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Rules guide · Creature

AuramancerHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Duskmourn: House of Horror Commander· September 27, 2024
Carte Magic Auramancer

Auramancer is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

When this creature enters, you may return target enchantment card from your graveyard to your hand.

Complete guide

Auramancer is a classic Human Wizard that offers essential recursion for decks relying on enchantments. By returning a fallen aura or global enchantment to your hand, it ensures your strategy remains resilient throughout the match.

What it Does

Auramancer features a triggered ability that triggers exactly when the creature enters the battlefield. It allows you to target one enchantment card in your graveyard and move it back to your hand, effectively acting as a 'Regrowth' effect specifically tailored for enchantment-based strategies.

How it Resolves Step by Step

First, Auramancer enters the battlefield, which causes its ability to trigger. Second, you place the ability on the stack and must choose a legal target enchantment card from your graveyard at that moment. Finally, as the ability resolves, you may choose to return that card to your hand. Note that the 'may' clause means you can choose not to return it even if you targeted one.

Common Mistakes

Players often forget that the target must be chosen when the ability is put on the stack. You cannot cast Auramancer and then decide which enchantment to get back later; it must already be in the graveyard. Also, remember that Auramancer itself is not an enchantment, so it cannot return itself if it somehow dies in response to its own trigger.

When to Play It

The best time to cast Auramancer is during your second main phase after an opponent has destroyed your key enchantments. It is also highly effective in decks that use sacrifice outlets, allowing you to cycle powerful enchantments multiple times for value.

Interaction examples

Double the Recursion

If you control Roaming Throne with 'Human' or 'Wizard' chosen, Auramancer's ability triggers an additional time when it enters. This allows you to target and return two different enchantment cards from your graveyard to your hand instead of just one.

Value Sequence

While these cards do not have a direct enchantment synergy, playing them in sequence provides a significant resource advantage. You can use Solemn Simulacrum to ramp into the mana required for Auramancer, ensuring you have the resources to immediately recast whichever enchantment you return to your hand.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Auramancer

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

02

Popular combos

Real combos played by the community, sorted by popularity.

Auramancer
+Second Chance
+Conjurer's Closet
+Leyline of Anticipation
#1

Auramancer + Second Chance + Conjurer's Closet + Leyline of Anticipation

Infinite turnsLock
  1. 1At the beginning of your upkeep, Second Chance triggers, causing you to sacrifice it and take an extra turh after this one.
  2. 2At the beginning of your end step, Conjurer's Closet triggers, blinking Auramancer.
  3. 3When Auramancer enters the battlefield, it triggers, returning Second Chance from your graveyard to your hand.
  4. 4Cast Second Chance by paying {2}{U}.
  5. 5Repeat each turn.
Auramancer
+Second Chance
+Thassa, Deep-Dwelling
+Leyline of Anticipation
#2

Auramancer + Second Chance + Thassa, Deep-Dwelling + Leyline of Anticipation

Infinite turnsLock
  1. 1At the beginning of your upkeep, Second Chance triggers, causing you to sacrifice it and take an extra turh after this one.
  2. 2At the beginning of your end step, Thassa triggers, blinking Auramancer.
  3. 3When Auramancer enters the battlefield, it triggers, returning Second Chance from your graveyard to your hand.
  4. 4Cast Second Chance by paying {2}{U}.
  5. 5Repeat each turn.
Auramancer
+Second Chance
+Teleportation Circle
+Leyline of Anticipation
#3

Auramancer + Second Chance + Teleportation Circle + Leyline of Anticipation

Infinite turnsLock
  1. 1At the beginning of your upkeep, Second Chance triggers, causing you to sacrifice it and take an extra turh after this one.
  2. 2At the beginning of your end step, Teleportation Circle triggers, blinking Auramancer.
  3. 3When Auramancer enters the battlefield, it triggers, returning Second Chance from your graveyard to your hand.
  4. 4Cast Second Chance by paying {2}{U}.
  5. 5Repeat each turn.
Auramancer
+Second Chance
+Soulherder
+Leyline of Anticipation
#4

Auramancer + Second Chance + Soulherder + Leyline of Anticipation

Infinite turnsLock
  1. 1At the beginning of your upkeep, Second Chance triggers, causing you to sacrifice it and take an extra turh after this one.
  2. 2At the beginning of your end step, Soulherder's second ability triggers, blinking Auramancer.
  3. 3When Auramancer enters the battlefield, it triggers, returning Second Chance from your graveyard to your hand.
  4. 4Cast Second Chance by paying {2}{U}.
  5. 5Repeat each turn.
Six
+Urza's Saga
+Auramancer
+Phyrexian Altar
#5

Six + Urza's Saga + Auramancer + Phyrexian Altar

Infinite creature LTBInfinite creature ETBInfinite creature sacrifice triggersInfinite death triggers
  1. 1Cast Auramancer from your graveyard for its retrace cost by paying {W} and discarding Urza's Saga.
  2. 2When Auramancer enters the battlefield, it triggers, returning Urza's Saga from your graveyard to your hand.
  3. 3Activate Phyrexian Altar by sacrificing Auramancer, adding {W}.
  4. 4Repeat.
Mana Echoes
+Seal of Removal
+Auramancer
+Mycosynth Lattice
#6

Mana Echoes + Seal of Removal + Auramancer + Mycosynth Lattice

Infinite colored manaInfinite colorless manaInfinite creature ETBInfinite creature LTB
  1. 1Activate Seal of Removal by sacrificing it, returning Auramancer to your hand.
  2. 2Cast Auramancer by paying {3}.
  3. 3When Auramancer enters the battlefield, it and Mana Echoes trigger.
  4. 4Resolve the Auramancer trigger, returning Seal of Removal from your graveyard to your hand.
  5. 5Resolve the Mana Echoes trigger, adding at least {4}.
  6. 6Cast Seal of Removal by paying {1}.
  7. 7Repeat.
  8. 8If you control five or more Humans and/or Wizards, this combo nets infinite mana.
Auramancer
+Second Chance
+Soulherder
+Vedalken Orrery
#7

Auramancer + Second Chance + Soulherder + Vedalken Orrery

Infinite turnsLock
  1. 1At the beginning of your upkeep, Second Chance triggers, causing you to sacrifice it and take an extra turh after this one.
  2. 2At the beginning of your end step, Soulherder's second ability triggers, blinking Auramancer.
  3. 3When Auramancer enters the battlefield, it triggers, returning Second Chance from your graveyard to your hand.
  4. 4Cast Second Chance by paying {2}{U}.
  5. 5Repeat each turn.
Auramancer
+Second Chance
+Teleportation Circle
+Tidal Barracuda
#8

Auramancer + Second Chance + Teleportation Circle + Tidal Barracuda

Infinite turnsLock
  1. 1At the beginning of your upkeep, Second Chance triggers, causing you to sacrifice it and take an extra turh after this one.
  2. 2At the beginning of your end step, Teleportation Circle triggers, blinking Auramancer.
  3. 3When Auramancer enters the battlefield, it triggers, returning Second Chance from your graveyard to your hand.
  4. 4Cast Second Chance by paying {2}{U}.
  5. 5Repeat each turn.
03

Legal formats

pioneermodernlegacypaupervintagepennycommanderoathbreakerpaupercommanderduelpremodernpredhtlr
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