terevaune
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« on: February 01, 2004, 11:54:36 pm » |
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With the recent discussion of control enchantress, I thought I'd bring up another deck that I've been playing recently, Combo enchantress. This deck was orignally posted by WaSP and deletheead on the old boards, but it was mostly dismissed as even powered versions could not stand up to some of the more brutal combo decks such as Long. I recently started playing this at local tourneys and while it's done reasonably well i would like to try and strenghten the matchups against other combo decks, and try to improve the consistency. Here is my current budget list.
Eternal Wind By Terevaune Mana 4 [card]Savannah[/card] 4 [card]Tropical Island[/card] 2 [card]Tundra[/card] 4 [card]Windswept Heath[/card] 2 [card]Flooded Strand[/card] 2 [card]Forest[/card] 1 [card]Plains[/card] 1 [card]Island[/card] 2 [card]Serras Sanctum[/card] 2 [card]Trevas Ruins[/card] R [card]Sol Ring[/card] R [card]Mana Crypt[/card]
Card Draw 4 [card]Enchantresss Presence[/card] 4 [card]Argothian Enchantress[/card] 4 [card]Brainstorm[/card] R [card]Ancestral Recall[/card] R [card]Storke of Genius[/card]
Combo R [card]Fastbond[/card] 1 [card]Trade Routes[/card] 1 [card]Words of Wind[/card] 4 [card]Exploration[/card] 3 [card]Solitary Confinement[/card]
Other stuff 1 [card]Mobilization[/card] 1 [card]Miraris Wake[/card] 1 [card]City of Solitude[/card] 2 [card]Sterling Grove[/card] R [card]Enlightened Tutor[/card] 1 [card]Seal of Cleansing[/card] R [card]Regrowth[/card] 3 [card]Replenish[/card]
Sideboard 4 [card]Swords to Plowshares[/card] 4 [card]Chalice of the Void[/card] 2 [card]Chill[/card] 1 [card]Sacred Ground[/card] 1 [card]Aura Fracture[/card] 1 [card]Karmic Justice[/card] 1 [card]City of Solitude[/card] 1 [card]Carpet of Flowers[/card]
For those unfamiliar with combo, here's how it works. You need to get a fastbond, a solitary confinement and a words of wind or trade routes into play, along with a Serra's Sanctum and some lands and enchantresses (at least 2). You then activate the words of wind several times (again, at least 2) and then cast an enchantment. The Enchatresses trigger and make both players pick up a permanent for each enchantress. You pick up an enchantment you can cast again, the serra's sanctum and some lands. You fastbond your lands back into play and let solitary confinement prevent the damage, then recast the enchantment. Because the sanctum should be tapping for more mana than the cost of playing the enchantment and activating words of wind at this point, you should net mana each time. When you have enough mana, you can kill with either the stroke or with mobilization tokens. Note that even if you are not making mana it's sometimes better to start to go off and make your opponent pick up loads of permanents.
You can alos kill with fastbond, trade routes and solitary confinement by repeatedly picking up a treva's ruins, sanctum or any land if you have a wake on the table and then replaying it. tapping it for mana and then repeating until you have infinite mana.
Cards of Note [card]Ancestral Recall[/card] I have this becuase I had very nice parents at my last birthday. It's very good, but if you want to make the list budget, simply replace it with another enchantment. it's far from nesscessary, and gets pitched to solitary confinement as often as it gets cast.
[card]Seal of Cleansing[/card] I Have recently been thinking one may not be enough of these, and have considered cutting mirari's wake to put another one in. Some similar lists I've seen run 4, but I feel that may be too many as they can be nearly dead in some matchups and you can tutor for them with groves and recur them with replenish.
[card]Solitary Confinement[/card] This is the card that makes the deck work. The drawbacks are harsh, but you rarely have it out for more than a few turns anyway. Note that you can also use it as a time walk, casting it and then letting it lapse on your next turn and still keeping that turn's draw step, if you have to.
[card]Trevas Ruins[/card] These were something I found interesting during testing. Their drawback is usually far from noticeable as explorations allow you to simply replay the land untapped. Droping one of these off a fastbond, picking up sanctum and fastbonding it out again untapped is also likely to cause bitterness in some opponents.
[card]Replenish[/card] I've seen similar lists that don't run these, but I've found them to be invaluable. They are litterally essential in the control matchup, or against anyone with access to [card]Pernicious Deed[/card] or [card]Nevinyrral's Disk[/card]. These will win you games you should otherwise lose.
[card]Sterling Grove[/card] Decent recurable tutoring. They can also be used to protect enchantments if you have to. 4 is probably too many, but so far I've had success with 2.
[card]Miraris Wake[/card] This card has proven to be marginal recently, and I'm considering removing it, probably for a second seal of cleansing. It is nice that if you cast this, it will likely give you enough mana to win on your next turn. It also allows you to drop mobilization and just race your opponet if you have to. I have also won at least one game by having my opponet necro to 2 looking for a solution, only to have me untap, drop the wake I just topdecked and beat him to death with my argothian enchantresses.
[card]City of Solitude[/card] One of the best control hosers ever printed, this card is amazing for several reasons. Not only does it stop all counter based strategies dead, as well as things like an [card] Isochron Scepter[/card] with [card]Orim's Chant[/card]. It also allows you to let your confinement drop on your upkeep and then play another one or replenish during your turn without having to worry about your opponent buring you out as soon as the first one drops. You can also force your oppoent to disk or deed early and by casting this. One other thing to remember is that if your opponent has an active disk or deed on the board and this is in your graveyard, you can replenish and bring it into play, forcing your opponetn to either disk in response (losing the deed and having all your enchantments come back off the replenish) or wait until next turn and watch you go off.
The Sideboard The above sideboard has been ok though I'm probably going to cut some chalice of the voids and the chills for some [card]Energy Flux[/card] and [card]Tormod's Crypt[/card], and maybe a [card]Worship[/card] or COP red.
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