Pojo's Magic The Gathering news, tips, strategies and more!

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Columnists
Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
IQ
Aburame Shino
Rare Hunter
Tim Stoltzfus
WiCkEd
Judge Bill's Corner


Trading Card
Game

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports


Other
Color Chart
Book Reviews
Online Play
MTG Links
Staff



This Space
For Rent

Pojo's Magic The Gathering Card of the Day


Image from Wizards.com

Lost Auramancers
Future Sight


Reviewed May 22, 2007

Constructed: 1.83
Casual: 2.39
Limited: 2.17

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all our 
Card of the Day Reviews 


DeQuan
Watson

* Game Store Owner

Lost Auramancers - Tuesday

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.

Constructed: 1.5
Casual: 1.5
Limited: 2

BMoor

Lost Auramancers

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.

Constructed- 1.5
Casual- 3
Limited- 2.3

Aethereal

Tuesday - Lost Auramancers

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 play.

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.

Constructed - 1.5
Casual - 1.5
Limited - 2.5


David N

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.

Constructed: 4
Casual: 2
Limited: 2

David Fanany

Player since 1995

Lost Auramancers

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: 1/5
Casual: 3/5
Limited: 2/5

Arcane
Lost Auramancers

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.

Constructed: 1.5
Casual: 3.5
Limited: 2.5
The Missing Linc

-Balding 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.

Constructed: 1
Casual: 2
Limited: 2
Necro
nomikron

MTG Rules Advisor
Lost Auramancers:

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.

Constructed: 3/5
Casual: 4/5
Limited: 2/5 (or 4/5 with a good pool).
PsychoAnime

#1 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
ability.

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
turn.

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.

Constructed: 1.5/5
Casual: 3/5
Limited: 2/5

Copyright© 1998-2007 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.