Auras are a subtype of Enchantment cards the Magic: The Gathering trading card game. Formerly known as "enchant" cards, Auras have been part of MTG since 1993's Alpha set. Enchant cards were renamed to Aura starting with the release of Ravnica, City of Guilds. Auras may enchant a creature, artifact, and other permanent types found on the battlefield.
My latest TCGplayer Infinite article, 6 Aura Enchantment MTG Cards You Should Be Playing in Commander, covers six Aura cards you should consider for the 99 of a Commander deck. Some Auras released in the past six months, such as Ossification and Audacity, have the potential to shine in Commander and other formats. Dive into the article to see what other Auras are worth experimenting with. Esper is Magic: The Gathering's color shard of white, blue, and black. Esper focuses on utilizing science and technology to defeat opponents. Furthermore, Esper strives to perfect creatures and spells to their fullest potential.
In my latest Commander article, 7 Esper MTG Cards You Should be Playing in Commander, I highlight some of the better Esper card choices for decks. Legendary creatures like Alela, Artful Provocateur and Raffine, Scheming Seer are more than just commander options. Check out the article to see what other other Esper cards are worth your consideration. Jeskai is Magic: The Gathering's color wedge of blue, red and white. All three of Jeskai's colors contain a plethora of noncreature spells that target creatures, enchantments, and other card types. Furthermore, Jeskai is known for creatures with the prowess mechanic that want players to cast noncreature spells.
In my Commander article, 7 Jeskai MTG Cards You Should be Playing in Commander, I cover some of the better Jeskai card choices for decks. Legendary creatures like Elsha of the Infinite and Kykar, Wind's Fury are more than just commander options. Check out the article to see what other other Jeskai cards are worth your consideration. Enchantments have been part of MTG since Alpha in 1993. Also, enchantments are also some of the most-played Commander cards. Mystic Remora and Ghostly Prison are two examples of Commander enchantment staples. Enchantments may provide card advantage, mana production, generate creature tokens, and other useful abilities. My latest article, 7 Enchantment Cards You Should Be Playing, showcases enchantments worth playing in Commander first printed over 20 years ago. MTG's rich history includes a plethora of potent cards, including enchantments. Take a look at the article to learn more about enchantments from MTG's past.
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