I don't like this card much either, so I get to
start the week off being a "Negative Nancy" on
consecutive days. I will at least say that there
is some usefulness to this card. It's a 3/3.
They ability to get any enchantment and put it
into play is cool. Unfortunately, it also has to
go to your graveyard with ZERO counters in order
to do so. And there are a lot of things (even in
limited) that can kill this guy rather easily.
It's very often that this card is just going to
be an overpriced 3/3 creature.
I guess this might work well with Barren Glory,
but still-- a 3/3 for 2WW with no in-play
abilities except Vanishing, and a reward for
getting it to last out its whole clock? And the
reward is a free enchantment. It better be a
good enchantment, since you're waiting until
turn four to cast the Auramancers, and then
three more turns of not attacking or blocking
with them to safeguard against a trick. It could
combo with something, but for 2WW you can
usually do better.
Tuesday - Lost
A "fixed" Academy Rector. This is weaker than
the original in just about every way; the mana
cost is stricter (two colored instead of one),
you have to wait before you can search out the
enchantment, and you can't sacrifice it to
something to get the enchantment (unless you
somehow sacrificed it while it had no time
counters). I understand Academy Rector was way
too good, but they held back too much in
creating this and I don't think it will see
In casual, just play the original, or even
better, play Enduring Ideal instead.
In limited, maybe if you have a bomb enchantment
to search out. At least the body isn't too bad
for the price.
Tuesday - Lost Auramancers The
new academy rector. I think this one is much
weaker than its original counterpart. This guy
will be the target of removal as soon as it hits
the board. However, if it happens to remain on
the board long enough it acts as a tutor into
play effect, which is awesome for finding combo
pieces or just even a costly enchantment.
Lost Auramancers is the fixed Academy Rector.
And when I say "fixed," that also sort of means
"not as good." Academy Rector was so good
because it was relatively easy to get rid of
whenever you wanted. Lost Auramancers only does
the Rector thing if you let it vanish, naturally
or with Dust of Moments. That takes time, and
the increased time sort of blunts its combo
potential. In casual or limited, though, it
works a little better. Using a Fury Charm to
tutor for Bound in Silence seems decent.
Constructed: Okay even if you were to use this
to get one of the only big enchantments worthy
of being run in constructed right now (I can
only think of Form of the Dragon right now) you
still have to wait 3 turns (though aided
somewhat by cards like Fury Charm) during which
your opponent c an kill this before it gets its
effect, thus rendering all your plans moot. Just
too unimpressive to make a big splash.
Casual/Multi: I‘m sure a deck filled with cards
like Lost Auramancers, Academy Rector, a toolbox
of strong enchantments and some accelerators
could do some impressive things in a more casual
setting. In my experience casual gamers are less
likely to cover all the bases for situations,
rendering some decks completely unable to
eliminate enchantments. And if they do kill the
enchantments, well then you’re just a Replenish
away from continuing your fun. Or just stop them
from targeting your things off the start with a
Privileged Position or two.
Limited: There’s a scant few good enchantments
you’d really be willing to trade your 3/3 to
search for, like Wild Pair, Null Profusion or
Teferi’s Moat. But like all of the best
interactions in TPF drafting the cards are hard
to get to get the most out of your big dreams.
It’s much more likely you’re going to get
something like a Temporal Isolation or a Bound
in Silence. Though I have seen someone use this
card to go dig out a Lucient Luminid and beat
down with a 3/3 flier. It depends on some strong
enchantments in your card pool, and if those are
Auras you’re just asking for card disadvantage
most of the time.
for just over 5 years
-Playing MTG for just over 10
I like the fact
that this will get an enchantment into play
right away. However, right away is on the 7th
turn without mana acceleration or time counter
manipulation. Thus, it's usefullness is limited
to only a few decks. If it flew then it might be
worth it, but a 3/3 ground pounder for 4 mana
does not cut the mustard.
MTG Rules Advisor
This could be fairly powerful. What enchantment
would we grab in standard, however? All that I
can think of is phyrexian arena (which is
cheaper than this, but, there's the tutor
effect) or glare of subdual. In limited, it's
only good if your card pool has a bomb
enchantment (or two) in it.
Limited: 2/5 (or 4/5 with a good pool).
Magic Noob in Canada since 2002
Any card that can tutor a wide variety of cards
should not be that bad. A 4
mana for a 3/3 isn't terrible but in order to
see play, it'll need a decent
After 3 turns, this dies and you get an
enchantment. That's obviously pretty
good (hey, it can search out Barren Glory!) but
let's move on to the next part.
What's the chance of actually using the ability?
It's predecessor, which I happen to forget the
name of at this time, gets the
same effect when it comes into play. That's
infinitely better than having to
wait 3 turns. 3 toughness dies to Char and
Sudden Death against bed and black
respectively and that's saying it's not
countered in the first place against
blue. Realistically, the only time you'll be
getting its effect of is when
you're facing mono-green, but that's assuming
you don't need to block that
It's ability isn't bad, but it's just too slow
for constructed. In casual,
it has great potential although there's a
plethora of removal to stop it. In
limited, unless you got some great enchanments
like Gaea's Anthem, this probably
isn't worth it.
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