Masta
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« on: May 24, 2008, 01:26:51 am » |
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Alright y’all, it’s Enchantress time.
The Enchantress control deck has always been my absolute favorite deck in magic. My build isn’t much different from what I used many years ago, but is still successful. I understand that Enchantress probably will never rival the top of the top tier 1 decks. However it’s still a solid list that causes problems for pretty much everyone thanks to 1) the lack of enchantment hate and 2) Shadowmoor. I think it’s a very fun deck to pilot, and it’s underplayed as I’m probably the only one in the world that plays it. If you’re looking for something different that doesn’t stink, I encourage you to give it a try!
Scent of a Woman 4 Argothian Enchantress
4 Sterling Grove 3 Sylvan Library 2 Seal of Cleansing 2 Aura of Silence 1 Enchantress’s Presence 1 Runed Halo 1 The Abyss 1 Moat 1 Worship 1 Pursuit of Knowledge 1 Ivory Mask 1 Words of Worship 1 Words of Waste 1 Story Circle 1 Necra Sanctuary
4 Replenish 3 Duress 2 Swords to Plowshares 1 Demonic Tutor
4 Windswept Heath 3 Savannah 3 Scrubland 2 Bayou 2 Plains 1 Forest 1 Serra’s Sanctum 1 Wasteland 1 Strip Mine 1 Mox Jet 1 Mox Pearl 1 Mox Emerald 1 Black Lotus 1 Sol Ring 1 Lotus Petal
SB 4 Wheel of Sun and Moon 2 Runed Halo 1 Swords to Plowshares 1 Duress 1 Aura Fracture 1 Humility 1 Engineered Plague 1 Oblivion Ring 1 Karmic Justice 1 Suppression Field 1 Rule of Law
Like I said, I know Enchantress isn’t breaking the mold of Magic. But I wouldn’t have put this on here if it weren’t winning games that I didn’t think it should win. Somehow this deck has recently taken down GAT, Ichorid, Stax, Tendrils, Fish, Bomberman, Flash, Goblins, and Naught/Trinket Mage decks. For some reason, I haven’t run into anyone playing Oath yet for over two weeks. I don’t know what it is…but the random combination of annoying enchantments, Duress, Swords, Replenish, and draw has led to win upon win with this deck. The sideboarding options are stellar, as I’m always siding in 6+ cards very frequently. If you’re the least bit familiar with Enchantress, nothing in this list needs explained. But I’ll go over the new cards anyway because they’re so dang good.
Runed Halo is the bomb, period. Don’t hate on it until you’ve experienced it. A well played Halo just wins, period. Painter, Tendrils, Oath, GAT….I mean, mostly everything but Goblins hate this.
Wheel of Sun and Moon is also the bomb, period. Same thing with Halo…Flash, Bomberman, Ichorid, Welder Stax….all big fans.
Necra Sanctuary is my secret Enchantress tech. I think it’s the best win option for Enchantress, and I’ve been running it with success since it came out. Granted, it takes forever to win…but it’s next to impossible for an opponent to deal with once it’s out.
Oblivion Ring is still being tested. I like its ability to do the RFG thing, and it’s a nice tempo play. Believe it or not Words of Waste isn’t pleasing me like I want it to, and I’m thinking of cutting it for this main. Worship would be the other possible cut, because it’s really the back-up card for Words of Worship.
I’d love to hear any suggestions, thanks.
V/R Masta
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Grand Inquisitor
Always the play, never the thing
Adepts
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« Reply #1 on: May 30, 2008, 08:51:46 am » |
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These look like weak slots:
1 Worship - is this really worth it with only four creatures? 1 Pursuit of Knowledge - if this is here to combo with sylvan library, skip it. It's simply too expensive and too slow. Probably better off as another enchantress. 1 Ivory Mask - this was more effective when gifts ungiven and intuition were popular. Now it really only hits finishers, which is generally not how to beat combo (especially at 4 mana). 1 Words of Worship - life gain is terrible in T1 1 Words of Waste - much too slow 1 Necra Sanctuary - you should be able to find something that either kills faster or has a second function.
Given the prominence of Gush decks, I like the looks of root maze, if not MD, at least in the board. Oblivion Ring looks really slow.
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There is not a single argument in your post. Just statements that have no meaning. - Guli
It's pretty awesome that I did that - Smmenen
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Masta
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« Reply #2 on: June 01, 2008, 03:47:53 pm » |
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GI,
Thanks for the post, I agree with half of that.
Worship does suck, I replaced it with one main Wheel of Sun and Moon a day or so after posting. PoK - Combos off Sylvan and the extra draw from Argothian and Presence. I agree it could come out. Ivory Mask - Has won many game ones for me.
Note***Four mana is hefty, of course. Hut it's not too hard to slap these types of enchantments down with a powered mana base as well as the main disruption cards.
WoW - Again, I agree that life gain is silly in T1. Although, this is very helpful against early Sylvan exploitation. Later, it helps to keep me alive vs. Goyf, Dreadnaught, Goblins, and Bomberman beats. WoW - It worked really well against slow controlly combo-control decks early on, but then I started to feel some pain from it the more I played with it. I also noticed it sucks, it was replaced with another Enchantress's Presence about a day or two after I replaced Worship. Necra - I don't know what it is, but I love this card. Add to that the enjoyment achieved by beating someone with a card they've never heard of. Most of the kills for Enchantress are rather slow. If you find another one that doesn't rape my mana and isn't super-vulnerable to creature disruption let me know. Half the reason I like Necra is because of the difficulty in removing it with a Grove down.
About Root Maze, I'll give that a try. I'm in the process of moving so I'm homeless and unemployed for the next week or so. I've been happy with Oblivion Ring so far, the mana seriously hasn't been a problem. I'm just trying to play with fun cards in this deck that can put up a fight. I chose Wheel over LotV for this reason. Leyline is probably much more effective coming down pre-game...but I like using new cards, and Wheel has a cool second ability to stop Painter.
VR, Masta
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MuzzonoAmi
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« Reply #3 on: June 04, 2008, 07:40:48 pm » |
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As someone who never stopped testing Enchantress, even when it was terrible, I figure I'll throw my 2 cents in.
Worship - I agree, it needs to go. Though it strengthens the Ichorid matchup. I'll try Wheel of Sun and Moon.
Words of Worship - In theory, lifegain is bad. But think back to 1997-98 Type 2. People ran Gerrard's Wisdom (in an admittedly slower format) because it would give you 8-10 life for only 2WW. This Words can give you 15 life for 3. Granted, you have to cast it first, but more often than not, you're casting it with at least 2 Enchantress effects on the table, so it nets +1 CA anyway. Also, the format is slower than it has been in recent memory, so the fact that
Words of Waste - Against control and combo, this wins the game. It's Mind Twist, but it's an enchantment.
I agree with GI - Necra Sanctuary is godawful. TO be honest, I'm still running Sacred Mesa, though Mobilization is stronger against Stax. I have no idea if a better option exists.
Root Maze is actually very, very good against combo. It slows the game down to your speed, but I'm not sure if it's right for now. It also helps against Ichorid.
In the world of win conditions, I'm open to just about anything.
The only other comment I have is that I'm shocked by the fact that you aren't running Mirar's Wake and Fastbond. They give you an all-but combo finish, where you draw your whole deck, play most of the enchantments, and put your opponent in a position where they can't win, and will usually be forced to concede without you actually dropping the kill. Even if they force you to do it, just untap, pay the upkeep on Mesa, pass, and make 10 2/2 tokens. I'll post my list later tonight.
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Zvi got 91st out of 178. Way to not make top HALF, you blowhard
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bluemage55
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« Reply #4 on: June 05, 2008, 08:13:22 am » |
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Just played 2 sets today against Pizzatog, who was wielding a variation of this deck that included blue for Mystic Remora, Words of Wind, and Ancestral Recall, and ran Solitary Confinement to deal with aggro instead of the large number of narrow cards seen in the OP's list. I was testing a version of Slaverless Ubr Control Slaver. Both decks were designed for post June 20th. I went 0-2 the first set and 2-1 the second set. My thoughts:
Pizzatog was using Hoofprints of the Stag as his win condition. It synergized very well with all of the card drawing, including Sylvan Library's effect. It had two key advantages over mesa. One was the fact that he wasn't required to devote 2 mana to sustaining it. Two was it's higher casting cost, which was an advantage because I was relying on Engineered Explosives for mass removal of enchantments (as I realized with a sinking feeling that my Wish-box SB as well as game 2-3 SB cards didn't include any enchantment removal). As it would be more critical for me to detonate EE at 2 in order to catch the Enchantress, Hoofprints gets away.
The inclusion of blue didn't really hurt him in this matchup (except for a brief color-screw moment) because he wasn't up against a deck like Landstill's or Deeznoughts' 5 Waste + 4 Stifle, and it did give him access to useful cards. Words of Wind are a powerful threat that enable the rapid establishment of board control (again, synergy w/ Sylvan Library, although that didn't actually happen in a game). It also provided a win condition via decking when used with Solitary Confinement.
I won the first game of the second match with a midgame Crucible/Strip lock after countering and blowing up the early threats. The last game of that set I won by a hair after stabilizing through Hoofprint beats at under 5 life with Platinum Angel, followed by tight defense and racking up CA with Library and Welder tricks to finish with a Yawgmoth's Will.
In both sets I felt overwhelmed by the sheer volume of threats coming from the Enchantress deck. An uncomfortably large number of threats kept flying at me, and I struggled to come up with enough counters and removal. Enchantress, Presence, and Replenish were all key bombs that needed to be countered (or possibly immediately removed) to avoid a lock. Words of Wind and Hoofprints of the Mesa would also spell trouble if not dealt with in a few turns at most. Worse, I also needed to devote counters to stopping his Seals if I didn't have a Welder in play so that he could not simply blow up my key threats. The only reason I was able to pull ahead in the 2 games I did win was due to being able to draw more business than he did, as Enchantress lacks a CA engine (Ancestral x1 not withstanding) other than getting an Enchantress down. While I was thankful for TfK, this matchup made me really miss the power of the Gushbond engine and Brainstorm.
The utter lack of devoted enchantment removal in my deck and SB, as is probably the case for most decks, contributed to the difficult matchups.
He said after the match he would be posting on his deck sometime on TMD, so perhaps he'll come speak for himself.
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« Last Edit: June 05, 2008, 08:23:55 am by bluemage55 »
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Pizzatog
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« Reply #5 on: June 05, 2008, 10:42:21 am » |
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Hello. I've been a dedicated enchantress player for a very long time. Pretty much since the deck was viable. I was playing aggro enchantress, with masks and auratogs and yamivaya enchantresses back in the day. I've been playing enchantress with a red splash in legacy for a while, with blood moons and the words of war kill. It is one of my favorite decks to play. There is something so cool about riding down on a pegasus with a nympho bikini-clad enchantress in each arm and setting stuff on fire. I can almost feel the 80's power rock music in the background and my mullet starting to grow back when I do that.
I tried the black splash for a bit, but I found it a bit lacking. I missed a better win condition than necra sanctuary and even though discard spells are good, I really needed a higher enchantment density and a secondary way of drawing cards. I haven't tried the red splash yet for legacy, I'll probably test it this week. For now, I am very happy with the blue splash. I think it shows a lot of potential. And it gives enchantress access to another draw engine. Mystic remora. Words of wind also helps you recycle your own enchantments for draw, and sanctum and moxen for mana.
This decklist is not definitive at all. It is just something I whipped up in about half an hour before jumping into MWS to test until 4 am.
// Lands 3 Forest 1 Island 2 Plains 2 Flooded Strand 3 Windswept Heath 2 Savannah 2 Tundra 1 Serra's Sanctum
// Creatures 4 Argothian Enchantress
// Spells 1 Black Lotus 1 Mox Sapphire 1 Sol Ring 1 Mox Pearl 1 Mox Emerald 1 Seal of Cleansing 3 Mystic Remora 2 Runed Halo 2 Seal of Removal 2 Elephant Grass 1 Sacred Mesa 1 Words of Wind 4 Enchantress's Presence 4 Sterling Grove 2 Sylvan Library 1 Moat 3 Solitary Confinement 1 Fastbond 1 Seal of Primordium 2 Utopia Sprawl 1 Ancestral Recall 2 Replenish 1 Hoofprints of the Stag 1 Lotus Petal
// Sideboard SB: 1 Seal of Cleansing SB: 2 Elephant Grass SB: 2 Seal of Primordium SB: 1 Spiritual Focus SB: 1 Energy Flux SB: 1 City of Solitude SB: 1 Humility SB: 1 Rule of Law SB: 1 Sacred Ground SB: 4 Wheel of Sun and Moon
By what I saw, it completely rapes ichorid (as long as you remember to not overextend because of reverent silence) and any random aggro. It also had pretty good game vs goblins. The stax matchup is also favorable, although aggro stacks with spheres is harder to pull off.
Mystic remora really shined vs stormy decks, and allowed me to get an answer for empty the warrens, or belcher.
My main problems were deez naughts and landstill style decks. (From what I tested, I am sure there are more bad matchups.) My other problem, is that with the blue splash, it takes a while to set up the kill and win, even if you have complete control of the game. I tried several win conditions (including opalescence and mirari's wake, which I think is overkill) and hoofprints + serra seems to be the one I like best. Words of wilding is not bad either. The advantage of the red splash, is that words of war wins in a single turn, its pretty much the best win condition I've found.
Enchantress is a very adaptable deck, and since I think the metagame is going to fill up with aggro, stacks and ichorid for a while, I think it has a lot of potential. You can take the blue splash in several directions. I'm not sure which I like yet. I can also see this deck going another route, with root mazes and back to basics; maybe even stasis if you have the means to bounce it.
So, I am going to continue tweaking this deck for a bit, I'm open to suggestions.
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bluemage55
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« Reply #6 on: June 05, 2008, 01:42:05 pm » |
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I recommend cutting down on Solitary Confinement. It's a fairly conditional card that can be dead at a lot of times, and a bit expensive to be dropping just for the draw. With Sterling Grove x4, I think you can count on finding it when you want it.
As for improving the Landstill/Deez Nought matchups, why were you losing? Was it due to Waste x5 + Stifle x4 or something else?
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« Last Edit: June 05, 2008, 01:45:20 pm by bluemage55 »
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Masta
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« Reply #7 on: June 05, 2008, 05:56:06 pm » |
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Wow. Firstly, it's nice to see some other players out there that also love this archtype and appreciate it's viability. I'm still homeless from moving, but I'll be signing a lease next Thursday. I'll get back on it shortly after then. Muzz, lol, I can't believe Fastbond was left out of that list. It's definitely in my deck. I must have forgotten to type it in my post, my bad. Pizzatog, how has Solitary Confinement worked out for you? It's always been subpar for me unless you've already established board supremecy, in which it's just a win more card. It's interesting to see that you run three. What happens when an opponent just waits you out of your Remora? I disagree that Enchantress lacks a capable draw engine. I feel that 4x Argothian, 2x Presence, 3x Sylvan Library, and 4x Replenish are plenty enough cards to enable one to gain CA. Enchantress draws like a beast, I can't believe we're even talking about the ability of this deck to lose CA. For everyone experimenting with blue cards. I hope that works out for you, but I'm more interested in keeping the Green/White/Black build. It seems to me that this is the most optimal build because of the very powerful cards it offers. For black...Duress/Thoughseize/Demonic Tutor/Extirpate/Leyline of the Void/Engineered Plague/Abyss. Enchantress is inherently less powerful than the top of the top decks, and it most likely always will be. I just can't imagine running this archtype without some sort of active disruption like Duress/Thoughtseize. No way, no how. To be honest I would love to up the current count. I've tried running blue experimental enchantress decks for as long as I could remember, but I've never enjoyed the cards nor felt as powerful as I do with the G/W/B set. Although, the possibility of playing with a permanent Remora all game is pretty sweet. I'd also like to note that I've had success with a smaller, quicker version of Enchantress as well that ran very low mana costing cards that were played very, very quickly. Some of the talk here reminds me of it as it contained cards like Drop of Honey, Island Sanctuary, Elephant Grass, Mirri's Guile, Wild Growth, Planar Void, etc. It worked really well because of it's ability to power out 1cc and 2cc cards like mad. However it was super suceptable to Chalice hate and also the cards lacked the power of their bigger brothers. I prefer the bigger build for the reasons that BlueMage mentioned above. There's enough early disruption and tempo cards like Duress, Swords, Seals, and Sylvan to keep you alive until you have the means to start casting bomb upon bomb that really puts your opponent in a disadvantageous position. Kill ConditionsNecra Sanctuary, *sigh* I don't know what to say here. It seems I can't convert anyone!  I know it's slower than frozen molassas, but it's very, very, very efficient with a Grove down. I really dislike Sacred Mesa because the guys are too small, easily dealt with, and it eats my mana. Same thing with Mobilization. I've thought about Hoofprints of the Stag, however I could see it giving me trouble in the late game as I could end up decking myself trying to create tokens. Keep in mind that this deck doesn't exactly win incredibly fast. Seriously, four cards equal one 4/4 guy...so, once my opponent starts to deal with three or four of these via there own creatures, Echoing Truth, Chain of Vapor, etc. I'm starting to hurt. I'll play around with Hoofprints moving forward, but I still love Necra. I can't remember any match-up in which someone could deal with it easily. I also feel that Enchantress doesn't have to have an aggro win, this adds to the already existing difficulty to deal with the deck. Every other win condition is stopped with a simple Pithing Needle. If we're going to pick one, what makes Hoofprints, Sacred Mesa, or Mobilization any better than Bearscape, Centaur Glade, Words of Wilding, Genju of the Ceders, Squirrel Nest, or Saproling Burst? They are all kinda slow, and many of them eat up your mana like no tomorrow. This is compounded if you're doing any Words tricks each turn. If I had to choose one aggro path to victory, I might enjoy playing with Genju more than the others. It's fast, cheap, big, and grants card draw. You could even exploit it with a sacland for extra CA. Next would probably be words. V/R, Masta
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bluemage55
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« Reply #8 on: June 05, 2008, 06:10:12 pm » |
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Kill ConditionsNecra Sanctuary, *sigh* I don't know what to say here. It seems I can't convert anyone!  I know it's slower than frozen molassas, but it's very, very, very efficient with a Grove down. I really dislike Sacred Mesa because the guys are too small, easily dealt with, and it eats my mana. Same thing with Mobilization. I've thought about Hoofprints of the Stag, however I could see it giving me trouble in the late game as I could end up decking myself trying to create tokens. Keep in mind that this deck doesn't exactly win incredibly fast. Seriously, four cards equal one 4/4 guy...so, once my opponent starts to deal with three or four of these via there own creatures, Echoing Truth, Chain of Vapor, etc. I'm starting to hurt. I'll play around with Hoofprints moving forward, but I still love Necra. I can't remember any match-up in which someone could deal with it easily. I also feel that Enchantress doesn't have to have an aggro win, this adds to the already existing difficulty to deal with the deck. Every other win condition is stopped with a simple Pithing Needle. If we're going to pick one, what makes Hoofprints, Sacred Mesa, or Mobilization any better than Bearscape, Centaur Glade, Words of Wilding, Genju of the Ceders, Squirrel Nest, or Saproling Burst? They are all kinda slow, and many of them eat up your mana like no tomorrow. This is compounded if you're doing any Words tricks each turn. If I had to choose one aggro path to victory, I might enjoy playing with Genju more than the others. It's fast, cheap, big, and grants card draw. You could even exploit it with a sacland for extra CA. Next would probably be words. Necra sanctuary is just too agonizingly slow. This is type 1. Every turn you wait is another chance for your opponent to rip a Yawg Will/Engineered Explosives/Reverent Silence and rip out of your lock. It is best to simply achieve the soft lock and finish quickly. If you're worried about decking, Words of Wilding is superior to the other cards. If not, just play Hoofprints of the Stag. It takes very little time to kill an opponent with 4/4 flyers.
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MuzzonoAmi
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« Reply #9 on: June 05, 2008, 09:32:20 pm » |
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I generally don't drop Mesa until I plan to win, which means that I'll be winning as early as the next turn. I'm still running Words of Waste, so I tend to empty their hand prior to making my tokens on their EOT and swinging for the win with 10 2/2 fliers. Even if they have a full hand, the process only takes 27 mana, which is a pittance after a good Replenish with Sanctum and Mirari's Wake on the table. It costs 18 to do the same thing with Footprints, but you have to draw the cards as well, which means your tokens have to sit through their summoning sickness unless you have 2 Pursuits. So with tokens, it's a tossup. With Footprints you're more vulnerable to bounce, but it costs less mana.
Necra Sanctuary takes 10 turns to kill with 1 copy. Seriously, Test of Endurace is better than that, because it only takes 1 turn after you drop it, you can get that turn for free if you want to drop City of Solitude for Seedtime, and it has mad synergy with your whole deck, provided you run Words of Worship. Even if you don't, you can add 1 Gerrard's Wisdom and win in the middle of your combo turn for 4WWWW. On top of that, it's White. I'm still not advocating it, though.
One option is splashing red for Pyromancy, which opens up a AEther Flash as a sideboard option against Ichorid and WSA. Still, this is probably a horrendous idea. PandeBurst is another awful option, but it does have the benefit of winning now. Opalescence is another option. Really, with Wake, you can just win with Enchantress Beatdown if need be.
I agree with Masta on the issues of Blue and Solitary confinement. Neither does anything for me.
I just realized that I haven't provided anyone with an actual list that I'm testing so here it is, and no, I don't miss the blue at all:
Mana 4 Savannah 4 Windswept Heath 2 Plains 1 Forest 2 Bayou 1 Serra's Sanctum 2 Wasteland 1 Strip Mine 7 SoLoMoxen 1 Lotus Petal
Engine 4 Argothian Enchantress 3 Enchantress's Presence 3 Sylvan Library 1/2 Abundance 1 Pursuit of Knowledge
Tutor 4 Sterling Grove 1 Enlightened Tutor 1 Vampiric Tutor 1 Demonic Tutor
Win 3 Replenish 1 Mirari's Wake 1 Fastbond 1 Sacred Mesa
Silver Bullets 2 Humility 3/2 Duress/Unmask 1 Swords to Plowshares 1 Words of Worship 1 Words of Waste 1 Seal of Cleansing 0/1 Overgrown Estate 0/1 Wheel of Sun and Moon 0/1 Runed Halo
This is from memory, so I might be leaving something out. The Runed Halo count is probably going to go up to 2. With all the other 0's remaining 0 and the Duress Count going to 2 and Abundance count going to 1. I disagree with Cooberp on Abundance, and feel that it (for a variety of reasons) is both powerful and necessary. Blue just destabilizes the manabase in a world full of 5 Strips+Crucible and Blood Moons. On the off chance that I add red, I will remove Black. I'm also considering cutting my 2 Wastes for Mana Crypt and another color source, possibly an ESG.
While I haven't played it in Enchantress, I know how fantastic Mystic Remora is against Storm. That being said, how good is it without counters? Also - I have savage tech against Noughts that I'm not posting publicly right now, but will share in PMs. Finally, how do people feel about Abeyance/Chant vs. Duress?
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« Last Edit: June 05, 2008, 09:52:14 pm by MuzzonoAmi »
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Zvi got 91st out of 178. Way to not make top HALF, you blowhard
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Fraggle
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« Reply #10 on: July 15, 2008, 12:55:10 am » |
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Hello all I started a post here <a href=" http://www.themanadrain.com/index.php?topic=36172.0"> http://www.themanadrain.com/index.php?topic=36172.0</a> but I'll compare and contrast it to this deck being picked apart in this thread. My Deck list is as follows: Mana: 18 Forrest 2 Elvish Spirit Guides Creatures: 4 Argothian Enchantresses 3 Verduran Enchantresses 4 Yavimaya Enchantresses Enchantments: 4 Utopia Sprawl 4 Wild Growths 3 Elephant Grass 3 Earthcraft 3 Hidden Herd 2 Hidden Gibbons 2 Concordant Crossroads 1 Primal Rage 1 Fastbond 2 Enchantress Presence 2 Seal of Primordium Instants: 2 Vitalize Its more of a beat version, and two people have told me that is doesn't run enough disruption in it. I can agree that this MAY be the case, but I'd first would like to defend my selections and hear the opposing arguments. Firstly, in type 1 today is running a mono color deck help or a hindrance. With Painters and color savvy deck list out there I'm not so sure it matters anymore as long as your deck does what it needs to do well. So I choose to make this a mono green for a few reasons. The rogue factor, and efficiency are the highest on the list. Now card for card how do these match up? Mana: 4 Windswept Heath 3 Savannah 3 Scrubland 2 Bayou 2 Plains 1 Forest 1 Serra’s Sanctum 1 Wasteland 1 Strip Mine 1 Mox Jet 1 Mox Pearl 1 Mox Emerald 1 Black Lotus 1 Sol Ring 1 Lotus Petalvs. 18 Forrest 2 Elvish Spirit Guides I think Scent of a Woman has a solid mana base but is more susceptible to common Type 1 hate. I could use a lotus petal, Mox Emerald, and a Black Lotus, but it certainly isn't needed. This build isn't a mana heavy deck and can and has come back from many crippling blows quite quickly. Ask yourself who plays forest hate? What can hurt a forest in type 1 vs. a dual and what is the probibility difference? Is the added "weakness" needed / worth it? Tutor 4 Sterling Grove 1 Enlightened Tutor 1 Vampiric Tutor 1 Demonic Tutorvs. Nothing Seriously who needs tutors when you constantly draw your whole deck by turn 3-5? I defend tutors are not needed in the archetype. ...and I love my tutors. Win 3 Replenish 1 Mirari's Wake 1 Fastbond 1 Sacred Mesavs. 4 Yavimaya Enchantress Seriously it’s just about all you need. not many decks can handle 4 X 17 / 17 tramplers w/ haste. (see build) Think more like a Charbelcher build here. Silver Bullets 2 Humility 3/2 Duress/Unmask 1 Swords to Plowshares 1 Words of Worship 1 Words of Waste 1 Seal of Cleansing 0/1 Overgrown Estate 0/1 Wheel of Sun and Moon 0/1 Runed Halovs. Enchantments: 4 Utopia Sprawl 4 Wild Growths 3 Elephant Grass 3 Earthcraft 3 Hidden Herd 2 Hidden Gibbons 2 Concordant Crossroads 1 Primal Rage 1 Fastbond 2 Enchantress Presence 2 Seal of Primordium Instants: 2 Vitalize Okay lets go through these one by one, and put your GREEN thinking caps on. Humility - Who cares about creatures when you have a teen / teen creature out. They all become blockers pretty quickly. Weakness cannot easily stop creature effects. Two things on this. My enchantress deck wasn't designed to control it was designed to win, and win fast. Hopefully, I wouldn't have to deal with too many issues because it won so fast, or was doing enough damage to make the opponents deck refocus to stopping me, and not winning their game. It is a nice card but one mana more to not die, I'd prefer to win. Duress/Unmask - Difference in deck philosophy, and could be the death of my build, but I ask is it needed to win? Find an enchantment to work with could you focus on a cheap mana green / artifact win rather than a black stall / disruption. I think you can. Control cannot go card for card against this archetype. Combo can be too slow; I'd look for a combo breaking ench. first then artifact before I remake this deck for duress. Swords to Plowshares - I say just make them block or die. If it can be done it is inherently better. You then place your opponent on the defensive, and search cards look for answers and not wins. Plus if not dealt with it can hurt again and again. STP gives your opponent breathing room with life. Great card, and I do use it, but I think enchtress archetype can be used for better things. Focus on enchantments and aggression. Not much can keep up with the insane card drawing, so use that to your advantage. Words of Worship - Totally unneeded. Who gains life in type 1? Unless it infinite forget about it, even then question it. It doesn't win. If you had to use it throw a channel / hurricane in there or something. I'd focus on winning. ...and if you are doing this for Sylvan Library drop both. Who needs card drawing in a deck built for card drawing? There are better uses for those card slots. Words of Waste - Does not win the game and is certainly not worth the cross colorization. Remember you will outdraw anyone if built right. you have cards to burn. place people on the defensive that is how you'll beat control. Seal of Cleansing - Why cross color Seal of Primordium. Listen to the land my man  Overgrown Estate - What’s with the life gain? win. and if you had to I'd play dark heart of the wood, but I wouldn't bother. Wheel of Sun and Moon - This is a cool card, and is totally needed in my deck. two copies. One for me and one for my opponent. You could build a mono green recursion with is easily in an enchantress build. Runed Halo - Is nice, but is it worth the cross color? I don't think so. Now my cards: Utopia Sprawl - Synergy, Synergy, Synergy. 1 mana enchantment! With two lands out its like a free draw of (x) enchantress's and is crucial to the Earthcraft break. Tap one land play on the other draw x. still have two mana this turn, and builds for the next. Wild Growth - See above. Elephant Grass - WAY better than moat. 1 casting cost ench. Who cares about the cumulative upkeep? If you play enchantress right you'll draw another one. Earthcraft - Busts this build wide open. tap land with 3 wild growth on it, and play Earthcraft float 1 mana, Draw (x). Tap enchantress untap land with 3 wild growths on it. you get the idea... Hidden Herd - 1 casting cost ench. Works with the enchantress’s draw (x) and is a 3/3. Who doesn't play with an unbasic land? me  Hidden Gibbons - 1 casting cost enc. Works with the enchantress’s draw (x) and is a 4/4. Who doesn't play instants? Concordant Crossroads - 1 casting cost ench. Works with the enchantress’s draw (x) and is a Yavimaya haster. Primal Rage - Works with the enchantress’s draw (x) and is a Yavimaya trample giver. Fastbond - 1 casting cost enc. Works with the enchantres's draw (x) and is only one of the best ench. ever made. Enchantress Presence - Works with the enchantress’s draw (x) and cannot be wrath of godded or the alike. Seal of Primordium - "Clean-up in isle 3" Vitalize - 1G are they insane? Untap all creatures = untap enchanted lands w/ Earthcraft out. Plus it can untap previously tapped Yavimayas (to earthcraft) to the winning attack. Those are my thoughts I'd like to hear any and all comments good bad or indifferent. Thanks all
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« Reply #11 on: July 15, 2008, 02:28:47 am » |
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Wow Fraggle, wow. I don't really know where to begin. I briefly commented on two of your comparisons below but it's hardly all I have to say. I don't have the time nor the energy to discuss each detail that I would like to express in response to your post. I must ask, "How much have you played with your deck? And against who?" I consider my build to be fairly solid but it still have a hell of a time dealing with the majority of the tier 1 decks like Slaver, any Tendrils Combo, Workshop, Oath, and Painter. This is to be expected as all of these decks are excellent at what they do. I'm not sure but maybe your build would've done well on the Type 2 scene which is much more Aggro-based. Type 1 isn't really all that Aggro at all really. Really the only pure Aggro-ish cards that are even played today are DC, Tarmogoyf, Goblin Piledriver, Juggernaut, and maybe Jotun Grunt, among others. And yes, you must pack some sort of disruption to be successful in Type 1, whether it's proactive or reactive. Workshop decks will run up to nine mana disruption effects in order to clear a path for their fatties. Goblin decks are packed full of utility creatures that can ping creatures, disrupt the opponent, and create card advantage. Your deck would have amazing difficulty dealing with cards such as: Oath of Druids Dark Confidant Goblin Welder Smokestack Counterbalance/Magus Painter's Servant/Grindstone Force of Will Darksteel Colossus Metalworker Seriously, have you faced these cards? What do you do? Mana: 4 Windswept Heath 3 Savannah 3 Scrubland 2 Bayou 2 Plains 1 Forest 1 Serra’s Sanctum 1 Wasteland 1 Strip Mine 1 Mox Jet 1 Mox Pearl 1 Mox Emerald 1 Black Lotus 1 Sol Ring 1 Lotus Petal
vs.
18 Forrest 2 Elvish Spirit Guides
I think Scent of a Woman has a solid mana base but is more susceptible to common Type 1 hate. I could use a lotus petal, Mox Emerald, and a Black Lotus, but it certainly isn't needed. This build isn't a mana heavy deck and can and has come back from many crippling blows quite quickly. Ask yourself who plays forest hate? What can hurt a forest in type 1 vs. a dual and what is the probibility difference? Is the added "weakness" needed / worth it?
Yes, the 'weakness' of my manabase is totally worth it. Tutor 4 Sterling Grove 1 Enlightened Tutor 1 Vampiric Tutor 1 Demonic Tutor
vs.
Nothing
Seriously who needs tutors when you constantly draw your whole deck by turn 3-5? I defend tutors are not needed in the archetype. ...and I love my tutors.
Tutors are welcomed in every archtype, it's just that some either don't have good enough tutor options available to their color, or they just can't squeeze them in over more desired cards. Many people believe that if you resolve a Demonic Tutor you should be able to if not flat out win, at least put yourself in a significantly better position than you were in before casting it. For example, against your build I would tutor for a Moat, which would for the most part end the game. Other decks may tutor for a Tinker, Tendrils, Yawgmoth's Will, Oath, their last combo piece, or counter back-up. The point is that you can see how much one tutor can swing the tide of a game in one player's favor. The fact is that Sterling Grove is arguably the best card in the deck. A two mana, four of tutor that also offers shroud/protection for around two-thirds of the deck is really, really good. -- I must ask, why don't you at least run some Windswept Heaths to smooth out your draw? And where is your sideboard? The only cards in your list that aren't reinforcing your Aggro plan are your Elephant Grass and Seal of Primordium. Which are both excellent cards. I would keep those, along with the four Argothians, and go back to the drawing board. If you're that adamant about keeping your Aggro style you should maybe consider the old Auratog build. With this deck you can keep a your Yavimayas and complement them with Ancestral Masks. The meat of the deck was based on recurring card draw by having Auratog eat Rancors, or by recasting a Flickering Ward. Something like: 4 Windswept Heath 4 Savannah 3 Flooded Strand 1 Serra's Sanctum 1 Gaea's Cradle 1 Strip Mine 3 Forest 3 Plains 1 Black Lotus 1 Mox Pearl 1 Mox Emerald 4 Argothian Enchantress 4 Auratog 2 Yavimaya Enchantress 4 Birds of Paradise 1 Enlightened Tutor 1 Eladamri's Call 1 Crop Rotation 3 Swords to Plowshares 4 Wild Growth 2 Seal of Cleansing/Primordium 2 Exploration 2 Slyvan Library 2 Elephant Grass 2 Rancor 2 Ancestral Mask 1 Flickering Ward You get the point. Something like this would still offer you some sort of disruption through Seals, Swords, and Grass. However I feel the draw engine is a bit more robust. There are also numerous cards to smooth out your game like Eladamri's Call, Enlightened Tutor, and Slyvan Library. I also threw in a Crop Rotation to deal with a pesky land via your Strip, or to search for a mana explosion via Sanctum or Cradle. Good luck! V/R Masta
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« Reply #12 on: July 15, 2008, 09:34:19 am » |
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Masta. Firstly, when I wrote the above comments it wasn't my intention to come across as a know it all, arrogant or any of the alike. It was mealy asking questions, and making statements for me to learn. ...and I would concede perhaps I need to do more of my homework. I must ask, "How much have you played with your deck? And against who?" I consider my build to be fairly solid but it still have a hell of a time dealing with the majority of the tier 1 decks like Slaver, any Tendrils Combo, Workshop, Oath, and Painter.
Unfortunately, I can't find a decent Type 1 scene here in Orlando, so I write out decks found here online on index cards and test against myself, and my GF. Not nearly enough, so I'm trying to supplement it here on this site. When I can I play with friends, but I don't know of anyone within my area that likes to play anymore. (I do have a thread in the general magic area looking for players though.) As to the comment that you have trouble with dealing with tier 1 decks, I'd have to say anyone would when fine tuning a relatively unsupported archetype and I think you have an excellent build as is. I was just trying to ask questions to push it further. You said those decks good at what they do. I would ask you why do you think that is? I think its no secret. Low mana costs, and card drawing with effective effects wins the game. ...and I do believe aggressive defense is a good option in type 1 (Mana Drain, Flash, Lightning Bolt) ...but I have been proven wrong many times before with card choices. I don't believe that if it hasn't worked before, or it's not tested that it still can not be debated as a viable option until proven not the best choice. I think is supported properly some "junk" cards may actually become viable. Your deck would have amazing difficulty dealing with cards such as:
Oath of Druids Dark Confidant Goblin Welder Smokestack Counterbalance/Magus Painter's Servant/Grindstone Force of Will Darksteel Colossus Metalworker
Firstly, the deck list I have is in an infant stage, and I'm posting it here for help and innovation. I know there are weak spots but lets talk cards. Oath not too worried about Oath itself it's the creatures. I'd say Elephant grass is the best thing my current build has. It's cheap and effective. Seal of Primordium to clean up the mess. I could use a better balance of these cards. Perhaps a painter servant may work well to make elephant grass a comparable match for moat. Same goes for all creatures. I'm trying to play on a faster clock to reduce fewer issues, this could be fundamentally flawed, but I do not want to give up quite yet. Smokestack: should be able to out draw its effects. / Seal of primordium Counterbalance/Magus: Magus no worries. Counter Balance Seal of Primordium. Countered enchantments you still draw. Painter's Servant/Grindstone: Seal of Primorduim is the best I got. Like I said perhaps I need more. Metalworker: Seal or Primordium, just plain attacking. Force of Will: This build SHOULD be able to out draw any control. Countered ench. you still draw. Hidden Gibbons 4/4 for playing an instant. could work in a city of solitude, but I'm not convinced it needs it. The rest of the cards I chose just complete the synergy. Put it together and try out the speed, and the little nuances of it. It may need work, but I think it's better than you think. Lignify might be a decent green ench. Alternative for STP. Inferior, but may be good for this speed type build. I left it out of this initial build because it assumes your opponent is playing with creatures. I don't like to assume. Any other thoughts? Anyone? Is this way too off bas to discuss anymore? Any insight would be appreciated.
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« Reply #13 on: July 15, 2008, 10:37:32 am » |
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Another possible kill for the mono green speed version: Oh man your halfway to SQUIRRELCRAFT! I would suggest cutting some cards for more earthcrafts and more Squirrel Nests (4x of each). Nest + Earthcraft = INFINITE (tapped) SQUIRRELS!! Squirrel Nest 1GG Odyssey (Uncommon) Enchantment - Aura Enchant land Enchanted land has "  : Put a 1/1 green Squirrel creature token into play." ... being killed by squirrels is second only to killing with crabs (see Hommarid Spawning Pit) With Vitalize (G) to untap all creatures already decked. and Concordant Crossroads to attack the turn they come out it could work. Perhaps to play it safe find a spot for a hurricane or Ifh Biff Efreet for DD in case you can't attack for whatever reason. What does anyone think? ..man I should get back to work
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« Reply #14 on: July 15, 2008, 11:14:12 am » |
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heh, yeah you could definitely include a Squirrel's Nest since you plan on maining those Earthcrafts.
Anyway, I'm not trying to be a hater but here's some big problems with this deck:
1) You're pretty much going straight Aggro here, and there are other decks out there that do this much better than you do here. 2) You're opponent really doesn't care what cards you play that aren't named Yavimaya Enchantress. Maybe Seal of Primordium sometimes. Why? Because none of your cards effect your opponent. So this leaves them with plenty of time to establish control of the game for themselves. Since most T1 players will play more powerful, non-green cards they have a higher probability of succeeded in their plan versus you. If you want to play a deck that doesn't really involve the opponent, just play combo and you'll have more success. 3) You're going mono-green. This is pretty risky. It's very, very uncommon for people to go mono-green in T1. Really mono-anything is uncommon since we have such great options for creating a solid mana base. Just adding Windswept Heaths, Tropical Islands, and one Ancestral Recall would increase the power of your deck greatly. Green's problem is that they have very little disruption, and this is a big problem with your deck.
I'm sure your deck is fast, and that it works well. I think you'd have a lot more success if you added some disruption. How about changing your mana base as follows:
- 11 Forest
+ 4 Windswept Heath + 5 Bayou + 1 Mox Emerald + 1 Black Lotus
And change the following cards:
- 4 Wild Growth - 1 Earthcraft - 1 Primal Rage
+ 4 Thoughseize + 1 Demonic Tutor + 1 Regrowth
Besides adding black to your deck, the mana base changes will help slim down your deck as the game goes on so that you draw more 'business' cards instead of basic Forests. It will also make you more explosive with the artifact inclusions.
Your Wild Growths may be overkill along with Utopia Sprawls. Adding four Thoughtseize will greatly improve your deck. Trust me, Thoughtseize really is that good. Same can be said about Demonic Tutor. Three Earthcraft may be a bit too many, and I'm not a fan of Primal Rage. With your draw, it seems like a win more card. I feel Regrowth is a nice inclusion if one of your key creatures gets countered/destroyed, or if you need to regain a Seal of Primordium.
V/R Masta
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« Reply #15 on: July 15, 2008, 11:04:36 pm » |
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Okay. Lets just agree that mono green may be decent to good, but it's not good enough... yet.
It's just when I build a deck I like to forget everything I believe I know about magic, and look at it from the basics again. That is where I innovate best. I knew green was weak (possibly the weakest) but that was / is part of the challenge. The true theory of the mono green enchantress was that if you stay mono green you could draw way more cards than cross color reliably. So could possibly deploy a lot of minor stall effects add up to be something in one huge "never ending" turn. I think it could work, but as you said green may not have all the cards to do that yet. Dealing with infinite squirrels turn 2 can do it though. I 'll work and that and perhaps post it here later. Early changes make it look viable with a few more ESG's SSG's and what not.
Now enough about that.
I thought about the decks weakness for a couple hours, and what it may need, and if I had to cross over to another color to make a true tier 1 deck I think I would choose blue. Here is why:
First
Zur's Weirding
u3 ench.
Players play with their hands revealed. If a player would draw a card, he or she reveals it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws a card.
This card has been waiting too long to be truly broken. It's a one-card lock completely viable in an enchantress t1 build. If you have board, and life advantage. This card alone will shut down ANY deck. [possibly not Ichorid, but thats another reason to play wheel of sun and moon.] (If your opponent isn't burying any tricks in the blind)
...and a well build blue/green enchantress deck should have no issue with the lock. You can draw way way too much.
Secondly Counterbalance
UU ench.
Whenever an opponent plays a spell, you may reveal the top card of your library. If you do, counter that spell if it has the same converted mana cost as the revealed card.
I'll have to research as to how to optimize it, but I hear it's pretty broken.
Thirdly:
Dream Halls
UU3 ench.
Rather than pay the mana cost for a spell, its controller may discard a card that shares a color with that spell.
If your going to go broken tier 1 go big.
Mind's Desire Mind Over Matter -- thanks Masta UUUU2 ench.
Discard a card: You may tap or untap target artifact, creature, or land.
What couldn't you do at that point?
Honorable mentions
Stasis, Standstill, Mana Maze, and Energy Field as cheap highly disruptive enchantments.
You can look at Energy Field / Wheel of Sun and Moon as a quasi-lock too. You can take no damage (no poison), AND almost all forms of decking are useless on you (unless someone make you draw all of it.)
Not to mention they stand-alone well too.
I have been working on a list in the last couple hours, but it's not good enough to post yet. I just wanted people to start thinking about it while the topic is still fresh in everyone’s minds. Hopefully I can write again soon... Fraggle
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« Last Edit: July 21, 2008, 01:52:26 pm by Fraggle »
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« Reply #16 on: July 16, 2008, 12:44:02 am » |
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I'm more interested in keeping a Green/White/Black Enchantress build. Some of the other posters may jump in here as they added their own blue ideas for the archtype earlier in the post. I do agree though, Zur's Weirding is totally broken. I'd love to see a deck that can abuse it.
Also, I think you meant 'Mind Over Matter' for that last enchantment and not 'Mind's Desire'. Mind's Desire let's you draw and play the top card of your library for free, with Storm.
V/R Masta
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« Reply #17 on: July 23, 2008, 04:09:56 pm » |
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Come July 25 does enchantress stand a better chance? Helix Pinnacle  Enchantment Shroud : Put X tower counters on Helix Pinnacle. At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game.  Toss this in an "enchanted squirrel-craft" deck where mana comes out of your ears, and there may be something there. I like to color mine with an Intruder Alarm for extra fun. Intruder Alarm  Enchantment Creatures don't untap during their controllers' untap steps. Whenever a creature comes into play, untap all creatures. ...if we can only get past our slow start this archetype could stand a chance. After turn two its just one BIG fun squirrel laden turn. Any ideas for up front disruption? Preferably  or  ...Counterbalance? I'll keep tinkering, but if anyone would like to help I'd appreciate it.
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« Reply #18 on: July 23, 2008, 10:29:33 pm » |
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Hey what's up Fraggle, I saw that card a week or so ago. I honestly never thought to include it in an Enchantress deck. I think it fits nicely in an infinite mana deck, or even some super stall, prison-like deck.
The more I play with Enchantress the more I feel like it'll never be able to make a jump to the next level. It'll always be a solid deck though, that obviously gets much better as the game drags on.
I think the only way Enchantress can remain or become more competitive is with black cards, pure and simple. Cards like Thoughtseize, Duress, Leyline, Tutor, and Words of Waste, although minimal in numbers are absolutely critical to the deck's continued success. When you throw blue in there, you have to include Ancestral as well a set of Forces, but then you're obligated to add at least another ten blue cards to compliment FoW. Not to mention you make the deck a bit more reactive where I feel being proactive at attacking your opponent's hand is the way to go. I don't want to dive to far into this, but ask yourself what's better to have in your hand? FoW or a Thoughtseize?
V/R Masta
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« Reply #19 on: July 24, 2008, 05:59:52 pm » |
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Hey Masta thanks for the tip. I seem to be leaning the same way about black, the key to enchantress's success would be to make it turn 3 with out giving up most of your card slots to non enchantment cards. That seems to be next to impossible is not impossible. ...and even from there you are not out of the woods.
You have to get out and maintain an enchantress in play for you deck to begin to work when most would just win. I ask myself every day why bother. ...and I have no good answer. I guess I'm just sick of seeing the same stuff all of the time, and I would like to support something new. That tells me look at other formats, but I'll struggle with this a bit more.
Its just odd to me how much the game has changed since I used to place in tourneys 96ish era [I just ebay'ed my original art for "Festival".] The game is very little about the board, and all about the hand. If your looking to disrupt on the board your one step too late.
That's why I had gotten so interested in Zur's Weirding its an enchantment and it beats even hand disruption, it's DRAW disruption. Cool concept if I can just break it properly with out loosing to all known deck in the mean time.
So then maybe your looking at a combo of hand and draw disruption to get setup, now your out of color, and way off base of the enchantress theme... I dunno but that could work MAYBE.
Any other pros wanna step up and help out a hopefull returner / "newbie"
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« Reply #20 on: July 25, 2008, 12:05:24 am » |
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Yea Zur is tough to fit into a deck. I think people have always had it on the backburner but just never came up with a good spot for it. To build a deck around it, you'd have to have something that both establishes a better board position than your opponent and either attacks their hand or has good counter back-up so they can't tutor their way out of it.
It could be a nice singleton side-in for any deck that runs blue maybe against slow, control-type decks?
V/R Masta
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« Reply #21 on: August 10, 2008, 03:20:26 pm » |
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how about Ground Seal to keep Welders offline?
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karlake
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« Reply #22 on: August 20, 2008, 07:53:53 pm » |
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I can see an enchantress-deck with good hate enchantments like energy flux, in the eye of chaos, propaganda, choke, root maze and arcane lab, and without crap do-nothing cards like sterling grove and replenish, be playable. Maybe with mystic remora for enough fowcount to play fow?
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« Reply #23 on: August 20, 2008, 10:44:32 pm » |
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I can see an enchantress-deck with good hate enchantments like energy flux, in the eye of chaos, propaganda, choke, root maze and arcane lab, and without crap do-nothing cards like sterling grove and replenish, be playable. Maybe with mystic remora for enough fowcount to play fow?
I haven't played this in a while as I've been enjoying Blue and Black cards lately. But let me address your post before we get out of control. Enchantress isn't a land-go type of deck if you know what I mean, which it would tend to lean towards by including some of the cards you mentioned above. In fact, most of those cards you mentioned are SB cards if anything. I can't think of any instance that would warrant a mainboard inclusion of Energy Flux, Choke, or Arcane Laboratory. Leyline could possibly be included, but any other maindeck hate cards other than that are out of question. When you include FoW, you not only drop your Enchantment count, but also force the pilot to hold Blue cards in their hand. This doesn't work because as I mentioned above, Enchantress's goal is to draw and play cards as fast and furiously as possible. Sterling Grove and Replenish are the best two cards in the archtype period, excluding the obvious Argothian Enchantress. Sterling Grove is basically a four include Vampiric Tutor that gives all of your non-land permanents Shroud. Replenish is sick card advantage, and doubles the amount of Seal of Cleansings/Sterling Groves in your deck. I don't know what else to say. V/R Masta
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« Reply #24 on: August 20, 2008, 10:59:47 pm » |
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how about Ground Seal to keep Welders offline?
I had been tinkering with this idea. I feel its good SB material, but I wouldn't main deck it. I can see an enchantress-deck with good hate enchantments like energy flux, in the eye of chaos, propaganda, choke, root maze and arcane lab...
I agree. I do like Flux, but not enough to run more than one. In an enchantress deck I feel it's important to keep the CC's to an absolute minimum. In the Eye of Chaos- needs a good SB look, and a very critical look at main deck. Based off what I have been working on I think main decking may be just a hair off base, but I'd need to do more play testing to back it up. If it was 1 or 2 CC I'd be all over it, but a CC of 3 is a tricky task in most Enchantress builds. Propaganda - I'd lean towards Elephant Grass and a faster win. Choke - SB maybe. What about your own Islands or are you thinking a birds / Utopia Sprawl build. Root Maze - I have mixed feelings on this card. How do you make it hurt you? Vedalkin Mastermind? for the draw boon? / or a birds / elves build? Arcane Lab- This I'm interested in. An enchantress deck built well should be able to handle this environment constraint. I'll have to play around with this. Maybe with mystic remora for enough fowcount to play fow?
Mystic Remora is very near a must for a U/G build. Its cheap, and offers you decent fortitude against common disruption discard / counter (you even draw from your enchantress effects as well if your enchantment is countered.) FOW although awesome in common builds, is not an auto include for the type of environment you'd have to make an enchantress deck within. It's costly to your card count and isn't an enchantment. Could kill a "go off turn / win this turn" kinda thing. Where as other cards like mana leak is less hard on the mana or you hand count. Hand count is crucial to an enchantress build. Or better yet you'd be better off spending your card slot on Seal of Primordium, or In the Eye of Chaos, Elephant grass or the alike. These are better two fold. In an enchantress build they are like half can-trips (if your deck is working well you'll draw when you cast them maybe two or three fold) and they are less mana / and hand count hungry not to mention you still get there game effect. I'm not sold on FOW in enchantress builds, but it depends on what cards you use to support it.
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« Reply #25 on: August 21, 2008, 09:00:16 am » |
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The cards mentioned just seem tooo slow. And with my theoretical hate build you obv run full artifact accel and maybe more. I will return when i have proxied it up and made som real testing.
@Choke: if you shut down their entire mana base, it's worth it to lose an island.
Maybe back to basics? Hits workshops and bazaars too, and helps fowcount (if you like to run it).
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« Last Edit: August 21, 2008, 09:06:47 am by karlake »
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