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Best Voltron Auras

author
Ava Flores
• Monday, 04 January, 2021
• 9 min read

“ Vol tron deck strategies are not uncommon in Magic: The Gathering's Commander format. Costing a single white MANA, Samar will almost always be cast of the very first turn, kicking off your Vol tron strategy from the word go.

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Wuhan also comes alongside a clause stating that he must attack a randomly selected player each turn, but as a more aggressive strategy, this isn't a awful downside. Radio of the Many is one of the commanders of this list that most visibly choreographs what you want to be doing with your Vol tron strategy.

Most importantly however, is the instant speed nature of this ability, which allows for various equipment-centric shenanigans to be pulled on your opponents turns. One would be hard-pressed to find a vol tron commander that fulfills this strength more effectively than SYR Gwyn, Hero of Ash vale.

As if this wasn't enough, SYR Gwyn also accelerates your strategy by drawing you a card each time an equipped creature you control attacks. The most recent commander on this list, the merfolk Lakes, Crater of Wonders is sure to make a big splash in the world of Vol tron decks.

With SRAM, Senior Edifice at the helm of your Vol tron deck, such a fate is never a possibility. SRAM's ability is very simple: whenever you cast an equipment, aura, or vehicle, draw a card.

Possessing both hex proof and a versatile ability that allows for Market's controller to cast noncreature spells from the top of their library for without paying their costs, East is one of the most popular commander choices in the entire format. While she can be utilized in numerous ways, building a Market deck around a Vol tron strategy is a viable option, allowing for massive and impactful auras to be cast for free and placed on your already difficult to remove Market.

bruna alabaster light mtg commander magic damage edhrec gathering card angels commanders flying c18 creatures angel legendary deck generals vigilance
(Source: hobbylark.com)

Firstly, he gets +2/+2 for each aura attached to him, creating additional advantages and incentives to build up URL as a threat. URL, the Mist stalker may be a bit MANA intensive for some, as he possesses a converted MANA cost of five, but his flexible NASA color identity and his ability to grow and protect himself makes him the benchmark of what we want to see from Vol tron commanders.

About The Author Paul Salvo (119 Articles Published) Staff Writer, Paul Salvo is a writer, comic creator, animation lover, and game design enthusiast currently residing in Boston, Massachusetts. This includes all cards which directly aim to win though commander damage.

Most people would think that the money in a Brunei deck should go toward the auras, such as buying El Brazil Conscription and Celestial Mantle. That's completely, 100% wrong; don't waste your money on fancy auras if you're building Brunei on a budget.

The real money you invest in the deck should go into protecting Brunei, getting her out as fast as possible, and playing cards that ensure that you don't get out-aggro'd. This leaves you open to counterspells, board wipes, spot removal, pretty much anything.

(Side note: I play this exact deck except I subbed out Tranquil Cove for a Hall of the Bandit Lord. Because Brunei is likely to get removed a lot, we desperately need Cruciform Pools and Mage-Ring Network for that little extra oomph to cover any excessively high commander taxes.

super lucario tuler deviantart aura twisted gallant tyler headshot yoshi artist
(Source: pkmnadventurer.tumblr.com)

I opted for a self-mill theme, which on average increases the number of quality auras we can pump onto Brunei. Traumatize is a card that sees a lot of play in Brunei lists for good reason.

Working with the self-mill theme, we can get more value with graveyard recursion in Emerita Shepherd and Sun Titan, the flashback on Divine Reckoning, and the delve mechanic in Treasure Cruise, Dig Through Time. I made a good effort to play every single aura within our budget that doubles as both a buff to Brunei and a removal: Flicker form, Abduction, Corrupted Conscience, Faith Unbroken.

We've also got 4 board wipes, 2 counterspells, 2 instant speed spot removals, 2 crippling auras, and a few other things that slow opponents down. I've found that MANA fixing isn't too big of an issue--certainly not enough of one to justify spending more on the land base.

The main disadvantage to the artifact lands is that they leave you even more vulnerable to Bane of Progress, Aura Shards and Austere Command, three cards that already massively fuck up our deck. I originally had Basalt Monolith in the deck but then replaced it with Overflowing Chalice, a card that has a ton of flexibility in when you can cast it.

Overall we're running a pretty good arsenal of ramp that will let us get into the game quickly and keep on casting our commander. I'm perfectly content with the quantity over quality theme, and making our deck better for an extra $10 involves improving the land base, improving protection for Brunei... pretty much everything but another goddamn aura, even if it's a good 'UN.

(Source: hobbylark.com)

Indestructibility : Shielded by Faith is suitor much better, and we don't really need two versions of this effect in the deck. The main issue with Shielded by Faith is the double white MANA needed to cast it.

This is not an effect you'll typically be hard-casting so the CMC difference doesn't matter, but Unquestioned Authority is “unquestionably” a better thing to cast from your hand if you're just trying to use your MANA. I specifically run Arcane Laboratory because I want more answers to combo and faster decks.

Mystic Study is hard to fit in this deck, and it doesn't feel right cutting the Arcane Laboratory for it. I prefer Imprisoned in the Moon because it's our main way of dealing with disgusting planes walkers (we want to swing face, not at planes walkers) and disgusting lands, even if it costs more MANA and there's often a bigger downside.

There are some other upsides to Imprisoned in the Moon, too: For example, it's a lot harder to give a land protection from a color than a creature. One downside is that because the enchanted permanent turns into a land, it doesn't trigger Sage's Reverie although Dark steel Mutation would.

This is important because it means our aura tutors don't necessary have to just get buffs for Brunei; they can also get any removals we need, giving our deck some additional and much-needed flexibility. This is a good section to bring up Aren son's Aura, which is a card that probably has most people confused, and they'll be super convinced to cut it.

aura avatar
(Source: soundcloud.com)

Sac Sage's Reverie and Faith Unbroken to get the ETB triggers when you block or attack with Brunei. Even if it isn't, that 100/100 trampler is going to kill ya, and it's totally worth giving your opponent their Mobile back in that situation.

Prison Term is in the deck because we have aura tutors that get it, but it's not really a card you want on Brunei unless you're desperate to get it out. Once in play testing, I won a game by responding to a creature-stealing effect by stripping all of Brunei's auras with this beautiful card (You can remove two for each W).

I had a Brunei that was hitting each player one by one for 20/20 unlockable double strike lifeline infect, but by the time he swung at it with me, it was just a regular 'of 5/5. These are some rules to keep in mind when playing this deck; most of the rules involve auras entering the battlefield by other means than casting, Prison Term + Shielded by Faith, and auras that steal things.

303.4f : This rule basically says that if an aura Ebbs other than by casting it, you choose what it enchants; you don't target it. This is relevant for Emerita Shepherd, Sun Titan, and Re tether because it means that you can enchant things that have shrouded if that aura enters the battlefield other than by casting it.

You can't cast Imprisoned in the Moon on it, but you can get it from the graveyard with Sun Titan's ETB ability then enchant it that way! Also do note that, while the ruling isn't totally specific on this matter, Brunei can indeed be enchanted by auras through her triggered ability even if she has shrouded because they ETB from a triggered ability, not as an aura spell requiring a target.

aura
(Source: pholder.com)

303.4g : If an aura spell doesn't have a legal target, it doesn't enter the battlefield; it goes directly to the graveyard. 112.3c : Triggered abilities occur when they meet the conditions satisfied in the “whenever” or “when” clause of a card's text.

This is simple enough, but it basically means that in order for Shielded by Faith's ability to resolve, we need to pass priority, so it's not totally a get-out-of-jail-free card for us. It also means that players have a chance to respond to Prison Term's ETB ability, perhaps by giving the creature protection from white with Mother of Runes.

This honestly won't matter 99.9% of the time, but it does mean that if your opponent wanted to cast Elvish Mystic then play Natural Order, if you have a Prison Term or Shielded by Faith out, it means that someone can respond instant speed to swords of plowshares the Elvish Mystic even if you choose not to enchant it-- wow! If they were smart, they'd wait until after you elect to use the trigger, then give the creature protection from white, then the aura falls off and goes to the graveyard as a state-based action).

While upgrading a deck isn't as simple as replacing one card at a time, let's assume it is. At this point, we're just shy of $100 and I'd just stop upgrading the deck unless you really like Brunei, Alabaster of Light.

Here's the thing: We're playing Brunei because she's damn fucking good on a budget with clever deck building. Make changes in the following order: Prairie Stream, Flooded Strand, Windswept Heath, Polluted Delta, and Darker Wastes.

aura kanata superpower wiki wikia
(Source: powerlisting.wikia.com)

Then, with more color fixing, you get more leeway to add much-needed utility lands like Command Beacon, Homeward Path, and Strip Mine (which are improved by the fact that we have a Weathered Wayfarer). You might completely ditch the self-mill theme, opt for some better MANA rocks and sick counterspells, whatever.

This deck was designed to compete in the typical semi-casual, semi-competitive meta, which is mostly creature-focused with the occasional star player and a couple of guys who want to go infinite at some point in the game. I actually feel bad I couldn't run more effects like this such as Rule of Law, but it was just too difficult to fit in.

I've done a lot of play testing of this deck with a variety of opponents at different playgroups, and I'm fully convinced that this is the perfect list near the low end of our budget range for a varied and unpredictable meta. Maybe your group has a peculiarly high number of targeted spot removals, in which case you'll probably want Mother of Runes.

(The finalized deck list notably lacks artifact hate, which is sort of a bummer.) Tons of worthy, budget-friendly tech choices are in the maybe board if you need to tailor this deck to beat certain things.

I have Knowledge Pool in the sideboard as a combo with Arcane Laboratory / Rule of Law. This is a totally silly combo that actually works in Brunei since chances are she'll be the fattest commander on the board if the game gets locked.

If that sort of Jacky bullshit piques your interest, and you have an Enlightened Tutor lying around (to make the combo more consistent), by all means, run it. This stupid combo is not the best use of your card slots, but hey, some people really live for that bank and apparently a self-mill theme isn't Jacky enough.

I would strongly recommend that you shy away from the more Coltrane things in the maybe board, but I know a lot of people really just want to focus on that, so I've included a few options for that, too. Specifically, I recommend the extra turn cards for that like Temporal Trespass and Savor the Moment.

Savor the Moment should take priority over Temporal Trespass since for a consistent 3 manas, it more or less effectively gives you a 2nd combat phase (or haste) plus draw a card. I guarantee you this is one of the best builds you can get for Brunei at the price; the full, all-in devotion to our self-mill theme, as well as the delve and graveyard recursion cards that take advantage of it, will get you slapping tons of enchantments onto Brunei in no time.

Self-mill is a powerful way for budget graveyard-interacting decks to fuel themselves for cheap, and Brunei is no exception. I would even go as far to say this might be one of the bestvoltron decks you can build for the price range thanks to affordability and raw power of the self-mill theme.

As noted before, the version of this deck that I play tested included a Hall of the Bandit Lord, which does increase the budget a fair amount, but it's totally worth it.

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1 warehouse13.fandom.com - https://warehouse13.fandom.com/wiki/Trailer
2 navyaviation.tpub.com - http://navyaviation.tpub.com/12654/css/Warehouse-Trailers-122.htm
3 store.ezloader.com - https://store.ezloader.com/
4 dvd.netflix.com - https://dvd.netflix.com/Movie/Warehouse-13/70143871
5 www.discountramps.com - https://www.discountramps.com/walk-ramp/c/4210/
6 www.findinternettv.com - http://www.findinternettv.com/tv-shows/warehouse-13/
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