Came across a really interesting Kamigawa legend on the flip side of [[Kitsune Mystic]] that I think could make for a neat mono-white enchantment deck.
Feel free to discuss with me about potential Auras and other cards to put into the deck.
I've summarised my initial thoughts in #house-rules
Current decklist: https://www.moxfield.com/decks/XCTnaXg08E2dEADKz03SOQ
#Autumn-Tail, Kitsune Sage
142 messages · Page 1 of 1 (latest)
Auto includes are Pacifism effects, which we can move around to stop multiple creatures from attacking each turn.
Also the typical activated ability support to move multiple Auras at once.
We're looking to win with Auras that buff our creatures, as well as potentially our opponents' creatures, if they attack elsewhere, since we can move them around.
easily recur enchantments like [[sentinel's eyes]]
Yeah, [[Angelic Destiny]] also comes to mind
A really cool tech I've found is [[Captured by the Consulate]]
With Autumn-Tail, it becomes a repeatable Misdirection against our opponents' creatures
We can move it before the triggered ability resolves, to change single target effects to any opponents' creature we want.
And we can move it after the ability resolves, so that spot removal doesn't get rid of it
We can also just use it to stop attackers as well
[[Martial Impetus]] perfectly fits in here as well.
Having Goad to use each turn is really helpful
Nykthos is also a no-brainer, since we control all our Auras, so we're getting tons of devotion
Sram, Kor Spiritdancer, Mesa Enchantress and Sage's Reverie draws us cards
Light-Paws cheats in Auras for each Aura we cast as well
Sigarda's Aid for casting Auras at instant speed
Ardenn does give us free movement of Auras as well, esspecially for putting all our buffing Auras onto one creature.
[[Umbra Mystic]] lets us move Auras to protect our board with totem armor
Retether, Replenish, Mantle of the Ancients, etc to return all our Auras to play
We can also move around Auras that give protection from things, for instant speed protection
Found a list on TappedOut thats a big help
This persons even kept it up to date for years, which is awesome
https://tappedout.net/mtg-decks/autumn-tail-edh/#
Here's another list that's not as updated
https://tappedout.net/mtg-decks/autumn-tail-politicalvoltron-edh/#
I'm so lucky, omg.
I found a foil Autumn-Tail on eBay, in Australia (where I live)
Being a buck or two is a given since it's an old foil legendary creature (this is $16 AUD, including shipping, so ≈ $11 USD)
But I just like the design of the card a lot, so at worst, I want to collect it.
It feels good to finally find a commander I'm interested in...
Granted, this is using rule 0, but turning into a legendary creature justifies it to me.
I know there's the other Kamigawa flip creatures that are legendary, and some of them are pretty good, but I find this to be more interesting
Omg
I just realised this
You can move your opponent's Auras as well
I literally have a Uril player at my LGS 😭
I can't put my Pacifism effects on him, but I can take his Auras for myself 
This is disgusting
Besides ruining opposing Aura-based decks though.
This also means I can take off my opponents Auras affecting my creatures too (as long as it's not removing Autumn-Tail's ability)
[[Victory Chimes]] is a great tech here (free activations on opponents' turns)
I've made an order for building this deck. Some cards weren't available from where I bought, but it's what it is.
[[Glaring Spotlight]] might be a good tech to have, especially if I'm running Urza's Saga
Board wipe protection is important to save our Auras
So [[Flawless Maneuver]] might be a good include as well
I couldn't buy a copy of Ethereal Armor with my order, which bummed me out...
Until I found out I had a copy!
So I'm happy now
My Autumn-Tail deck needs cuts!
Help me figure out what to take out
https://www.moxfield.com/decks/XCTnaXg08E2dEADKz03SOQ
I'm really liking the way this deck looks without the cuts tho 🙃
White has a lot of great stuff for Auras
And it's esspecially better when Autumn-Tail lets you do even more with them
But yeah, figuring out cuts is hard
I made the cuts, pretty happy with it 👍
From playtesting, it does face the typical mono-white troubles of not drawing a lot of cards, but it does assemble Kitsune Mystic to flip into Autumn-Tail pretty well
And it does have some card advantage, so when it finds that, it does better
But still, I won't know for sure until I test it out tomorrow at my LGS
This looks sweet! I'm the Light-Paws person around here, and I love to see another similar Fox... 👀
Thanks 🙏✨
Its probably not as strong as Light-Paws, since she's cheaper and actually gives you card advantage, really good at that
But I just found Autumn-Tail interesting.
Autumn-Tail used to be in Light-Paws's 99, for a while.
I assume you're running Light-Paws in your 99?
For sure
The decklist is here
https://www.moxfield.com/decks/XCTnaXg08E2dEADKz03SOQ
Only card I don't really have is Serra's Sanctum, but you know 👀
But yeah, moving Auras around is cool
No card found for “r 119.4a”
115.10a Just because an object or player is being affected by a spell or ability doesn’t make that object or player a target of that spell or ability. Unless that object or player is identified by the word “target” in the text of that spell or ability, or the rule for that keyword ability, it’s not a target.
Ok, found it lol
In short, because Autumn-Tail only targets the Aura, to attach to another creature, Autumn-Tail isn't targeting the creature itself.
And because an Aura in play isn't a spell, and attaching Auras is not an ability itself,
Autumn-Tail can move Auras onto creatures with hexproof/shroud
Autumn-Tail played just how I wanted them to tonight, which is sort of Voltron-y, but with the ability to mess with other boards with my Auras as well.
As I get better with the deck, knowing what Auras I want at any given time will do a lot to make sure I can interact while being threatening in my own right
I need to remind myself more that I can move my buffing Auras around, because if I can buff my opponent's creatures as they swing elsewhere, that's even more value with them, if not enough for lethal damage.
Yes, that is correct.
Did another order today for getting some cards I don't have on the decklist, as well as get some new cards
[[Burden of Guilt]] is pretty spicy
I got a copy of Helm of the Gods too, I want to put it in, I just need to figure out what to cut
Removed Wayfarer's Bauble for Helm of the Gods
I like that it gives Urza's Saga something to find for damage, whereas Map and Sol Ring are for mana, and Top is for card selection
Probably cutting Halvar honestly
A 4 mana creature in the deck just to give Autumn-Tail double strike is too clunky
And the Equipment side isn't really relevant here either
I tried keeping him in for the free movement of Auras, but moving them isn't an issue I find
And Heliod's Pilgrim is a flex slot, I don't have too hard a time finding Auras with the tutors I have already
Been fidgeting with things quite a bit
I'm liking Auratouched Mage, just being able to get the Aura I need out of my deck is really nice
As a top end creature, it gets the job done
I'm down to 14 creatures now, because I'm just not finding lands enough, so I've got 36 now
Rogue's Passage is in, so thats good
I'm even considering taking out Sigarda's Aid for another Aura tbh, flash isn't super important to me since Autumn-Tail does their thing at instant speed already
So I'm putting in [[Shield of Duty and Reason]]
Having Mask of Law and Grace without this as well just feels wrong lol
Current decklist:
https://www.moxfield.com/decks/XCTnaXg08E2dEADKz03SOQ
Can't believe it took me this long to find out
But [[Sun Clasp]] actually doesn't work like I've been playing it, and it was right in my face 
The enchanted creature it bounces is whatever it's enchanting before it resolves.
So I can't move it before it resolves to bounce the creature it previously attached, it'll always bounce the creature it's currently attached to.
So you can't bounce multiple creatures with it.
Tbh, part of me is also happy this doesn't work, it was too good to be true and almost always the best option for stopping creatures
Ill replace it with Reprobation
At least I've got Burden of Guilt now, so I can tap down multiple creatures at least
I had to double check how Captured by the Consulate worked and I still think it works how I think
Moving it before the trigger resolves, lets me change the target to where it moves to
Moving it after the trigger resolves, still keeps the target where it changed it, so I can save it from the creature being removed.
608.2b If the spell or ability specifies targets, it checks whether the targets are still legal. A target that’s no longer in the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. If all its targets, for every instance of the word “target,” are now illegal, the spell or ability doesn’t resolve. It’s removed from the stack and, if it’s a spell, put into its owner’s graveyard. Otherwise, the spell or ability will resolve normally. Illegal targets, if any, won’t be affected by parts of a resolving spell’s effect for which they’re illegal. Other parts of the effect for which those targets are not illegal may still affect them. If the spell or ability creates any continuous effects that affect game rules (see rule 613.11), those effects don’t apply to illegal targets. If part of the effect requires information about an illegal target, it fails to determine any such information. Any part of the effect that requires that information won’t happen.
Use /cr examples: True to see examples.
608.3b If the object that’s resolving has a target, it checks whether the target is still legal, as described in 608.2b. If a spell with an illegal target is a bestowed Aura spell (see rule 702.103e) or a mutating creature spell (see rule 702.140b), it becomes a creature spell and will resolve as described in rule 608.3a. Otherwise, the spell doesn’t resolve. It is removed from the stack and put into its owner’s graveyard.
115.3 The same target can’t be chosen multiple times for any one instance of the word “target” on a spell or ability. If the spell or ability uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability (see rule 115.7).
115.7 Some effects allow a player to change the target(s) of a spell or ability, and other effects allow a player to choose new targets for a spell or ability.
115.7a If an effect allows a player to “change the target(s)” of a spell or ability, each target can be changed only to another legal target. If a target can’t be changed to another legal target, the original target is unchanged, even if the original target is itself illegal by then. If all the targets aren’t changed to other legal targets, none of them are changed.
115.7b If an effect allows a player to “change a target” of a spell or ability, the process described in rule 115.7a is followed, except that only one of those targets may be changed (rather than all of them or none of them).
115.7c If an effect allows a player to “change any targets” of a spell or ability, the process described in rule 115.7a is followed, except that any number of those targets may be changed (rather than all of them or none of them).
115.7d If an effect allows a player to “choose new targets” for a spell or ability, the player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal and must not cause any unchanged targets to become illegal.
115.7e When changing targets or choosing new targets for a spell or ability, only the final set of targets is evaluated to determine whether the change is legal.
115.7f A spell or ability may “divide” or “distribute” an effect (such as damage or counters) among one or more targets. When changing targets or choosing new targets for that spell or ability, the original division can’t be changed.
Correct. Since that one is a trigger, you can get the effect you want by timing around the trigger.
Different than [[Coalition Flag]], where it's an alteration of the process of casting a spell.
I got a copy of Coalition Flag without seeing it only enchants your own creatures lol.
So probably not worth running lol
But yeah thanks for letting me know 🙏
It's definitely good in some circumstances -- notably, you can generate tokens, then after one gets targeted by the inevitable removal spell, you can move Coalition Flag to the next one.
By doing this, with enough tokens, the rest of your board becomes essentially hexproof.
Also, Coalition Flag shuts down some combos (like Kiki-Jiki)
True, if I did decide to put in stuff that makes tokens for casting enchantments, itll probably look nicer.
But rn I'm not using many creatures
(Or rather, it doesn't shut down Kiki himself, but it does shut down most of the things that target him to untap)
I'm just finding that I want more Auras whenever I draw non-Aura enchantments lol
Mhm, same experience in Light-Paws. Auras just do SO MUCH for you.
Mhm
So rn it only runs Auras
But yeah, only recent change now is Reprobation taking out Sun Clasp
The deck is starting to feel kinda "solved," but I think this playstyle with moving Auras is interactive/versatile enough that it'll make for more dynamic games
It's nice to learn which Auras are best to use and move at any given moment
Like I said for my LGS night, even moving a Aura that gives protection can mean helping an opponent take out another.
But for the most part, it still wins by buffing Autumn-Tail, Voltron-style
I need more games with this to figure things out better, instead of working on this in a vacuum.
Decided to bling my Plains so they're all from THB, so that's cool.
I'm also putting in Ancient Tomb, cause why not 🙃
Getting Kitsune Mystic down ASAP is pretty important
The sleeves I got for the deck are stupid tight, so I cant really double sleeve with them :/
I've got another set of 100 from a previous deck that I'll switch to
Playtested a game where I could finally play Light Paws lol
Yeah... She kills so easily
If you can play like any 3 Auras, there's a 90% chance she can deal 21+ damage
1 mana Auras find Ethereal Armor
2 mana Auras find Spirit Mantle, Daybreak Coronet, All that Glitters
3 mana Auras find Battle Mastery
4 mana Auras find Sage's Reverie, Holy Mantle, Angelic Destiny
It made me think about how I am kinda just running a "weaker" commander than her :/
Autumn-Tail costs twice as much, needs set up to flip, and doesn't even guarantee you can win anytime soon.
BUT...
"Weaker" and slower also means being less of a target, and I still think I enjoy playing this way more
Its playing something different that I've built myself, from the ground up.
And I've already got Akiri and Wilson for that more aggressive playstyle.
The deck's weakest matchups by far are blink decks
Removing creatures so easily to get rid of all my Auras is just rough, and while protection does help, it can be hard to assemble Kitsune Mystic quick enough before they're removed.
It just leads to having a kinda miserable time.
The one upside however is that they don't really have much defence, so once I'm assembled, it's not very hard to take them out
On another note
Hopefully my foil Autumn-Tail will arrive this week, preferably before Thursday.
I can't wait to have it in person.
I'll share it in #cards-and-bling when it arrives
[[thran turbine]] is a banger in decks with commanders that have activated abilities that cost grey
Yeah I've definitely considered it
My artifact slots are just so small though, I prefer having Top and Helm more. Mana to spend isn't a huge issue thanks to finding Serra's Sanctum and Nykthos
I know Thran Turbine is great for decks that use Clue tokens.
Turning this into a free draw per turn is great
: Attach target Aura attached to a creature to another creature.
, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
: A player of your choice adds
.
, Sacrifice Glaring Spotlight: Creatures you control gain hexproof until end of turn and can't be blocked this turn.