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CardName: Self-Taught Auramancer Cost: WB Type: Creature - Human Warlock Pow/Tgh: 1/3 Rules Text: Whenever an enchantment you own enters, gain 2 life if not it's attached to a permanent you don't control. Otherwise, that permanent's controller loses 1 life. Flavour Text: He may be a novice auramancer, but he knows the attunement of a curse when it's there. Set/Rarity: Faxolm: Classified Cases Common

Self-Taught Auramancer
{w}{b}
 
 C 
Creature – Human Warlock
Whenever an enchantment you own enters, gain 2 life if not it's attached to a permanent you don't control. Otherwise, that permanent's controller loses 1 life.
He may be a novice auramancer, but he knows the attunement of a curse when it's there.
1/3
Updated on 25 Aug 2026 by Sorrow

History: [-]

2026-04-25 18:04:37: Sorrow created the card Self-Taught Auramancer
2026-04-25 18:06:27: Sorrow edited Self-Taught Auramancer
2026-08-23 17:20:08: Sorrow edited Self-Taught Auramancer

I feel, you could make the text easier to parse if you remove the double-negative:

  • "Whenever an enchantment you own enters, you gain 2 life unless it's attached to a permanent you don't control. If it is, that permanent's controller loses 1 life."

I'm not familiar enough with the set to recall, why you'd go with "own" over "control".

2026-08-25 23:09:32: Sorrow edited Self-Taught Auramancer

The intrigue mechanic is the reason I used "control" over "own"

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