I've been playing this deck for a while now and thought I'd go ahead and post it. It's a minor twist on an otherwise popular deck: Rafiq with strong enchantment and exalted sub-themes.
If I had Dual Lands they'd be in here. (Edit: I bought the duals and added them) The deck has really extreme color reqs with both triple white and triple blue spells. Color can be an issue if you don't plan ahead.
The deck wins by usually striking out with a voltron Rafiq, or even just a large creature backed with aura's, exalted, and Rafiq's doublestrike buff. Since we're playing un-hasted colors we can get around this with Leyline of Anticpation or Alchemist's Refuge. This allows you to play your threats just before your turn and then swing with your alpha strike.
The enchantress's allow for plenty of card draw and you can often exploit several extra cards a turn using this method. If you can get both Enchantress effects going it can get ridiculous in a hurry and you can overwhelm the opposition with card advantage. A Sterling Grove / Privileged Position lock also is amusing, just protect yourself against stuff like Akroma's Vengeance with your counterspells. Even if your opponent's pull that off, it's nothing a quick Replenish can't fix, preferably with a creature in play.
This deck has a number of cool exalted enablers as well if you can stack a few of them together the bonuses can really add up with the Double-strike effect.
Card Analysis
Creatures
This card has a few precious slots for creatures and therefore runs pretty lean in the creature department. Most of the creatures either a) Have necessary utility effects b) Serve a ramp function c) Buff exalted or d) Facilitate card draw. One notable theme here is that most of the creatures are inexpensive by EDH standards. This is intentional as the value add of some of the aura's and exalted triggers tends to diminish the larger and more expensive the creature you have. This deck is heavy on cheap utility creatures (at least as a percentage of the total creatures in the deck) and light on top end beaters. No Woodfall Primus or Terastadon are to be found here. What you do have are small creatures that have strong effects for their cost that can enjoy significant augmentation from a variety of buffs. 12/12 trampling elves with double-strike are not an uncommon occurrence.
The Ramp Creatures:
Noble Hierarch - This one is an easy choice in the deck, as it provides both acceleration, exalted, and serves as an aura target in a pinch.
Bloom Tender - Another powerful ramp choice that scales nicely as your board develops.
Coiling Oracle - Doubles as either a ramp effect or a cantrip. Another cheap body to use for aura drops if necessary.
Wood Elves - A staple in most of my decks that contain forests. Another body for Aura's, also ramps you into a dual land.
Mystic Snake - A counterspell and an aura target bundled into one card.
Sun Titan - Recurs a variety of enchantments in the deck. Also a nice finisher with a large body. Good in most decks. Outstanding in this one.
Draw Creatures:
Verduran Enchantress This is a linchpin of the deck, as it serves as both an aura target, and a card draw engine. This deck has so many enchantments that this can net you a large number of free cards in any given turn.
Sublime Archangel - Can get out of hand in a hurry considering the exalted bonuses it grants stack on top of the other exalted creatures in the deck. Think of it as a massive crusade type effect when attacking on a 4/3 flying body.
Battlegrace Angel - Another exalted enabler that also grants a lifelink effect. The evasion is a nice bonus.
Sovereigns of Lost Alara - A large exalted body that tutors up the monstrous aura's into play, or maybe even the cheap one's in a pinch.
Bruna, Light of Alabaster - Short of Rafiq himself this is one of the most powerful finishers in the deck. The more buff aura's available in play/hand/gy the more powerful she becomes.
Rafiq of the Many - Of Course. He shouldn't hit the table until you have proper board position to swing in immediately with another creature or you can flash him into play EOT and then just swing in for general damage with him. Apply buff aura's liberally here. Protect him at all costs. If you can connect with a few buffs on him you will win the game quickly.
Auras
Auras are included both as a functional and thematic choice. Most of them buff your creatures, but some exist as removal spells. They are included here to better enhance Rafiq's unique ability as well as that of the Sovereigns. I've made an effort to select aura's that are also good in a vacuum however. Most of these are cards you're going to be happy to draw as long as you have a valid target for them.
Buffs
Rancor - It's incredibly cheap and efficient and not only buffs power but also provides trample. The fact it returns to hand when your creature dies is a very nice added bonus. This card transforms Rafiq from a 4/4 on the attack to a 6/4 trampler. With the doublestrike enabled that becomes an enormous advantage for only one green mana.
Vow of Wildness - Another buff that provides the incredibly important trample ability to a creature. Also very versatile since it can be used as a defensive spell. Elegant card.
Armadillo Cloak - Another buff that provides valuable trample, additional power/toughness, and lifelink
Bear Umbra - This card can turn modest turns into incredibly explosive turns. The buff effect is nice, and the totem armor effect is also helpful, but the land untap ability is the primary reason this card is in the deck. Played correctly it can be used to demolish all of your opponents, especially when combined with cards like Time Warp or Finest Hour.
Mythic Proportions - A good Sovereigns target. Not as good as Eldrazi Inscription but almost. Think of it as another copy. It still allows you two one-shot people with Rafiq if they don't put enough blockers in the way.
Eldrazi Conscription - The most powerful buff aura in the game. This is your first fetch choice with Sovereigns. Transforms any creature in the deck into a devastating threat.
Control/Removal
Wheel of Sun and Moon - Graveyard hate that's easily fetchable in this deck. I considered Rest in Peace as well but opted for this card since it doesn't hurt our recursion.
Faith's Fetters - I like how versatile this card is in that it can target anything you want. Shuts down creatures, artifacts and even lands or planeswalkers.
Treachery - This has been in and out of the deck several times. It's superior to similar effects like Confiscate or Control Magic because it not only can steal a creature, but also can be exploited as a mana engine when combined with cards like Mirari's Wake, Serra Sanctum or Mana Reflection.
Enchantments (Non-Aura)
Card Draw:
Mystic Remora - A card draw engine that can shine in multiplayer. The tax usually goes unpaid. It's usually cheap enough to keep around for a couple of upkeeps.
Sylvan Library - I think this card is superior to the Divining Top in that it allows you additional draws in an emergency. The fact it's an enchantment makes it an auto-include.
Rhystic Study - Similar to the Remora and an EDH staple even in decks without a strong enchantment theme.
Future Sight - Enables big turns and with enough mana can facilitate massive card draw.
Ramp:
Mirari's Wake - A solid mana ramp enchantment that also buffs your creatures.
Mana Reflection - Even more powerful than Mirari's Wake in that it impacts your creatures as well. Also synergizes nicely with Bounce lands and Serra's Sanctum.
Copy Enchantment - Because two of a great enchantment is better than one.
Leyline of Anticipation - Especially important in this deck because it allows you flash threats into play EOT, allowing for a hasted effect that normally wouldn't have access.
Finest Hour - A viscous finisher card, allowing you defeat multiple opponents in a single turn once you're completely online.
Artifacts
Initially I had zero. I ended up throwing in a Swiftfoot Boots because haste is really important in EDH, and there are few ways for Bant to achieve that
Instants
Utility
Brainstorm - One of the more powerful blue cards in magic. Acts as both a draw engine and library manipulator. This deck has plenty of shuffle effects, so you can usually tailor your hand with you what you need immediately and shuffle away what you don't want. Also works nicely with Sovereigns where you can ditch expensive aura's and then tutor them back into play.
Bant Charm- I think this is the best charm in commander. All three modes are good. It tucks a commander, it can counter a spell, and it can remove an artifact. If you're playing bant colors this is probably the first card that goes in your deck. I can't think of a bant deck that doesn't want this.
Enlightened Tutor - This deck has over 20 enchantments. There is always going to be something you'll want for any given situation.
Eladamri's Call - The only creature tutor in the deck. It's also the best creature tutor in Commander.
Permission
Muddle the Mixture - Can counter back-breaking sorceries that destroy your plans like Austere Command or All is Dust. Also can tutor up spells or creatures that you might need in a pinch.
Voidslime - One of the best counters in the format. Counters anything you want, and also doubles as a stifle if that becomes necessary
Removal
Cyclonic Rift - Lets you setup a critical turn where you can swing in for the kill and your opponents can do nothing about it. Highly versatile.
Sorceries
Utility
Life from the Loam - Synergizes well with cycle lands and fetch lands. Also allows you to recur Strip Mine effects to deal with problem lands
Regrowth - This is a deck with green mana. This card belongs.
Idyllic Tutor - An efficient tutor that allows this deck to tutor up a variety of answers.
Skyshroud Claim - Necessary Ramp. This is one of the best ramp sorceries in the game.
Replenish - This can be a game-winner late. It's one-sided and returns a large portion of your deck from the graveyard. Combined with any single creature and it usually means game over for your opponents.
Time Warp - Blue Staple. Allows you to setup devastating attack phases with Rafiq and your Aura's.
Time Stretch - Blue Staple in decks that can generate enormous amounts of mana. Allows you to setup devastating attack phases with Rafiq and your Aura's.
Three Dreams - Similar to Idyllic tutor. Has less targets, but provides more card advantage.
Wargate - A versatile tutor. You can use it early to just grab land if you need it. Late game it can fetch up game winning permanents.
Winds of Rath - Another sweeper that has excellent synergy in this deck. Often results in clearing a path for one of your creatures to execute a killing blow.
Austere Command - An EDH staple that is incredibly versatile. You probably won't be using the enchantment clause all that much however.
Short List (Cards That Used to Be in the Deck and/or cards that I'm considering including)
It has more "best of color" spells and doesn't really rely on an enchantment theme. Many Rafiq decks I've seen are similar, the Voltron strategy is also used, but it generally uses stuff like Swords to buff up creatures instead of auras.
Note I don't think my deck is better to something that uses a best in slot strategy, I just think it's a little more interesting. You can generate pretty big turns with the enchantments though. A Future Sight with a Mirari's Wake and an enchantress can get out of hand pretty quickly for your opponents.
I'm adding Empyrial Armor to the short list. I think I'm going to include it, I just need to figure out what to cut. Probably either Dueling Grounds or Umbra Mystic
Very Nice Card that I simply don't have room for in this slot. It too often results in a large evasionless creature with no other benefits that bounces off tokens.
This felt like win more. It's insane on a double-striking trampling creatures. But if I get to that stage of the game I'm usually already winning and don't need extra cards.
Too situational where I can't play it when I want to because I don't want to give my opponents the same effect. I found it holding it my hand waiting for the right moment all too often.
Mainly a meta-game call. Too many Sharruum and Arcum Dagsson decks running around. This deck has ZERO artifacts so this card is always one sided in my favor.
Sylvan Primordial is a game changer and definately worth looking at. I loved him so much I put back in Green Sun's Zenith, Natural Order, and Bribery just so I have more ways to get him out. And with Natural Order going in I'm also considering Zegana.
Yeah all the Primordial's are amazing. I'll have to find room for the green one though if nothing else. Agreed.
I'm also considering shoving Mystic Genesis in here somehow, I like Counterspells on bodies because that gives me more aura targets. Although Draining Whelkfelt too expensive so I cut it, so Mystic Genesis might have the same problem.
I'm glad that you have the Finest Hour + Eldrazi Conscription, the 21 general dmg in one swing is sic in this deck. Since you said that you sometimes have issues with getting your triple mana colors, have you considered Bloom Tender? If you have Rafiq out, he taps for one of each of your colors.
I know it's in your short list, but Three Dreamsneeds to be in your deck. It's the best tutor in an aura deck.
I'm glad that you have the Finest Hour + Eldrazi Conscription, the 21 general dmg in one swing is sic in this deck. Since you said that you sometimes have issues with getting your triple mana colors, have you considered Bloom Tender? If you have Rafiq out, he taps for one of each of your colors.
I know it's in your short list, but Three Dreamsneeds to be in your deck. It's the best tutor in an aura deck.
I really like the Bloom Tender Idea. I think I'm going to find a way to get it into the deck. Maybe I'll swap out Nature's Lore. I'm not running Reveillark/Karmic Guide because I just don't have a lot of CITP creatures that you can readily abuse it with. If I go down that road I'd include Saffi Eriksdotter as well, flash effects and sac outlets (which don't synergize with auras), and then it's kinda lost the focus of what the deck is supposed to be doing.
I do feel like I'm a bit shallow on the removal right now. I might determine a way to get strong spot removals into the deck like Swords to Plowshares and Path to Exile. I just need to figure out what the get rid of.
And yeah three dreams makes sense but it's also pricey and I sometimes feel like I don't have enough Aura's to go get. Remember some of them aren't supposed to be played from my hand to begin with. Maybe I'll try it again and see if I run into the problems I originally had with it with the new setup.
A nice card that unfortunately doesn't do enough on it's own to justify running it. Unlike the Enchantress's themselves, it's not even a body to put an aura on.
I like Creeping Corrosion but I'm wondering if one of these two might fit better into the deck since they can be tutored up more reliably and synergize nicely with the enchantress'. I'm leaning towards Stony Silence .
I wanted some additional aura's that had built in evasion and were easy to hard cast. These both fit the bill. They also can be recurred with the Titan. I may put one or both in the deck but need to decide what to cut.
I played a couple of games with these and while they are always nice to have around I felt like I wanted more focus on removal and enchantment synergy. I'm keeping Muddle the Mixture in the deck and I'm hoping that 4 counterspells will be adequate to keeping control of the board when I really need to.
Knight of the Reliquary - I added some nice utility lands but wanted a way to get them into play more consistently. This guy lets me achieve that. Also considering Weathered wayfarer for this role. But I'm gonna try this guy first.
Armadillo Cloak - Needed a cheap aura that provides a P/T buff along with trample. This one slots in nicely. The lifelink is an added bonus.
Winding Canyons - Another Pseudo Haste Effect that doesn't take up a spell slot.
Time Stretch - Time Warp is good, this is even better.
Out:
Qasali Pridemage - A nice card that I added primarily for the removal option and exalted bonus but only use to throw in the graveyard most of the time. I don't have a lot of creature recursion so it's value is lessened. I prefer Aura Shards or versatile permanent removal instead.
Giltspire Avenger - Another cool creature I just don't feel like I have room for considering all the other needs of the deck.
Shielding Plax - Nice Aura that replaces itself, but the fact it doesn't grant any p/t bonuses makes it less impressive. I already have a lot of hexproof/shroud effects on other cards, so this one gets chopped.
Unquestioned Authority - Cool card that replaces itself, but provides no P/T bonuses to my creatures which doesn't allow for Rafiq p/t magnification abuse.
Wasteland - I already have Strip Mine so I removed this for Winding Canyons instead.
Unquestioned Authority - Cool card that replaces itself, but provides no P/T bonuses to my creatures which doesn't allow for Rafiq p/t magnification abuse.
You might want to consider Holy Mantle to replace this. It doesn't cantrip, but it does provide a p/t buff and makes Rafiq unblockable.
You might want to consider Holy Mantle to replace this. It doesn't cantrip, but it does provide a p/t buff and makes Rafiq unblockable.
Thanks for the suggestion. I didn't even know that card existed. I'll add it to the "short list".
I think I have enough Aura's for now and I don't think this is superior than anything I'm already running. Do you see another card in the deck you would replace this with?
Thanks for the suggestion. I didn't even know that card existed. I'll add it to the "short list".
I think I have enough Aura's for now and I don't think this is superior than anything I'm already running. Do you see another card in the deck you would replace this with?
Glad to help...I'm testing my own Rafiq deck, so it's nice to trade ideas since neither of us could possibly test every card that might work. I've already slotted Mantle in and will be testing with it some this weekend.
I feel like this would be better that Vow of Wildness. Sure, the buff is slightly bigger and it gives trample, but pro-creature guarantees all damage gets through whereas trample can still be chumped negating the slight difference in buff.
Glad to help...I'm testing my own Rafiq deck, so it's nice to trade ideas since neither of us could possibly test every card that might work. I've already slotted Mantle in and will be testing with it some this weekend.
I feel like this would be better that Vow of Wildness. Sure, the buff is slightly bigger and it gives trample, but pro-creature guarantees all damage gets through whereas trample can still be chumped negating the slight difference in buff.
I think I'll stick with the Vow since it's also a form of pseudo removal, and although it's only 1 more P/T that's doubled on the attack so it's really a difference of 2 power for 1 less mana. It basically prevents my opponent from chumping with small creatures. If they are going to mitigate damage they need a really good one.
Let me know if you like the Mantle though. I might consider it over Armadillo Cloak as that's my least favorite Aura in the deck right now.
I bought a berserk the other day and I've decided to give that a try. My theory is that is it works very well in a deck where we often have creatures with 7+ power swinging into the red zone, sometimes with double-strike.
It also acts as a pseudo removal since you can play it on an opponent's attacking creature when he's swinging at someone else. This allows you to augment damage against one opponent and destroy a creature of another.
I may end up dumping Corrosion in favor of Austere Command again but I wanted something a little lower on the curve.
I'm going to try Instill Energy over Boots. It's potentially better in this deck since it feeds enchantress triggers and is easier to tutor for. It also has cool synergy with mana elves.
I'm putting Mystical Tutor in again because it's vital for finding board wipes and time walk effects which I can't otherwise get.
I dumped Muddle the Mixture due to lack of targets, and put in Fact or Fiction because I just wanted more card draw. It also has solid synergy with Replenish.
Decklist Sorted by Card Type
1 Rancor
1 Instill Energy
1 Wheel of Sun and Moon
1 Vow of Wildness
1 Faith's Fetters
1 Bear Umbra
1 Dawn's Reflection
1 Treachery
1 Mythic Proportions
1 Eldrazi Conscription
1 Mirri's Guile
1 Exploration
1 Mystic Remora
1 Sylvan Library
1 Sterling Grove
1 Aura Shards
1 Copy Enchantment
1 Rhystic Study
1 Oblivion Ring
1 Detention Sphere
1 Leyline of Anticipation
1 Mirari's Wake
1 Finest Hour
1 Future Sight
1 Mana Reflection
1 Birds of Paradise
1 Noble Hierarch
1 Bloom Tender
1 Coiling Oracle
1 Verduran Enchantress
1 Mesa Enchantress
1 Wood Elves
1 Courser of Kruphix
1 Eternal Witness
1 Loaming Shaman
1 Knight of the Reliquary
1 Eidolon of Blossoms
1 Academy Rector
1 Oracle of Mul Daya
1 Celestial Archon
1 Sun Titan
1 Sovereigns of Lost Alara
1 Mystical Tutor
1 Brainstorm
1 Cyclonic Rift
1 Enlightened Tutor
1 Eladamri's Call
1 Bant Charm
1 Oblation
1 Voidslime
1 Fact or Fiction
1 Life from the Loam
1 Regrowth
1 Idyllic Tutor
1 Replenish
1 Supreme Verdict
1 Time Warp
1 Winds of Rath
1 Three Dreams
1 Austere Command
1 Time Stretch
1 Wargate
1 Alchemist's Refuge
1 Cathedral of War
1 Kor Haven
1 Strip Mine
1 Winding Canyons
1 High Market
1 Serra's Sanctum
1 Hall of the Bandit Lord
1 Command Tower
1 Reflecting Pool
1 Krosan Verge
1 Tundra
1 Savannah
1 Tropical Island
1 Flooded Strand
1 Windswept Heath
1 Misty Rainforest
1 Hinterland Harbor
1 Glacial Fortress
1 Sunpetal Grove
1 Breeding Pool
1 Temple Garden
1 Hallowed Fountain
1 Mystic Gate
1 Flooded Grove
1 Wooded Bastion
1 Selesnya Sanctuary
1 Azorius Chancery
1 Simic Growth Chamber
1 Tranquil Thicket
1 Secluded Steppe
1 Lonely Sandbar
1 Island
1 Plains
2 Forest
If I had Dual Lands they'd be in here. (Edit: I bought the duals and added them) The deck has really extreme color reqs with both triple white and triple blue spells. Color can be an issue if you don't plan ahead.
Fortunately there are is plenty of acceleration and color fix. Noble Hierarch, Wood Elves, Skyshroud Claim, Mirari's Wake, should push your mana up in a hurry.
The deck wins by usually striking out with a voltron Rafiq, or even just a large creature backed with aura's, exalted, and Rafiq's doublestrike buff. Since we're playing un-hasted colors we can get around this with Leyline of Anticpation or Alchemist's Refuge. This allows you to play your threats just before your turn and then swing with your alpha strike.
The enchantress's allow for plenty of card draw and you can often exploit several extra cards a turn using this method. If you can get both Enchantress effects going it can get ridiculous in a hurry and you can overwhelm the opposition with card advantage. A Sterling Grove / Privileged Position lock also is amusing, just protect yourself against stuff like Akroma's Vengeance with your counterspells. Even if your opponent's pull that off, it's nothing a quick Replenish can't fix, preferably with a creature in play.
This deck has a number of cool exalted enablers as well if you can stack a few of them together the bonuses can really add up with the Double-strike effect.
Card Analysis
Creatures
This card has a few precious slots for creatures and therefore runs pretty lean in the creature department. Most of the creatures either a) Have necessary utility effects b) Serve a ramp function c) Buff exalted or d) Facilitate card draw. One notable theme here is that most of the creatures are inexpensive by EDH standards. This is intentional as the value add of some of the aura's and exalted triggers tends to diminish the larger and more expensive the creature you have. This deck is heavy on cheap utility creatures (at least as a percentage of the total creatures in the deck) and light on top end beaters. No Woodfall Primus or Terastadon are to be found here. What you do have are small creatures that have strong effects for their cost that can enjoy significant augmentation from a variety of buffs. 12/12 trampling elves with double-strike are not an uncommon occurrence.
The Ramp Creatures:
Noble Hierarch - This one is an easy choice in the deck, as it provides both acceleration, exalted, and serves as an aura target in a pinch.
Bloom Tender - Another powerful ramp choice that scales nicely as your board develops.
Coiling Oracle - Doubles as either a ramp effect or a cantrip. Another cheap body to use for aura drops if necessary.
Wood Elves - A staple in most of my decks that contain forests. Another body for Aura's, also ramps you into a dual land.
Utility Creatures:
Eternal Witness - Regrowth on a stick
Loaming Shaman - Anti-Graveyard tech. Your mileage may vary depending on how much graveyard abuse you see in your metagame.
Knight of the Reliquary - This deck doesn't have any utility land tutor. I felt this creature made the most sense for that role in this deck.
Academy Rector - Tutors an enchantment into play. This deck has a lot of those and some are quite expensive. Invaluable here.
Oracle of Mul Daya - More ramp in creature form.
Mystic Snake - A counterspell and an aura target bundled into one card.
Sun Titan - Recurs a variety of enchantments in the deck. Also a nice finisher with a large body. Good in most decks. Outstanding in this one.
Draw Creatures:
Verduran Enchantress This is a linchpin of the deck, as it serves as both an aura target, and a card draw engine. This deck has so many enchantments that this can net you a large number of free cards in any given turn.
Mesa Enchantress See Verduran Enchantress
Finishers:
Sublime Archangel - Can get out of hand in a hurry considering the exalted bonuses it grants stack on top of the other exalted creatures in the deck. Think of it as a massive crusade type effect when attacking on a 4/3 flying body.
Battlegrace Angel - Another exalted enabler that also grants a lifelink effect. The evasion is a nice bonus.
Sovereigns of Lost Alara - A large exalted body that tutors up the monstrous aura's into play, or maybe even the cheap one's in a pinch.
Bruna, Light of Alabaster - Short of Rafiq himself this is one of the most powerful finishers in the deck. The more buff aura's available in play/hand/gy the more powerful she becomes.
Rafiq of the Many - Of Course. He shouldn't hit the table until you have proper board position to swing in immediately with another creature or you can flash him into play EOT and then just swing in for general damage with him. Apply buff aura's liberally here. Protect him at all costs. If you can connect with a few buffs on him you will win the game quickly.
Auras
Auras are included both as a functional and thematic choice. Most of them buff your creatures, but some exist as removal spells. They are included here to better enhance Rafiq's unique ability as well as that of the Sovereigns. I've made an effort to select aura's that are also good in a vacuum however. Most of these are cards you're going to be happy to draw as long as you have a valid target for them.
Buffs
Rancor - It's incredibly cheap and efficient and not only buffs power but also provides trample. The fact it returns to hand when your creature dies is a very nice added bonus. This card transforms Rafiq from a 4/4 on the attack to a 6/4 trampler. With the doublestrike enabled that becomes an enormous advantage for only one green mana.
Vow of Wildness - Another buff that provides the incredibly important trample ability to a creature. Also very versatile since it can be used as a defensive spell. Elegant card.
Armadillo Cloak - Another buff that provides valuable trample, additional power/toughness, and lifelink
Bear Umbra - This card can turn modest turns into incredibly explosive turns. The buff effect is nice, and the totem armor effect is also helpful, but the land untap ability is the primary reason this card is in the deck. Played correctly it can be used to demolish all of your opponents, especially when combined with cards like Time Warp or Finest Hour.
Mythic Proportions - A good Sovereigns target. Not as good as Eldrazi Inscription but almost. Think of it as another copy. It still allows you two one-shot people with Rafiq if they don't put enough blockers in the way.
Eldrazi Conscription - The most powerful buff aura in the game. This is your first fetch choice with Sovereigns. Transforms any creature in the deck into a devastating threat.
Control/Removal
Wheel of Sun and Moon - Graveyard hate that's easily fetchable in this deck. I considered Rest in Peace as well but opted for this card since it doesn't hurt our recursion.
Faith's Fetters - I like how versatile this card is in that it can target anything you want. Shuts down creatures, artifacts and even lands or planeswalkers.
Treachery - This has been in and out of the deck several times. It's superior to similar effects like Confiscate or Control Magic because it not only can steal a creature, but also can be exploited as a mana engine when combined with cards like Mirari's Wake, Serra Sanctum or Mana Reflection.
Enchantments (Non-Aura)
Card Draw:
Mystic Remora - A card draw engine that can shine in multiplayer. The tax usually goes unpaid. It's usually cheap enough to keep around for a couple of upkeeps.
Sylvan Library - I think this card is superior to the Divining Top in that it allows you additional draws in an emergency. The fact it's an enchantment makes it an auto-include.
Rhystic Study - Similar to the Remora and an EDH staple even in decks without a strong enchantment theme.
Future Sight - Enables big turns and with enough mana can facilitate massive card draw.
Ramp:
Mirari's Wake - A solid mana ramp enchantment that also buffs your creatures.
Mana Reflection - Even more powerful than Mirari's Wake in that it impacts your creatures as well. Also synergizes nicely with Bounce lands and Serra's Sanctum.
Removal:
Soul Snare - A nice rattlesnake card
Oblivion Ring - Versatile permanent removal.
Detention Sphere - Oblivion Ring #2
Aura Shards - Artifact and Enchantment Removal in the form of an enchantment. Excellent for this deck.
Utility:
Sterling Grove - Protects your enchantments from spot removal. Also doubles as a tutor.
Greater Auramancy - Additional spot removal protection.
Copy Enchantment - Because two of a great enchantment is better than one.
Leyline of Anticipation - Especially important in this deck because it allows you flash threats into play EOT, allowing for a hasted effect that normally wouldn't have access.
Privileged Position - Additional spot removal protection.
Finest Hour - A viscous finisher card, allowing you defeat multiple opponents in a single turn once you're completely online.
Artifacts
Instants
Utility
Brainstorm - One of the more powerful blue cards in magic. Acts as both a draw engine and library manipulator. This deck has plenty of shuffle effects, so you can usually tailor your hand with you what you need immediately and shuffle away what you don't want. Also works nicely with Sovereigns where you can ditch expensive aura's and then tutor them back into play.
Bant Charm- I think this is the best charm in commander. All three modes are good. It tucks a commander, it can counter a spell, and it can remove an artifact. If you're playing bant colors this is probably the first card that goes in your deck. I can't think of a bant deck that doesn't want this.
Enlightened Tutor - This deck has over 20 enchantments. There is always going to be something you'll want for any given situation.
Eladamri's Call - The only creature tutor in the deck. It's also the best creature tutor in Commander.
Permission
Muddle the Mixture - Can counter back-breaking sorceries that destroy your plans like Austere Command or All is Dust. Also can tutor up spells or creatures that you might need in a pinch.
Voidslime - One of the best counters in the format. Counters anything you want, and also doubles as a stifle if that becomes necessary
Removal
Cyclonic Rift - Lets you setup a critical turn where you can swing in for the kill and your opponents can do nothing about it. Highly versatile.
Sorceries
Utility
Life from the Loam - Synergizes well with cycle lands and fetch lands. Also allows you to recur Strip Mine effects to deal with problem lands
Regrowth - This is a deck with green mana. This card belongs.
Idyllic Tutor - An efficient tutor that allows this deck to tutor up a variety of answers.
Skyshroud Claim - Necessary Ramp. This is one of the best ramp sorceries in the game.
Replenish - This can be a game-winner late. It's one-sided and returns a large portion of your deck from the graveyard. Combined with any single creature and it usually means game over for your opponents.
Time Warp - Blue Staple. Allows you to setup devastating attack phases with Rafiq and your Aura's.
Time Stretch - Blue Staple in decks that can generate enormous amounts of mana. Allows you to setup devastating attack phases with Rafiq and your Aura's.
Three Dreams - Similar to Idyllic tutor. Has less targets, but provides more card advantage.
Wargate - A versatile tutor. You can use it early to just grab land if you need it. Late game it can fetch up game winning permanents.
Removal
Supreme Verdict - Wrath 2.0.
Winds of Rath - Another sweeper that has excellent synergy in this deck. Often results in clearing a path for one of your creatures to execute a killing blow.
Austere Command - An EDH staple that is incredibly versatile. You probably won't be using the enchantment clause all that much however.
Short List (Cards That Used to Be in the Deck and/or cards that I'm considering including)
1 Swiftfoot Boots
1 Concordant Crossroads
1 Abundance
1 Khalni Heart Expedition
1 Dueling Grounds
1 Hunting Grounds
1 Enchantress's Presence
1 Energy Flux
1 Stony Silence
1 Control Magic
1 Curiosity
1 Instill Energy
1 Holy Mantle
1 Indrik Umbra
1 Shield of the Oversoul
1 One with Nature
1 Unquestioned Authority
1 Pattern of Rebirth
1 Empyrial Armor
1 Righteous Authority
1 Celestial Mantle
1 Shielding Plax
1 Giltspire Avenger
1 Primeval Titan
1 Qasali Pridemage
1 Umbra Mystic
1 Totem-Guide Hartebeest
1 Krond the Dawn-Clad
1 Consecrated Sphinx
1 Draining Whelk
1 Teferi, Mage of Zhalfir
1 Phyrexian Metamorph
1 Clone
1 Concentrate
1 Wrath of God
1 Nature's Lore
1 Farseek
1 Creeping Corrosion
1 Austere Command
1 Muddle the Mixture
1 Hinder
1 Spell Crumple
1 Oblation
1 Beast Within
1 Mystic Genesis
1 Wasteland
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
Signature by Rivenor
Look in his short list at the bottom
Signature by Rivenor
Wow, fail. I didn't even see the short list. I usually use CTRL+F to look for cards, which don't show up in spoilers.
Moving on...
Since you don't reference a budget, I assume you plan on adding Tropical Island, Tundra, and Savannah?
...read under the decklist...:rolleyes:
Signature by Rivenor
Yes I think this would definitely benefit from this and I would swap out 3 basic lands for these if you have the budget.
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
Here is a Rafiq list I found on these forums:
http://forums.mtgsalvation.com/showthread.php?t=360042
It has more "best of color" spells and doesn't really rely on an enchantment theme. Many Rafiq decks I've seen are similar, the Voltron strategy is also used, but it generally uses stuff like Swords to buff up creatures instead of auras.
Note I don't think my deck is better to something that uses a best in slot strategy, I just think it's a little more interesting. You can generate pretty big turns with the enchantments though. A Future Sight with a Mirari's Wake and an enchantress can get out of hand pretty quickly for your opponents.
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
Out:
Empyrial Armor
Very Nice Card that I simply don't have room for in this slot. It too often results in a large evasionless creature with no other benefits that bounces off tokens.
Curiosity
This felt like win more. It's insane on a double-striking trampling creatures. But if I get to that stage of the game I'm usually already winning and don't need extra cards.
Shield of the Oversoul
Better in a GW deck. Too many non white/green creatures in this deck.
Umbra Mystic
Totem Armor is over-rated in an environment with so much tuck and exile effects.
Angelic Destiny
Makes creatures larger but offers few other benefits. Clunky.
Concordant Crossroads
Too situational where I can't play it when I want to because I don't want to give my opponents the same effect. I found it holding it my hand waiting for the right moment all too often.
Dueling Grounds
Cute card. Luxury not necessity.
Khalni Heart Expedition
Too often sits there and doesn't get counters fast enough. You need land to get land so it's a weird catch 22. Swapped it out for "normal" ramp.
Acidic Slime
Might end up back in the list at some point but right now I'm glutted with 5 drops.
Wrath of God
May end up back in the deck, but it loses it's slot to Supreme Verdict
Primeval Titan
Banned
In:
Nature's Lore
Farseek
Needed more ramp, these allow me to fetch non-basics early game.
Brainstorm
The more shuffle effects the better it becomes. Also lets me dump overpriced enchantments to feed to Sovereigns.
Need more ways of controlling the tempo of the game and protecting vital enchantments. These let me do that. Muddle doubles as a tutor.
Time Warp
Because attacking with Rafiq multiple times before an opponent gets a chance untaps often wins me the game.
Creeping Corrosion
Mainly a meta-game call. Too many Sharruum and Arcum Dagsson decks running around. This deck has ZERO artifacts so this card is always one sided in my favor.
Mythic Proportions
I wanted another crush you in the face card. This got the call because of the trample.
Righteous Authority
Replaces Empyrial Armor and also doubles as a card draw engine.
Supreme Verdict
Replaces Wrath of God
I also swapped out 3 basic lands for 3 revised duals.
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
I'm also considering shoving Mystic Genesis in here somehow, I like Counterspells on bodies because that gives me more aura targets. Although Draining Whelkfelt too expensive so I cut it, so Mystic Genesis might have the same problem.
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
I know it's in your short list, but Three Dreams needs to be in your deck. It's the best tutor in an aura deck.
Also, no Reveillark? That's sad, even if you're not running Karmic Guide.
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
I really like the Bloom Tender Idea. I think I'm going to find a way to get it into the deck. Maybe I'll swap out Nature's Lore. I'm not running Reveillark/Karmic Guide because I just don't have a lot of CITP creatures that you can readily abuse it with. If I go down that road I'd include Saffi Eriksdotter as well, flash effects and sac outlets (which don't synergize with auras), and then it's kinda lost the focus of what the deck is supposed to be doing.
I do feel like I'm a bit shallow on the removal right now. I might determine a way to get strong spot removals into the deck like Swords to Plowshares and Path to Exile. I just need to figure out what the get rid of.
And yeah three dreams makes sense but it's also pricey and I sometimes feel like I don't have enough Aura's to go get. Remember some of them aren't supposed to be played from my hand to begin with. Maybe I'll try it again and see if I run into the problems I originally had with it with the new setup.
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
Out:
Enchantress's Presence
A nice card that unfortunately doesn't do enough on it's own to justify running it. Unlike the Enchantress's themselves, it's not even a body to put an aura on.
Righteous Authority
Cost's too much for what it does, creatures with this usually don't last until my next upkeep.
Celestial Mantle
I'd like this card a lot more if it gave you trample. It tends to bounce off opposing creatures too often.
Teferi, Mage of Zhalfir
Good ability but doesn't synergize enough with the rest of the deck to justify running this creature in this cc slot.
Nature's Lore
Swapped this out for Bloom Tender
In:
Detention Sphere
Oblivon Ring #2
Winds of Rath
Needed another sweeper and this one has some additional benefits.
Bloom Tender
More effective ramp.
Mystic Remora
Another Rhystic Study
Oblation
Another tuck effect that deals with any permanent.
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
Greater Auramancy
Energy Flux or Stony Silence
I like Creeping Corrosion but I'm wondering if one of these two might fit better into the deck since they can be tutored up more reliably and synergize nicely with the enchantress'. I'm leaning towards Stony Silence .
Unquestioned Authority
Armadillo Cloak
I wanted some additional aura's that had built in evasion and were easy to hard cast. These both fit the bill. They also can be recurred with the Titan. I may put one or both in the deck but need to decide what to cut.
Cyclonic Rift
Because the deck is blue.
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
Out:
Hinder and Spell Crumple
I played a couple of games with these and while they are always nice to have around I felt like I wanted more focus on removal and enchantment synergy. I'm keeping Muddle the Mixture in the deck and I'm hoping that 4 counterspells will be adequate to keeping control of the board when I really need to.
Creeping Corrosion
Really like the idea behind this card but I'm going with Energy Flux instead since I can tutor it up
Stoic Angel
Wanted to keep it in the deck but simply needed more utility and I felt like I already had enough creatures. This one is the least valuable.
Farseek
Bumped this in favor of Mana Reflection. On the low ramp side of things I felt like I already had enough elves and I'd prefer those over farseek.
Oblation
I like this card but I'm going to try running cyclonic rift instead since it has a sweep option and I wanted more of those.
In:
Mana Reflection
This should have been added to the deck a long time ago.
Energy Flux
Fills a necessary gap in the removal and can be tutored up easily. I'm going to try this first over Stony Silence since it's more thorough.
Unquestioned Authority
I wanted another cheap creature aura and this one fits the best. Provides unblockability and also cantrips.
Greater Auramancy
Another Privileged Position Effect.
Cyclonic Rift
Quality permanent removal that's one sided.
Three Dreams
Back by popular demand.
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
In:
Knight of the Reliquary - I added some nice utility lands but wanted a way to get them into play more consistently. This guy lets me achieve that. Also considering Weathered wayfarer for this role. But I'm gonna try this guy first.
Armadillo Cloak - Needed a cheap aura that provides a P/T buff along with trample. This one slots in nicely. The lifelink is an added bonus.
Hall of the Bandit Lord - Needed more haste effects. This achieves that in Bant Colors.
Winding Canyons - Another Pseudo Haste Effect that doesn't take up a spell slot.
Time Stretch - Time Warp is good, this is even better.
Out:
Qasali Pridemage - A nice card that I added primarily for the removal option and exalted bonus but only use to throw in the graveyard most of the time. I don't have a lot of creature recursion so it's value is lessened. I prefer Aura Shards or versatile permanent removal instead.
Giltspire Avenger - Another cool creature I just don't feel like I have room for considering all the other needs of the deck.
Shielding Plax - Nice Aura that replaces itself, but the fact it doesn't grant any p/t bonuses makes it less impressive. I already have a lot of hexproof/shroud effects on other cards, so this one gets chopped.
Unquestioned Authority - Cool card that replaces itself, but provides no P/T bonuses to my creatures which doesn't allow for Rafiq p/t magnification abuse.
Wasteland - I already have Strip Mine so I removed this for Winding Canyons instead.
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
You might want to consider Holy Mantle to replace this. It doesn't cantrip, but it does provide a p/t buff and makes Rafiq unblockable.
Drana, Kalastria Bloodchief
Sliver Overlord
The Mimeoplasm
Norin, the Wary as inspired by Gaka!
Thanks for the suggestion. I didn't even know that card existed. I'll add it to the "short list".
I think I have enough Aura's for now and I don't think this is superior than anything I'm already running. Do you see another card in the deck you would replace this with?
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
Glad to help...I'm testing my own Rafiq deck, so it's nice to trade ideas since neither of us could possibly test every card that might work. I've already slotted Mantle in and will be testing with it some this weekend.
I feel like this would be better that Vow of Wildness. Sure, the buff is slightly bigger and it gives trample, but pro-creature guarantees all damage gets through whereas trample can still be chumped negating the slight difference in buff.
Drana, Kalastria Bloodchief
Sliver Overlord
The Mimeoplasm
Norin, the Wary as inspired by Gaka!
I think I'll stick with the Vow since it's also a form of pseudo removal, and although it's only 1 more P/T that's doubled on the attack so it's really a difference of 2 power for 1 less mana. It basically prevents my opponent from chumping with small creatures. If they are going to mitigate damage they need a really good one.
Let me know if you like the Mantle though. I might consider it over Armadillo Cloak as that's my least favorite Aura in the deck right now.
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
It also acts as a pseudo removal since you can play it on an opponent's attacking creature when he's swinging at someone else. This allows you to augment damage against one opponent and destroy a creature of another.
+ 1 Berserk
- 1 Greater Auramancy
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
-1 Forest
+1 Swiftfoot Boots
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW
+1 Instill Energy
-1 Berserk
+1 Creeping Corrosion
-1 Austere Command
+1 Mystical Tutor
-1 Muddle the Mixture
+1 Fact or Fiction
I may end up dumping Corrosion in favor of Austere Command again but I wanted something a little lower on the curve.
I'm going to try Instill Energy over Boots. It's potentially better in this deck since it feeds enchantress triggers and is easier to tutor for. It also has cool synergy with mana elves.
I'm putting Mystical Tutor in again because it's vital for finding board wipes and time walk effects which I can't otherwise get.
I dumped Muddle the Mixture due to lack of targets, and put in Fact or Fiction because I just wanted more card draw. It also has solid synergy with Replenish.
Rafiq of the Many UWG
Sedris, the Traitor King URB
Kaalia of the Vast RWB
Savra, Queen of Golgari GB
Trostani, Selesnya's Voice GW
Eight-and-a-Half-Tails EquipmentW