GW Aura Standard

by Tombstone2010 on 02 December 2013

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (1)


Sorceries (3)


Enchantments (3)

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Deck Description

I decided to make an enchantments deck when Theros came out to go with that theme, especially since I had been wanting to do a good Aura deck for a while. I've played with it enough to know many of its weaknesses, like the lack of instant speed, the weakness to Ratchet Bomb, and the issues it has against control decks. I've considered updating it to branch into a third color, either red or blue. Red gives me Chained to the Rock, Assemble the Legion, and Lightning Talons, while blue gives me Detention Sphere and Ascended Lawmage.
I've been considering tweaks, but I think I'll wait until Born of the Gods has its cards announced to major changes. Criticism is welcome though!

How to Play

Start with a playable hand. Usually the only time this deck gets shut out is if it starts with a hand that is doesn't have at least 3 mana, and it needs one creature, preferably a Witchstalker or Gladecover Scout, though Fiendslayer Paladin can fit this role too. After that, its pretty simple, just Aura it up. You might need to use removal spells early on in the form of Arrest and Pacifism, but once you get some enchantments on a creature you can deal some good damage.
For long term buffs, try to get out Oath of the Ancient Wood as early as possible. This card combos extremely well with Heliod, since he generates little enchantment guys that trigger Oath and buff Ethereal Armor/Sphere of Safety, and at the very least chump blockers at instant speed. Once you've ramped the damage up, just keep swinging for the win.

Deck Tags

  • Selesnya
  • Enchantment
  • Aura
  • Standard

Deck at a Glance

Social Stats

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This deck has been viewed 685 times.

Mana Curve

Mana Symbol Occurrence

2800025

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for GW Aura Standard

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