtifact\n{1}, {T}: Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.\nCommander's Arsenal: Rare, Tempest: Rare\n\nSol Ring (1, 1) 0/0\nArtifact\n{T}: Add {2} to your mana pool.\nCommander: Uncommon, Masters Edition IV: Rare, From the Vault: Relics: Mythic Rare, Revised Edition: Uncommon, Unlimited Edition: Uncommon, Limited Edition Beta: Uncommon, Limited Edition Alpha: Uncommon\n\nStaff of Nin (6, 6) 0/0\nArtifact\nAt the beginning of your upkeep, draw a card.<br />\n{T}: Staff of Nin deals 1 damage to target creature or player.\nMagic 2013: Rare\n\nSunforger (3, 3) 0/0\nArtifact  — Equipment\nEquipped creature gets +4/+0.<br />\n{R}{W}, Unattach Sunforger: Search your library for a red or white instant card with converted mana cost 4 or less and cast that card without paying its mana cost. Then shuffle your library.<br />\nEquip {3}\nRavnica: City of Guilds: Rare\n\nSword of Feast and Famine (3, 3) 0/0\nArtifact  — Equipment\nEquipped creature gets +2/+2 and has protection from black and from green.<br />\nWhenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.<br />\nEquip {2}\nMirrodin Besieged: Mythic Rare\n\nSword of Fire and Ice (3, 3) 0/0\nArtifact  — Equipment\nEquipped creature gets +2/+2 and has protection from red and from blue.<br />\nWhenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to target creature or player and you draw a card.<br />\nEquip {2}\nDarksteel: Rare\n\nSword of Light and Shadow (3, 3) 0/0\nArtifact  — Equipment\nEquipped creature gets +2/+2 and has protection from white and from black.<br />\nWhenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.<br />\nEquip {2}\nDarksteel: Rare\n\nThornbite Staff (2, 2) 0/0\nTribal Artifact  — Shaman Equipment\nEquipped creature has "{2}, {T}: This creature deals 1 damage to target creature or player" and "Whenever a creature dies, untap this creature."<br />\nWhenever a Shaman creature enters the battlefield, you may attach Thornbite Staff to it.<br />\nEquip {4}\nMorningtide: Uncommon\n\nThran Dynamo (4, 4) 0/0\nArtifact\n{T}: Add {3} to your mana pool.\nArchenemy: Uncommon, Urza's Destiny: Uncommon\n\nBoros Charm (2, RW) 0/0\nInstant\nChoose one — Boros Charm deals 4 damage to target player; or permanents you control are indestructible this turn; or target creature gains double strike until end of turn.\nGatecrash: Uncommon\n\nChaos Warp (3, 2R) 0/0\nInstant\nThe owner of target permanent shuffles it into his or her library, then reveals the top card of his or her library. If it's a permanent card, he or she puts it onto the battlefield.\nCommander's Arsenal: Rare, Commander: Rare\n\nCloudshift (1, W) 0/0\nInstant\nExile target creature you control, then return that card to the battlefield under your control.\nAvacyn Restored: Common\n\nEnlightened Tutor (1, W) 0/0\nInstant\nSearch your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it.\nClassic (Sixth Edition): Uncommon, Mirage: Uncommon\n\nGraceful Reprieve (2, 1W) 0/0\nInstant\nWhen target creature dies this turn, return that card to the battlefield under its owner's control.\nMorningtide: Uncommon\n\nMiraculous Recovery (5, 4W) 0/0\nInstant\nReturn target creature card from your graveyard to the battlefield. Put a +1/+1 counter on it.\nVisions: Uncommon\n\nPath to Exile (1, W) 0/0\nInstant\nExile target creature. Its controller may search his or her library for a basic land card, put that card onto the battlefield tapped, then shuffle his or her library.\nDuel Decks: Venser vs. Koth: Uncommon, Commander: Uncommon, Archenemy: Uncommon, Conflux: Uncommon\n\nReturn to Dust (4, 2WW) 0/0\nInstant\nExile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.\nCommander: Uncommon, Time Spiral: Uncommon\n\nSwords to Plowshares (1, W) 0/0\nInstant\nExile target creature. Its controller gains life equal to its power.\nMasters Edition IV: Uncommon, Duel Decks: Elspeth vs. Tezzeret: Uncommon, Masters Edition II: Uncommon, Battle Royale: Uncommon, Ice Age: Uncommon, Fourth Edition: Uncommon, Revised Edition: Uncommon, Unlimited Edition: Uncommon, Limited Edition Beta: Uncommon, Limited Edition Alpha: Uncommon\n\nAggravated Assault (3, 2R) 0/0\nEnchantment\n{3}{R}{R}: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate this ability only any time you could cast a sorcery.\nOnslaught: Rare\n\nAngelic Renewal (2, 1W) 0/0\nEnchantment\nWhenever a creature is put into your graveyard from the battlefield, you may sacrifice Angelic Renewal. If you do, return that card to the battlefield.\nWeatherlight: Common\n\nEnduring Renewal (4, 2WW) 0/0\nEnchantment\nPlay with your hand revealed.<br />\nIf you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card.<br />\nWhenever a creature is put into your graveyard from the battlefield, return it to your hand.\nTime Spiral "Timeshifted": Special, Ice Age: Rare\n\nFanatical Devotion (3, 2W) 0/0\nEnchantment\nSacrifice a creature: Regenerate target creature.\nNemesis: Common\n\nGoblin Bombardment (2, 1R) 0/0\nEnchantment\nSacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player.\nTempest: Uncommon\n\nLand Tax (1, W) 0/0\nEnchantment\nAt the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, and put them into your hand. If you do, shuffle your library.\nMasters Edition III: Rare, Battle Royale: Uncommon, Fourth Edition: Rare, Legends: Uncommon\n\nMartyr's Cause (3, 2W) 0/0\nEnchantment\nSacrifice a creature: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage.\nUrza's Legacy: Uncommon\n\nSigil of the New Dawn (4, 3W) 0/0\nEnchantment\nWhenever a creature is put into your graveyard from the battlefield, you may pay {1}{W}. If you do, return that card to your hand.\nOnslaught: Rare\n\nSneak Attack (4, 3R) 0/0\nEnchantment\n{R}: You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step.\nUrza's Saga: Rare\n\nArid Mesa (0, ) 0/0\nLand\n{T}, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card and put it onto the battlefield. Then shuffle your library.\nZendikar: Rare\n\nBoros Garrison (0, ) 0/0\nLand\nBoros Garrison enters the battlefield tapped.<br />\nWhen Boros Garrison enters the battlefield, return a land you control to its owner's hand.<br />\n{T}: Add {R}{W} to your mana pool.\nCommander: Common, Planechase: Common, Ravnica: City of Guilds: Common\n\nClifftop Retreat (0, ) 0/0\nLand\nClifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains.<br />\n{T}: Add {R} or {W} to your mana pool.\nInnistrad: Rare\n\nCommand Tower (0, ) 0/0\nLand\n{T}: Add to your mana pool one mana of any color in your commander's color identity.\nCommander's Arsenal: Common, Commander: Common\n\nMistveil Plains (0, ) 0/0\nLand  — Plains\n({T}: Add {W} to your mana pool.)<br />\nMistveil Plains enters the battlefield tapped.<br />\n{W}, {T}: Put target card from your graveyard on the bottom of your library. Activate this ability only if you control two or more white permanents.\nShadowmoor: Uncommon\n\nReliquary Tower (0, ) 0/0\nLand\nYou have no maximum hand size.<br />\n{T}: Add {1} to your mana pool.\nMagic 2013: Uncommon, Conflux: Uncommon\n\nRugged Prairie (0, ) 0/0\nLand\n{T}: Add {1} to your mana pool.<br />\n{(r/w)}, {T}: Add {R}{R}, {R}{W}, or {W}{W} to your mana pool.\nEventide: Rare\n\nSacred Foundry (0, ) 0/0\nLand  — Mountain Plains\n({T}: Add {R} or {W} to your mana pool.)<br />\nAs Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, Sacred Foundry enters the battlefield tapped.\nGatecrash: Rare, Ravnica: City of Guilds: Rare\n\nShinka, the Bloodsoaked Keep (0, ) 0/0\nLegendary Land\n{T}: Add {R} to your mana pool.<br />\n{R}, {T}: Target legendary creature gains first strike until end of turn.\nChampions of Kamigawa: Rare\n\nSlayers' Stronghold (0, ) 0/0\nLand\n{T}: Add {1} to your mana pool.<br />\n{R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn.\nAvacyn Restored: Rare\n\nStrip Mine (0, ) 0/0\nLand\n{T}: Add {1} to your mana pool.<br />\n<br />\n{T}, Sacrifice Strip Mine: Destroy target land.\nMasters Edition IV: Rare, From the Vault: Exiled: Mythic Rare, Fourth Edition: Uncommon, Antiquities: Uncommon, Antiquities: Rare, Antiquities: Rare, Antiquities: Rare\n\nSunhome, Fortress of the Legion (0, ) 0/0\nLand\n{T}: Add {1} to your mana pool.<br />\n{2}{R}{W}, {T}: Target creature gains double strike until end of turn.\nPlanechase: Uncommon, Ravnica: City of Guilds: Uncommon\n\nTemple of the False God (0, ) 0/0\nLand\n{T}: Add {2} to your mana pool. Activate this ability only if you control five or more lands.\nCommander: Uncommon, Scourge: Uncommon\n\nVivid Crag (0, ) 0/0\nLand\nVivid Crag enters the battlefield tapped with two charge counters on it.<br />\n{T}: Add {R} to your mana pool.<br />\n{T}, Remove a charge counter from Vivid Crag: Add one mana of any color to your mana pool.\nCommander: Uncommon, Lorwyn: Uncommon\n\nVivid Meadow (0, ) 0/0\nLand\nVivid Meadow enters the battlefield tapped with two charge counters on it.<br />\n{T}: Add {W} to your mana pool.<br />\n{T}, Remove a charge counter from Vivid Meadow: Add one mana of any color to your mana pool.\nCommander: Uncommon, Lorwyn: Uncommon\n\n

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