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Magic: The Gathering Card Comments Archive

Lost Auramancers

Multiverse ID: 126146

Lost Auramancers

Comments (15)

LiXinjian
★★★★☆ (4.5/5.0) (8 votes)
Surely this + Vampire Hexmage could amount to something HUGE - if anyone should bother to try...
EternalLurker
★★★★☆ (4.0/5.0) (3 votes)
@LiXinjian: Eh, that combo costs too much for too little gain unless you can also discard your hand and all lands to pull off a Barren Glory win. Besides, anyone going for a combo like that is probably playing in a format where Academy Rector is legal.
Tommy9898
★★★★☆ (4.0/5.0) (2 votes)
He sure does find Lucent Liminid real good in a draft. Opponent wasn't worried at all, what good would an enchantment do me? Showed him.
iantewks
★★☆☆☆ (2.0/5.0) (2 votes)
1: carrion feeder
2: hexmage
3: anything
4: lost auramancers, immediately remove counters and sac it for your enchantment!
Shinigami2099
☆☆☆☆☆ (0.5/5.0) (1 vote)
nevermind I misread the card I gotta stop doing that
okfs87_7
★★★★☆ (4.2/5.0) (3 votes)
Best way ever to cheat out Debtors' Knell
wjester13
☆☆☆☆☆ (0.0/5.0)
is the auramancers ability also gives you the chance to enchant a creature with if your aura enchantments?
Bursama
★★☆☆☆ (2.8/5.0) (2 votes)
My opponent thought this was harmless... Until it lost its final time counter and I searched my deck for Eldrazi Con***ion and put it enchanting Zur...
land_comment
★★★☆☆ (3.0/5.0) (1 vote)
The Hexmage could be helpful, but there aren't many HUGE enchantments you couldn't get turn 7.
agentvirgo
★★☆☆☆ (2.8/5.0) (2 votes)
Get more bang for your buck using this and Followed Footsteps - even cheating out another Followed Footsteps or possibly a Copy Enchantment.
Velociraptors
☆☆☆☆☆ (0.0/5.0)
Hex Parasite works well with this, with the added bonus that you can also remove -1/-1 counters from your creatures, +1/+1 counters from opposing creatures, and instantly kill any enemy planeswalkers as well.
Buderus
☆☆☆☆☆ (0.0/5.0)
The card should be a cleric instead of an wizard, would have alot better use in white.

Likes paradox haze
NARFNra
☆☆☆☆☆ (0.0/5.0)
In all seriousness, Lost Auramancers is a nice idea but not really very good. It's 3/3 and so it's not really bad in body size, but it comes out turns 3-4 and it just doesn't seem very threatening. It also is one you don't want to die, and you want to sit around on until turn 7 if you don't have a combo. And the result? An enchantment hits the battlefield.

As has been said, Academy Rector is far more effective than this.