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Author Topic: Feedback please - Enchantress Deck Help  (Read 23112 times)
TopSecret
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« Reply #30 on: May 07, 2010, 11:18:59 pm »

Root Maze + Stasis, Root Maze + Choke, Root Maze + Back to Basics are all combos with Root Maze.
Also, Stasis combos with Nature's Chosen. These cards are all enchantments.

If it becomes a good idea to revisit the Aura idea in the future, Femeref Enchantress may be a decent creature. http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3736

With Seal of Primordium and Seal of Cleansing Femeref Enchantress draws cards. Auratog combos with her. Plus she is white and enchantable.
« Last Edit: May 07, 2010, 11:35:38 pm by TopSecret » Logged

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« Reply #31 on: May 07, 2010, 11:35:49 pm »

An expansion of a previous thought:

Wins:
3 Sacred Mesa  {W} {1}
3 Luminarch Ascension  {W} {1}
1 Opalescence  {W} {W} {2} / 2 Replenish  {W} {3}
1 Vault  {2} / 4 Nature's Chosen  {G}

Draw:
4 Argothian Enchantress  {G} {1}
4 Land Tax  {W}
2 Life From the Loam  {G} {1}

Disruption:
4 Seal of Cleansing  {W} {1}
4 Runed Halo  {W} {W}
3 Suppression Field  {W} {1}
4 Aura of Silence  {W} {W} {1}
2 Solitary Confinement  {W} {2}

Mana:
4 Mox Diamond
1 Mox Pearl
1 Mox Emerald
1 Lotus Petal
1 Black Lotus
4 Serra's Sanctum
6 Plains
6 Forest

The math is off on total card count.  I'm not sure how to make the cuts right now, but I like the casting costs of all of this.

Pretty basic.  Stall with the disruption package early, early to mid drop Sacred Mesa / Luminarch Ascension or Argothian. Push past all the counters, Rune Halo what you have to, and win with a bunch of creatures.

Set-up behind Solitary Confinement to trigger Luminarch Ascension if you have to.  You can discard lands from Land Tax, or Loam, or just cast enchantments if 2 or more Argothians are in play.

Running the Mox Diamonds to toss "extra" Serra's Sanctums, and to keep land-in-play count down for Tax.

Play "traditional enchantress" if it's open and someone is mowing your yard.  Or if Replenish happens to land in your hand Loam up a fattie yard, and make 'em scoop.

What do we think of this?

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« Reply #32 on: May 08, 2010, 04:00:18 am »

An expansion of a previous thought:

Wins:
3 Sacred Mesa  {W} {1}
3 Luminarch Ascension  {W} {1}
1 Opalescence  {W} {W} {2} / 2 Replenish  {W} {3}
1 Vault  {2} / 4 Nature's Chosen  {G}

Draw:
4 Argothian Enchantress  {G} {1}
4 Land Tax  {W}
2 Life From the Loam  {G} {1}

Disruption:
4 Seal of Cleansing  {W} {1}
4 Runed Halo  {W} {W}
3 Suppression Field  {W} {1}
4 Aura of Silence  {W} {W} {1}
2 Solitary Confinement  {W} {2}

Mana:
4 Mox Diamond
1 Mox Pearl
1 Mox Emerald
1 Lotus Petal
1 Black Lotus
4 Serra's Sanctum
6 Plains
6 Forest

The math is off on total card count.  I'm not sure how to make the cuts right now, but I like the casting costs of all of this.

Pretty basic.  Stall with the disruption package early, early to mid drop Sacred Mesa / Luminarch Ascension or Argothian. Push past all the counters, Rune Halo what you have to, and win with a bunch of creatures.

Set-up behind Solitary Confinement to trigger Luminarch Ascension if you have to.  You can discard lands from Land Tax, or Loam, or just cast enchantments if 2 or more Argothians are in play.

Running the Mox Diamonds to toss "extra" Serra's Sanctums, and to keep land-in-play count down for Tax.

Play "traditional enchantress" if it's open and someone is mowing your yard.  Or if Replenish happens to land in your hand Loam up a fattie yard, and make 'em scoop.

What do we think of this?


4 Land Tax, 0 Scroll Rack? Tax seems a lot less good without Scroll at a glance.

If you're looking for some general Parfait ideas, Smmenen had an interesting article detailing his vision of Parfait 2008.

Other than that, you could try dropping Enchantress altogether and experimenting w/ Mobilization + Humility instead of Mesa/Ascension. I don't know if this would be better, it's just an idea. If you stay with the current version, Aven Mindcensor is probably superior to Sacred Mesa in that it's disruptive in addition to being a source of damage. I've just never been a huge Mesa fan to begin with, truth be told. I hate anything with an extremely high aggregate cost (obv this includes the aforementioned Mobilization—you're paying  {4} {W} {W} for a 1/1 vigilance token).

If you're making the deck mostly white, Preacher seems like a sideboard option vs. Fish if you decide against the Humility plan.
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« Reply #33 on: May 08, 2010, 11:10:56 am »

4 Land Tax, 0 Scroll Rack? Tax seems a lot less good without Scroll at a glance.

It does but consider this if I Scroll Rack and enchantress draw I'm drawing a land.  I was looking at Land Tax from a different angle.

1. It's a cheap white enchantment (works well with Argothian, and Serra's Sanctum.)
2. Make the enchantress draw more rich
3. Works well with Mox Diamond
4. May draw a counter
5. More interactive

I could drop Enchantress all together, but then:

1. It obviously would not be an enchantress deck.
2. Makes less synergy with the entire deck.

Take the original list for example.  This drew a lot of cards from combing with the wild growths / Utopia Sprawls with Nature's Chosen, and Enhcantress's

This new version does practically the same thing just with a richer / more interactive draw.

Each enchantment acts as a wild growth\ utopia sprawl with a Serra's Sanctum in play.

Drop a Nature's Chosen on a white creature untap it and do it some more.  With an enchantress in play you are drawing all the time.  The cheaper we can make the disruption the faster this deck will go off.

Keep this in mind. The number of Pegasi in play would be roughly = to (# of enchantments in play X the number of Nature's Chosen in play) /2

On your turn.

Then your opponents [if each Nautre's Chosen is on a separate Pegasus] (# of Enchantments x # of Nature's Chosen)/2

your turn swing.

Note: Suppression Field is in the way again.  That would need to be cut.
« Last Edit: May 08, 2010, 01:04:28 pm by Fraggle » Logged

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« Reply #34 on: May 08, 2010, 01:08:10 pm »

The above deck list could also possibly benefit from the addition of:

Auriok Salvagers

It's an additional white creature target, and combos with Black Lotus for infinite mana.

...and infinite mana in this deck could mean. Infinite draw, and infinite creatures.
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« Reply #35 on: May 08, 2010, 03:16:42 pm »

Wow, bomberman eh?  Evidently Im not the only one changing it up...

I dont know where else this needs to go.  I think the root make + choke idea is way stronger than suppression field and delha is right about seal over field since you have no consistent ways to keep them from just paying the additional cost.

Apologies for changing this up a lot, but I think it would need an amazing amount of changes to be tier 2, this is not currently tier 3 at best.
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« Reply #36 on: May 09, 2010, 11:40:31 am »

An expansion of a previous thought:

Wins:
3 Sacred Mesa  {W} {1}
3 Luminarch Ascension  {W} {1}
1 Opalescence  {W} {W} {2} / 2 Replenish  {W} {3}
1 Vault  {2} / 4 Nature's Chosen  {G}

Draw:
4 Argothian Enchantress  {G} {1}
4 Land Tax  {W}
2 Life From the Loam  {G} {1}

Disruption:
4 Seal of Cleansing  {W} {1}
4 Runed Halo  {W} {W}
3 Suppression Field  {W} {1}
4 Aura of Silence  {W} {W} {1}
2 Solitary Confinement  {W} {2}

Mana:
4 Mox Diamond
1 Mox Pearl
1 Mox Emerald
1 Lotus Petal
1 Black Lotus
4 Serra's Sanctum
6 Plains
6 Forest

The math is off on total card count.  I'm not sure how to make the cuts right now, but I like the casting costs of all of this.

Pretty basic.  Stall with the disruption package early, early to mid drop Sacred Mesa / Luminarch Ascension or Argothian. Push past all the counters, Rune Halo what you have to, and win with a bunch of creatures.

Set-up behind Solitary Confinement to trigger Luminarch Ascension if you have to.  You can discard lands from Land Tax, or Loam, or just cast enchantments if 2 or more Argothians are in play.

Running the Mox Diamonds to toss "extra" Serra's Sanctums, and to keep land-in-play count down for Tax.

Play "traditional enchantress" if it's open and someone is mowing your yard.  Or if Replenish happens to land in your hand Loam up a fattie yard, and make 'em scoop.

What do we think of this?



I put the above mentioned deck together and fished it, and it TOTALY SUCKS.

A few of the major reasons:

Serra's Sanctum is NOT Tolarian Academy - There aren't 0 cc enchantments to support it like Academy has, and therefore can not truly be treated as a mana source.

The Mox Diamond isn't what it is cracked up to be in this deck, and also should not be counted as whole mana source.

The mana curve does not take advantage of the Enchantress's draw very well.

Sacred Mesa is pretty weak, and nothing you want to draw multiples of.

The original post on this thread, although not that awesome, was at least 10 times better than this deck.

Now having said that I looked at all the 1 drop enchantments (enchantress's favorite) to find the most disruptive ones to build around.

As madmanmike25 said Root Maze is possibly the best one, but looking at all of them I think it may be:


This could be the reason why you would want to play Enchantress all together. She loves 1cc enchantments, and permanents.
She also has the efficient utility enchantments (seals) to blow apart artifact mana.

This would also give you a reason to run her traditional engine. Fastbond, Exploration, Wild Growth, and Utopia Sprawl.  You could be to 10 permanents (between you and your opponent) in practically no time.

I'll tinker around with it a bit, but if anyone has a piggy-backed idea off this I'd love to hear it.






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« Reply #37 on: May 09, 2010, 12:24:31 pm »

Problem is, 10 permanents is something different than 10 lands. Limited Resources is just not fast enough. I think the list I made with the Auramancers is much more competitive than the ideas that have been thrown around in this thread. Your analysis for Serra's Sanctum is right I think.
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« Reply #38 on: May 09, 2010, 02:58:42 pm »

If you want something along the lines of Mox Diamond to drop early enchantments, then you are probably better off with Chrome Mox to ditch cards that you don't want to have in multiples.

Leyline of the Void can come out early and can provide early disruption against some decks. It can also pitch to Chrome Mox or be cycled in the late game.

Leyline of Lifeforce is also not awful as an early enchantment for Sanctum since it can make your Argothian Enchantress and maybe Venduran Enchantress or whatever uncounterable. Leyline of Lightning could actually act as a finisher in the late game if you get to the point of being able to cycle through your deck with multiple enchantresses out.

Leyline of Singularity is not completely terrible against Ichorid, but probably not worth playing. Leyline of the Meek is probably not an option.

There used to be a joke deck concept of playing 20 Leylines, Serra's Sanctum, and Opalescence and hoping to draw the perfect hand. I do not think that deck is viable. But I do think that if you play 8 or more Leylines and Sanctum, then Opalescence might not be a bad idea.


I think that if you want this deck to be remotely competitive you will have to decide which decks you want to have a good matchup against. I don't think the enchantress engine is robust enough with the current cardpool to try and have even matchups across the board. It would probably be better as a metagame deck.

This is an enchantress deck that won a larger legacy event: http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=30740
It was not made for the Vintage format, which can be seen by its utter contempt for the attack phase, its slow clock, and little early disruption. But building the deck to stomp certain decks while getting destroyed by others is probably what you would have to have as an initial goal and direction in order to make any remotely viable enchantress deck for Vintage. I don't know if the cards are there to do it, but if they are, they will be easier to recognize if you have an end goal to fit them into.

For example, you could try to build an enchantress deck to destroy shops with maindeck Energy Flux. Or you could try to destroy Ichorid with maindeck Wheel of Sun and Moon and Elephant Grass. Having maindeck Runed Halo and Solitary Confinement and Aven Mindcensor could be a strategy for wrecking combo. And at some point, you may have to add a couple cards that are a little outside of the theme to fill some holes in the deck's strategy that no enchantment is good enough to fill.
« Last Edit: May 09, 2010, 03:11:40 pm by TopSecret » Logged

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« Reply #39 on: May 10, 2010, 02:33:38 pm »

This discussion seems to have lost all cohesion. I'll just repeat that I very strongly feel that a control build is necessary to avoid seeing countless games where you "go off", get a boatload of cards on the table, then pass the turn to watch them Key/Vault you out of the game.

I was going to link this thread to give some sense of direction (MuzzonoAmi's list in particular), then noticed that you posted in there as well back in the day. The same issues raised there seem to be coming up again. Combo or Aggro Enchantress is just too slow and non-disruptive to hold it's own against a modern field.

Our threats by nature are very narrow, and as such, each must either cripple or at least severly hamper the opponent. With that said, Tax, Loam, and all the redundant wincons need to go. As many spells as possible need to impact the board immediately, and none of those do so. The philosphy I follow is largely derived from this old primer. My first build of Enchantress came from here. A lot of the primer is quite obviously dated, but it still contains concepts are relevant and should be adapted to our current metagame.

PS: Sacred Mesa + Serra's Sanctum + Nature's Chosen + Concordant Crossroads is a 4 card combo, and dependent on having lots of other enchants on board. Squirrelcraft is two cards and will mise you into stupid wins you didn't deserve. I'm not saying it's the be all end all, just pointing out that in the turns you spend digging for the other pieces of the Mesa kill, you could've untapped and killed with infi squirrels. Also, as before, Earthcraft is pseudo mana with Enchantress down, and Nest feeds Smoky or chumps Goyf. Nearly all of the pieces you listed are dead weight until you're ready to win.
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« Reply #40 on: May 10, 2010, 06:13:53 pm »

This discussion seems to have lost all cohesion. I'll just repeat that I very strongly feel that a control build is necessary to avoid seeing countless games where you "go off", get a boatload of cards on the table, then pass the turn to watch them Key/Vault you out of the game.

I was going to link this thread to give some sense of direction (MuzzonoAmi's list in particular), then noticed that you posted in there as well back in the day. The same issues raised there seem to be coming up again. Combo or Aggro Enchantress is just too slow and non-disruptive to hold it's own against a modern field.

Our threats by nature are very narrow, and as such, each must either cripple or at least severly hamper the opponent. With that said, Tax, Loam, and all the redundant wincons need to go. As many spells as possible need to impact the board immediately, and none of those do so. The philosphy I follow is largely derived from this old primer. My first build of Enchantress came from here. A lot of the primer is quite obviously dated, but it still contains concepts are relevant and should be adapted to our current metagame.

PS: Sacred Mesa + Serra's Sanctum + Nature's Chosen + Concordant Crossroads is a 4 card combo, and dependent on having lots of other enchants on board. Squirrelcraft is two cards and will mise you into stupid wins you didn't deserve. I'm not saying it's the be all end all, just pointing out that in the turns you spend digging for the other pieces of the Mesa kill, you could've untapped and killed with infi squirrels. Also, as before, Earthcraft is pseudo mana with Enchantress down, and Nest feeds Smoky or chumps Goyf. Nearly all of the pieces you listed are dead weight until you're ready to win.
Delha-

I couldn't agree with you more.  This had lost all direction.

Squirrel-craft is better outside of the fact that it takes a basic forest, and limits your mana base, and aggro is not the direction to take.

Lastly, the tax / loam ideas were weak.  

Yesterday was tough, I had a few hours set aside to come up with some additions, and tweak our build, an came up with nothing.  I'm just about ready to table the idea again.  The only reason I brought it up again was my friend showed me the card Kor Spiritdancer knowing I was trying to make a T1 enchantress deck.  It got me all excited that there might be a built in win, but it doesn't seem to be working out that way.

...but I saw your post prior to leaving work so on my drive home today I remembered this card:

I have no idea if it will be enough to get the right silver bullet at the right time, but (with an enchantress in play) it is a 10 card deep tutor to the hand.  Plus you can weed out unwanted extra Serra Sanctum's, Leylines, and the alike.

With this you may be able to build differently, as in not everything has to be an enchantment.  Once your set up you weed out the unwanted, and build your wheelhouse.

Stretching further, coupled with Wheel of Sun and Moon [...a card that can also be played defensively against some decks] you can possibly even build an enchantress recursion deck, and run 1 ups.

The other thing I was thinking about is that we couldn't build anything with Suppression Field in it (we were even overlooking it would also affect the Seal enchantments) so are we not giving the card its proper due?  It effects the mana-base of anything fetch (which is a lot), and cripples Bizzare / strip effects.  What doesn't use Fetch or Bizzare?

It's also is appealing in the fact that it would keep a Serra Sanctum, Tolarian around longer.  It should be noted Crop Rotation is also unrestricted now.

Other cards to consider:











 
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« Reply #41 on: May 10, 2010, 07:17:24 pm »

given that the only one of those enchantments that costs less than 4 is helix pennicle...which really costs 100, I would say that none of these are viable.  I am going to leave this thread alone, because I feel like I have distracted enough of its course...but one last word for me:

Do you really want to start every game you play with the knowledge that you are fighting an uphill battle?  Winning a tournament with this deck would be like pulling your own teeth with pliers.
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« Reply #42 on: May 11, 2010, 11:55:49 am »

Squirrel-craft is better outside of the fact that it takes a basic forest, and limits your mana base, and aggro is not the direction to take.
I agree that Squirrelcraft has serious flaws (not unlike the rest of the deck). I just feel that it's a far superior wincon to Sacred Mesa. In fairness, most kill cards run in a non-beatdown deck are pretty bad topdecks when you're not ready to use them.

...but I saw your post prior to leaving work so on my drive home today I remembered this card:
[ANCESTRAL KNOWLEDGE]
I have no idea if it will be enough to get the right silver bullet at the right time, but (with an enchantress in play) it is a 10 card deep tutor to the hand.  Plus you can weed out unwanted extra Serra Sanctum's, Leylines, and the alike.
I've used this a lot before. Putting it in a deck is always a guilty pleasure for me (see my Ertai list). It can do a lot, but it's slow and simply not a great card overall.

The other thing I was thinking about is that we couldn't build anything with Suppression Field in it (we were even overlooking it would also affect the Seal enchantments) so are we not giving the card its proper due?  It effects the mana-base of anything fetch (which is a lot), and cripples Bizzare / strip effects.  What doesn't use Fetch or Bizzare?
You're right, I'd forgotten that Suppression Field hits our seals. I think we're better off using other lock pieces and keeping access to 12+ disenchant effects. Between Shops/Oath/Vault, those probably impact the vast majority of the field. One could also just run the Fields in side to swap for Seals etc as needed. Amusingly, Field sounds like it would be better in Parfait than here.

Other cards to consider:...
Agreed w/ TheShop on this. Helix Pinnacle is the only remotely viable one. Near Death Experience has a cute interaction with Worship, but is highly unreliable now that there's no mana burn in the game. Protective Sphere is a way to burn life, but feels like it would be worthless far too often. Still, could be a solid card to side in against Oath, Selkie (suckitTrygon!) and Sphinx.

Do you really want to start every game you play with the knowledge that you are fighting an uphill battle?  Winning a tournament with this deck would be like pulling your own teeth with pliers.
I'd amend that to "broken, rusty pliers".

That said, I still have a build together, even though I haven't shuffled her up for a game in probably three years now. Shrug. The heart wants what the heart wants, I guess.
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« Reply #43 on: May 12, 2010, 07:40:16 am »

  I am going to leave this thread alone, because I feel like I have distracted enough of its course.

I disagree.  Sorry to see you go.

...but I saw your post prior to leaving work so on my drive home today I remembered this card:
[ANCESTRAL KNOWLEDGE]
I have no idea if it will be enough to get the right silver bullet at the right time, but (with an enchantress in play) it is a 10 card deep tutor to the hand.  Plus you can weed out unwanted extra Serra Sanctum's, Leylines, and the alike.
I've used this a lot before. Putting it in a deck is always a guilty pleasure for me (see my Ertai list). It can do a lot, but it's slow and simply not a great card overall.
IMO it's faster than Sylvian Library, can find an Enchantress in a pinch, and become downright explosive in the mid to late game.

The other thing I was thinking about is that we couldn't build anything with Suppression Field in it (we were even overlooking it would also affect the Seal enchantments) so are we not giving the card its proper due?  It effects the mana-base of anything fetch (which is a lot), and cripples Bizzare / strip effects.  What doesn't use Fetch or Bizzare?
You're right, I'd forgotten that Suppression Field hits our seals. I think we're better off using other lock pieces and keeping access to 12+ disenchant effects. Between Shops/Oath/Vault, those probably impact the vast majority of the field. One could also just run the Fields in side to swap for Seals etc as needed. Amusingly, Field sounds like it would be better in Parfait than here. [/quote}
Wouldn't it effect Scroll Rack too much?

Other cards to consider:...
Agreed w/ TheShop on this. Helix Pinnacle is the only remotely viable one. Near Death Experience has a cute interaction with Worship, but is highly unreliable now that there's no mana burn in the game. Protective Sphere is a way to burn life, but feels like it would be worthless far too often. Still, could be a solid card to side in against Oath, Selkie (suckitTrygon!) and Sphinx.
I'm thinking Channel, Rainbow pain lands [this would give you access to Choke w/ blue and 5 colors of enchantments], ...and with this deck Dark Confidant

Do you really want to start every game you play with the knowledge that you are fighting an uphill battle?  Winning a tournament with this deck would be like pulling your own teeth with pliers.
I'd amend that to "broken, rusty pliers".

That said, I still have a build together, even though I haven't shuffled her up for a game in probably three years now. Shrug. The heart wants what the heart wants, I guess.
IMO we've only just begun Smile
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« Reply #44 on: May 12, 2010, 02:06:10 pm »

I've used this a lot before. Putting it in a deck is always a guilty pleasure for me (see my Ertai list). It can do a lot, but it's slow and simply not a great card overall.
IMO it's faster than Sylvian Library, can find an Enchantress in a pinch, and become downright explosive in the mid to late game.
Yeah, that potential is what always makes me want to run it. I've never run it in Enchantress, but that's related to the fact that I firmly believe adding blue is a mistake. If splashing another color, I'd go black, since you get tutors to go with your disruption.

You're right, I'd forgotten that Suppression Field hits our seals. I think we're better off using other lock pieces and keeping access to 12+ disenchant effects.
Wouldn't it effect Scroll Rack too much?
I believe that it is a mistake to run Scroll Rack, with or without Land Tax (which is also bad, IMO).

Agreed w/ TheShop on this. Helix Pinnacle is the only remotely viable one. Near Death Experience has a cute interaction with Worship, but is highly unreliable now that there's no mana burn in the game. Protective Sphere is a way to burn life, but feels like it would be worthless far too often. Still, could be a solid card to side in against Oath, Selkie (suckitTrygon!) and Sphinx.
I'm thinking Channel, Rainbow pain lands [this would give you access to Choke w/ blue and 5 colors of enchantments], ...and with this deck Dark Confidant
I think going 5 color is bad. It severely weakens your manabase in a mana hungry deck that has no Shops/Drains/Rits to abuse for acceleration. You keep going back to including blue, when I'm working off an assumption that we're GW. You need to pick a basic plan, then build in that direction. Other ideas can be explored separately, as entirely separate builds.

So:
1. What archetype do you want this to fall under? I favor control. Aggro is weak in Vintage due to attack step requirements, and a combo build will probably never be as fast as ANT/Ichorid/TPS.
2. What colors do you want this to be? Green is a must for Argothian. I favor GW for stable mana.
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« Reply #45 on: May 12, 2010, 07:36:21 pm »

So:
1. What archetype do you want this to fall under? I favor control. Aggro is weak in Vintage due to attack step requirements, and a combo build will probably never be as fast as ANT/Ichorid/TPS.
2. What colors do you want this to be? Green is a must for Argothian. I favor GW for stable mana.
I think control, and GW

...Followed by U [I'm still in the honeymoon stage with Ancestral Knowledge for enchantress, and cheap wins with tinker]  then B then R

My G/W favorites:
Sterling Grove (needed for control style)
Hunting Ground (build pending: possible win outright / combo with Survival of the Fittest)
Wheel of Sun and Moon (yard hate / Recursion build)


My Green favorites:
Root Maze (Turn 0 time walk, Kills Yawg win, slows combo, sweet cost, enchantress game pacer)
Drop of Honey (Enchantress Presence build only {I've been mulling that over lately} cheap reliable fattie removal.)
Seal of Primorduim (A must have unless we can break Suppression Field)
Choke (1 card can shut down a lot of decks)
Fastbond (build pending)
Ground Seal (build pending)
Lifeforce (sideboard, or combo with Painters Servant)
Argothian Enchantress
Yavimiaya Enchantress
Enchantress's Presence

My White favorites:
Porphyry Nodes (Enchantress Presence build)
Luminarch Ascension (Possible Win)
Runed Halo (I think this is a must include)
Sacred Ground (meta pending)
Seal of Cleansing (Non-Suppression Field auto include)
Aura of Silence (Good Disruption)
Hidden Retreat (meta or build pending)
Karmic Justice (build pending)
Oblivion Ring (auto include)
Rule of Law (build pending)
Solitary Confinement (build Pending)

Questionable:
Damping Field
Crackdown
Oath of Lieges
Aurification

Alt wins:
Test of Endurance + Words of Worship
Worship + Near-Death Experience
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« Reply #46 on: May 12, 2010, 07:43:45 pm »

So:
1. What archetype do you want this to fall under? I favor control. Aggro is weak in Vintage due to attack step requirements, and a combo build will probably never be as fast as ANT/Ichorid/TPS.
2. What colors do you want this to be? Green is a must for Argothian. I favor GW for stable mana.
I think control, and GW

...Followed by U [I'm still in the honeymoon stage with Ancestral Knowledge for enchantress, and cheap wins with tinker]  then B then R
***Ancestral Knowledge is a nice boon.  It can find an Enchantress-less hand an enchantress for 2 than 1 mana early (or a needed silver bullet.)  ...and in the mid to late game it is explosive.  Not only does it pop the best card(s) [per enchantress effect] to your hand it allows you to line up the remaining of the 10 for the most optimal play for the rest of the turn.  It's pretty sweet.


My G/W favorites:
Sterling Grove (needed for control style)
Hunting Ground (build pending: possible win outright / combo with Survival of the Fittest)
Wheel of Sun and Moon (yard hate / Recursion build)


My Green favorites:
Root Maze (Turn 0 time walk, Kills Yawg win, slows combo, sweet cost, enchantress game pacer)
Drop of Honey (Enchantress Presence build only {I've been mulling that over lately} cheap reliable fattie removal.)
Seal of Primorduim (A must have unless we can break Suppression Field)
Choke (1 card can shut down a lot of decks)
Fastbond (build pending)
Ground Seal (build pending)
Lifeforce (sideboard, or combo with Painters Servant)
Argothian Enchantress
Yavimiaya Enchantress
Enchantress's Presence

My White favorites:
Porphyry Nodes (Enchantress Presence build)
Luminarch Ascension (Possible Win)
Runed Halo (I think this is a must include)
Sacred Ground (meta pending)
Seal of Cleansing (Non-Suppression Field auto include)
Aura of Silence (Good Disruption)
Hidden Retreat (meta or build pending)
Karmic Justice (build pending)
Oblivion Ring (auto include)
Rule of Law (build pending)
Solitary Confinement (build Pending)

Questionable:
Damping Field
Crackdown
Oath of Lieges
Aurification

Alt wins:
Test of Endurance + Words of Worship
Worship + Near-Death Experience

I'll reserve my other color card choices till we decide we need them.
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« Reply #47 on: May 13, 2010, 03:16:01 pm »

The problem with Ancestral Knowledge is that it really belongs in a deck with Jace2. The interaction there is insane. Here, you're often getting the effect of a Grim Tutor, but with the following power reductions: 1) It's a topdeck tutor instead of to hand. 2) The last mana comes on your following turn, potentially delaying your ability to play the tutored card. 3) You go 10 cards deep instead of full library. Bad news when digging for singleton answers. With than in mind, Enlightened Tutor is cheaper, on color, and instant.


That said, let's drop all outside colors from the equation. You need to focus down and commit to building and testing one version for now. Having twenty completely untested decks is far worse than a single well tuned one. We need to keep working on a single list to improve it. Let's just stick to what you chose: a GW control variant.

--Mana (26) --
8x SoLoMoxen Crypt
1x Serra's Sanctum (maybe 2 or 3)
4x Windswept Heath
4x Savannah
2x Forest
3x Plains
1x Strip Mine
3x Wasteland

--Enablers (16)--
4x Argothian Enchantress
2x Enchantress's Presence
3x Replenish (maybe 4)
1x Regrowth
1x Fastbond
1x Earthcraft
2x Sterling Grove (maybe more)
2x Enlightened Tutor (maybe more)

--Lock Pieces(17)--
2x Aura of Silence (maybe 3)
5x Seal of Removal/Primordium (maybe even more)
2x Runed Halo (maybe 3)
1x Worship
1x Pariah
1x Solitary Confinement
2x Wheel of Sun and Moon
1x Choke
1x Rule of Law
1x Abolish

--Kill (1)--
1x Squirrel Nest

--Sideboard--
Root Maze
Humility
Karmic Justice?
Elephant Grass?
Peace of Mind?
Qasali Pridemage?

This is obviously very rough, but here are my thoughts. With this build, you should be heavily hating out their manabase whenever you aren't throwing down lock pieces. Aggresively nuke their early mana, just try to keep 1 piece on the table to stave off a surprise Vault/Oath. Abolish is probably too cute, but with Oath and Vault being so dominant, it could easily prove worthwhile. You run almost a full complement of Strips, to aid in disrupting.

Your are effective pre-sided for game 1 against many decks, with a tradeoff having plenty of dead draws against everyone as well.

Against Tezz, Oath, Stax, Shop-Aggro, you run 8 mainboard disenchants. Over half of these can easily land turn 1 before counters/spheres turn on. T1 Seal may prove better than T1 Enchantress. I'd almost definitely take T1 Aura of Silence over Enchantress, but that's not going to come up often. The lone Abolish is probably too cute, but doing it once could makes them play around it all match long.

Nearly everything that isn't Tendrils still beats down for their win. Worship/Solitary buys you time against bots, fatties, zombies, or Goyfs. A Grove stacked on top can mean game over (even if Tezz hits infi turns, they may have only a singleton bounce spell).

For Dredge, you're banking on Strip effects until you can land Worship or Wheel. Game two, you need that plus a Grove to protect it.

Storm combo has Rule of Law, Halo, and Wheel to turn off Will. If you can land Aura quick enough, that hurts them badly as well. Disenchants for Necro/Bargain help a bit too.

Sideboard is still up in the air. I'd suggest playing out more matches then seeing what matchups are weakest. I currently suspect Dredge and Storm are your worst matches.
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« Reply #48 on: May 13, 2010, 09:55:15 pm »

Delha, thanks for helping me focus, and believing in Enchantress I really do appreciate it.  I love the list.

If I understand it correctly th objectives are as follows.
 
1. Nullifying the attack / Stopping Tendrils of Agony

2. Locking the Game

3. Winning

As in, take the stop play, before casting your enchantress.  This has been the way I've been seeing enchantress over the last week and a half, and I think it can be very strong.    

I'm going to test it as is, but I'm going to be looking at the following substitutions.

IMHO I think Root Maze should be main decked; 4 of them.  I understand it's dis-synergy with the acceleration pieces, but that nuisance IMO is outweighed by what it can stop so cheaply.

It all but kills Yawg win & combo.
In your mana suppression build it brings moxen, and lotus in tapped for Seal food.
Makes a recently played (hard to eliminate) Sensi's Divining Top Seal food
It balances the mana curve of the deck.
...and since is lessens what each player can do each and every turn it ever-so-slightly increases Enlightened Tutor's & Squirrel-Crafts power.

Secondly, (I know this may be blasphemy on this thread) but from reading  Stephen Menendian article posted by Mr. Fantastic I'd look at replacing Aura of Silence with Aven Mindcensor http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136204

Instead of making it harder to cast artifacts and enchantments (perms that we can already deal with) it all but shuts down your opponents fetches, and tutors entirely. Not to mention it can place your opponent on an ever so slow clock with a 2/1 creature.

As Stephen Menendian wrote this only only strengthens the wasteland approach.

Thirdly, if our primary goal is to shut off our loss as quickly as possible, I'd most assuredly run 4 Runed Halo.  As The Shop said this will stop just about any Vintage loss. I'd cut Pariah for that (too narrow and costs more).

As you alluded to Abolish isn't needed and there aren't enough plains being run to support it.  Just run a full set of Seal of Primordium, and Seal of Cleansing.  If played right the seals are basically (on they turn they are needed) un-counter-able.

I'd also cut Solitary Confinement to run more Worship.  Once Argothian, and Worship are in play this frees up your tutors for Squirrels nest or Earthcraft to go for the win.  Not so much with Solitary Confinement.  Plus I feel they are much stronger plays off a Replenish.

For serious consideration: True Beliver http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129610
Stops:
Discard
Tendrils
Oath
..and more

Lastly, I'd be very interested in Karmic Justice's affect on vintage play with all the Wateland, Strip mine, and what-have-yous running around.


What are your thoughts on those comments?




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« Reply #49 on: May 14, 2010, 11:47:38 am »

I read your last set of posts and saw that Aura is going-sounds solid to me because it will regularly come down a turn too late to stop their early development.  The core disruption strategy here seems fundamentally different from a staxish one: you play cards that efficiently deal with the end result of their plays(like halo and seals) because these are the naturally superior enchantments-  stopping their mana progression entirely is not as efficient as dealing with their win conditions for you.  Example- stax could run 8 cards that stop moxes(or more)...all of these can come down on turn 1.  You could run 8(if seal even counts...which it doesn't) that come down turn 2 to 3.

I think you are on the right track when attempting to play cards that attack their core strategies.

On Seal of Primordium-  I loved this card until Sphinx ot printed.  I see that no one posts lists with sphinx right now, but white seal seems better.

On Karmic Justice- I suspect that most people will be bouncing permanents and not blowing them up.  The coolest thing I can think of with that fact in mind is Runed Halo + Sterling Grove...no one runs mass enchantment hate...they have to find 2 cards to deal with you.  Sterling grove #2 here may be game.

I kinda like ivory mask depending on the meta. 

I you are running replenish, you could board Serenity in....Lol, I'm sure that would suprised some people.

I like the idea of using enchantress as a sorcery draw spell for 3-4 cards instead of running all the mana enchants to get there with card advantage- a blue deck will jut drop ancestral and cach you anyway.  I guess she is more like a shrouded Bob.

Don't forget the Agrivian find(or reclamation or whatever) that puts an enchant from yard back to hand.
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« Reply #50 on: May 14, 2010, 02:44:05 pm »

The coolest thing I can think of with that fact in mind is Runed Halo + Sterling Grove...no one runs mass enchantment hate...they have to find 2 cards to deal with you.  Sterling grove #2 here may be game.

I think this is a good point. However, I am uncertain about Sterling Grove being necessary. If you resolve two Groves and an enchantment that shuts off the opponent, I think those two Groves could have been two other enchantments that shut down the opponent to achieve the same effect. Also if the first enchantment you planned on protecting is countered, you are left with two topdeck tutors that cost three mana to use. They might be good since you can sacrifice them in response to Nature's Claim or something, but I think more often then not, what could happen is that the opponent either bounces or casts Nature's Claim on the enchantment that needed protecting in response to the Grove allowing them to win, whereas if the Grove were another card that immediately shut the opponent down this would not be possible.

I do not know if there are enough cards that are enchantments that shut down opponents win conditions, but I think if there are then that is worth exploring.

If such an angle were taken, it might be worth adding in other lock cards like Gaddok Teeg and Chalice of the Void.

Also, I don't know if this is viable, but what about playing an enchantress deck with Survival of the Fittest and a Squee or two? That way, you could play Solitary Confinement and use Survival to find Squee to support it, and then find cards like Gaddok Teeg to further shut off opposing win conditions while the opponent tries to find a way to stop the Confinement?

Plus, with Squee and Survival you could tutor for and repeatedly use spellshapers that can shut off the opponent as well. They could also discard extras of certain enchantments.

So that would probably start with something like this:

4 Argothian Enchantress

(#?) Vexing Shusher
(#?) Aven Mindcensor
(#?) Dawn Strider
(#?) Devout Witness

Lanowar Mentor? (would only be good with lots of Squees, but would also be good excelleration?)

Genesis?

Gaddok Teeg

4 Survival of the Fittest
2 (or more?) Squee

Lots of Solitary Confinement

Seal of Cleansing
Runed Halo?
Chalice of the Void for 1?

Emrakul?!?! (Uncounterable win condition post confinement?)

You could also play Oath of Druids + Forbidden Orchard and/or 1 Oath of Ghouls. Why not? (Although, I do not know if Confinement shuts off Oaths if you want to use them.)

Vexing Shusher seems like your best bet to ward off counterspells.
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« Reply #51 on: May 14, 2010, 03:58:35 pm »

@ Fraggle: Yep, the three goals as described are dead on. Stop them temporarily, stop them permanently, then win.

Regarding changes to the list: I agree that there is a lot of tuning to be done here. I'd just ask that you give the first list a few solid hours before tweaking, so that you can compare the way it runs before and after.

Root Maze: Agreed that it's very strong, and should probably be a 4 of to max odds of seeing it in your opener. That said, it's got the same problem as chalice. On the draw, their jewelry is already down, and it doesn't matter nearly as much (still amazing vs fetches though). It's not as good against Will as you might think. If TPS gets the Rit hand instead of the Mox hand, it does very little for you. I did want to mainboard it, but I was having a really hard time finding 4 slots. Agreed that this is hugely synergistic with the mana denial plan. T1 Maze into a couple seals then a Replenish probably nukes their gameplan pretty badly.

Aven Mindcensor: The biggest problems I see with Mindcensor are as follows...
1. It's a creature, and thereby much easier to remove than Aura.
2. It doesn't kill Oath (on the contrary, it turns it on) or Vault, or Shop pieces.
3. Parfait runs this in addition to Aura, not instead of.

Runed Halo: Awesome against Tendrils/Bots, not as hot vs Iona/Elephant/Fish/Zombies. It's solid, no doubt. I just don't think it's worth overloading on. It's purely defensive, and narrow. The thing about Pariah is that it is typically going to be a Time Walk + Removal. There will be times where each is better, and I running both lets you tutor for the best in a given situation.

Abolish: I agree that we don't have a lot of Plains to support it, but the benefits are inarguable. They open with T1 Golem, you go land, Abolish. If we're counting on Seal, that won't happen until T2 at best (T1 land, mox -> T2 land, Seal), and that's assuming they don't drop any further lock pieces.

Solitary Confinement: Worship doesn't stop Tendrils, or Elephant, or Gifts. If you have Argothian down, you can still draw your tutored Squirrelcraft. If you don't (ie. Massacre), Worship is useless to you. Solitary is also cheaper. As Halo/Pariah, our answers are narrow, so variety of choice when tutoring is a good thing.

True Believer: Solitary does the same without requiring {W} {W}, without being a creature (untutorable), and without being useless against bots/fatties already on the board. If you need this effect, tutor up a Halo.

Karmic Justice: I don't think enough people mainboard Nature's Claim to make it worthwhile. Aside from that, only Fish is likely to be nuking Enchants. We run 5 basics and stick to 2 colors in defense vs Wasteland.

Seals: I'd split 3/2 heavier on green, but I honestly think this will largely be a matter of taste. If Iona has white locked out, they've already Oathed at least once. Outside of that, I don't see color mattering a whole lot.

Ivory Mask: The biggest things Mask answers are Tendrils and Oath, both of which Halo also covers, at half the cost. If I wanted more than four, I'd add extra copies Solitary for the dmg prevention on top.

Argothian: Agreed, she is best compared to Confidant in this build. A slow but steady draw engine.

Argivian Find: Not an enchantment, and using this will typically cost as much as Replenish (1 for Find, plus 2-3 for whatever you got back).
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« Reply #52 on: May 14, 2010, 04:03:08 pm »

Then I am In favor of 4 halo and 3 solitary and as many ways of defending/getting into play as possible.
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« Reply #53 on: May 14, 2010, 04:34:04 pm »

The coolest thing I can think of with that fact in mind is Runed Halo + Sterling Grove...no one runs mass enchantment hate...they have to find 2 cards to deal with you.  Sterling grove #2 here may be game.
I think this is a good point. However, I am uncertain about Sterling Grove being necessary. If you resolve two Groves and an enchantment that shuts off the opponent, I think those two Groves could have been two other enchantments that shut down the opponent to achieve the same effect...

...I do not know if there are enough cards that are enchantments that shut down opponents win conditions, but I think if there are then that is worth exploring.
I understand where you're coming from, but Groves are better than extra copies for the sake of deck space and flexibility. Wheel is great against Dredge, but mediocre against many other decks. Seeing 2x Wheel in your opener against Oath is terrible. Wheel + Grove on the other hand, might be keepable, since we can nab a Halo/Seal/etc. Our answers are already rather narrow, and Grove lets us fit a toolbox without further increasing the odds of drawing into blanks.

Also, consider the following scenario. You have Grove + Worship down, and they have enough power on board to kill in 2-3 swings. They nuke Grove, you sac in response to tutor. They nuke your Worship and swing, then next turn you play the tutored answer. You effectively force them to have three pieces of removal rather than two. At Worship + Grove x2, no amount of targeted removal will work.

Also, I don't know if this is viable, but what about playing an enchantress deck with Survival of the Fittest and a Squee or two? That way, you could play Solitary Confinement and use Survival to find Squee to support it, and then find cards like Gaddok Teeg to further shut off opposing win conditions while the opponent tries to find a way to stop the Confinement?
That opens us up to tons of Ichorid hate on game 2. Also, from the sample list you suggested, that deck is better off w/out Enchantress. Survival wants a lot of creatures, which obviously means fewer enchantments. I'm not saying the idea is without merit, just that it might as well have it's own thread.
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« Reply #54 on: May 14, 2010, 04:41:21 pm »

How many answers are the opponents running that they can nuke grove and solitary confinement?  This seems unlikely to me.  Just finding both and getting them into play seems like the real issue.
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« Reply #55 on: May 14, 2010, 05:08:01 pm »

How many answers are the opponents running that they can nuke grove and solitary confinement?  This seems unlikely to me.  Just finding both and getting them into play seems like the real issue.
Noble Fish mainboards Pridemage and Trygon. Terastodon nukes multiple things at once. Post-board, I'd expect to see several matchups bringing in Nature's Claim.

Assuming they don't have 2 answers, Grove wins because instead of seeing the wrong answers, you see tutors for the right answer. To extend my example from the previous post: You're running 4x Wheel, 4x Halo. Let's assume you draw into one of those answers. You have a 50% chance of it being worthless. Change that to 2x Wheel, 2x Halo, 4x Grove. Now only 25% of those cards are worthless.

As before, Toolbox + Tutors is far superior to clogging your deck with outs that are only situationally useful.

Edit: Grammar
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« Reply #56 on: May 16, 2010, 11:15:03 am »

Results from testing Delha's list above against a traditional Tezz.

(0-3)

Game 1
Didn't write down hands just plays

Ench (e) T1: Savannah

Tezz (t) T1: Mox, Jet, Sol Ring, Underground Sea, Time Vault, Brainstorm

e T2: Seal of Cleansing [FOWed by (t)]

t T2: Denomic Tutor for Black Lotus, Tezzeret Untap Vault WIN

Game 2

(e) hand: Serra's Sanctum, Savannah, Forrest, Earthcraft, Replenish, Regrowth, Enchantress Presence
t hand: (2) Force of Will, Voltaic Key, Sensi's Divining Top [top], Underground Sea, Polutted Delta, Inkwell Leviathan

e T1: Savannah

t T1: Draw :[Mox Pearl] mox Pearl, Underground Sea, Top (:topped)

e T2: [mox ruby] Mox Ruby, Forest, Enchantress Presence [Force of Willed]

t T2: [Vampiric Tutor] Polluted Delta, Vampiric Tutor (Tinker)

e T3:[Aura of Silence (no mana to play)] Earthcraft, Serra's Sanctum

t T3:[Tinker] Tinker -- Inkwell

Swings a couple times to win.

Game 3
e hand: Fastbond, Windswept Heath, Forest, Earthcraft, Argothian Enchantress, Savannah, Mox Ruby
t hand: Tezzeret, Merchant Scroll, Mox Pearl, Mystical Tutor, Dark Confidant, Fire / Ice, Polluted Delta

e T1: Savannah, Mox Ruby, Argothian Enchantress

t T1: [Volcanic Island] Volcanic Island, Mox Pearl, Mystical Tutor(Tinker)

e T2: [Savannah] Savannah, Fastbond [e draw: wasteland], Wasteland (18) nabbed Volcanic Island

t T2: [Tinker] Fetch-Underground Sea (19), Merchant Scroll-Force of Will

e T3: [forest] forest

t T3: [Force of Will] Dark Confidant

e T4: [Replenish (not enough mana)] Plains

t T4: [bob:Denomic Tutor (17)][Polluted Delta] Polluted Delta-Underground Sea (16), Tinker-Inkwell *attack-Bob

e T5: [Runed Halo] Runed Halo (Force of Will'd removing Ice /Fire (15)) [e draw: Regrowth], Fetch-Savannah, Replenish (Force of Will'd removing Tezzeret (14)) Tap:Argothian to untap Forest, Regroth Runed Halo

T T5: [Bob: Time Walk (12)][Underground Sea]*attack: Bob, Inky, Time Walk

t T6: Swing WIN

Noted: The mana base needs help.  IMHO I think we should eliminate the Squirrel craft Wincon (loosening the mana base and freeing a card slot) to try Near Death Experience with rainbow / dual pain lands.

To me this is as solid of a win a Mirror Universe was.  It doesn't care about the board; the only thing that could stop it is your opponent winning, or a can't win the game effect.  Our deck is stacked to simply not loose, we just need cheaper disruption i.e. Root maze and the alike.

This could possibly help the deck overall.

I will test, any comments on that?
« Last Edit: May 16, 2010, 11:18:41 am by Fraggle » Logged

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« Reply #57 on: May 17, 2010, 03:44:15 pm »

Game 1: That's how it goes sometimes, and not just to this deck. T2 infi turns with backup? That's often enough to put away games against T1 decks. The fact that we're less often able to stop it than say Tezz/Oath is a big part of why I trying to win power with Enchantress is a bad idea.

Game 2: Should've mulled that hand. Nothing before T3, and then a T4 Earthcraft? Ouch.

Game 3: T4 you say not enough mana to Replenish, but you have Fastbond down, and had 4 sources in your opener. Also, what were you trying to Plen back in? I didn't see any notes of something being countered or nuked. You never say you cast Earthcraft, but use it T5. Also, while it wouldn't have made a difference here, I would Regrowth -> Runed Halo instead of trying to plen it in. If you rip another answer T6, you bait with that, and follow with the Plen he doesn't know you have.

Noted: The mana base needs help.  IMHO I think we should eliminate the Squirrel craft Wincon (loosening the mana base and freeing a card slot) to try Near Death Experience with rainbow / dual pain lands.

To me this is as solid of a win a Mirror Universe was.  It doesn't care about the board; the only thing that could stop it is your opponent winning, or a can't win the game effect.  Our deck is stacked to simply not loose, we just need cheaper disruption i.e. Root maze and the alike.

This could possibly help the deck overall.

I will test, any comments on that?
Overall, you need to give this more runs. Three games is waaaay to small a sample to decide anything. This is especially true when one of those games can be written off to a bad keep, and in another, your opponent had the nuts.

The manabase may well need work, but {2} {W} {W} {W} is way more taxing on your than {1} {G} {G}, so I don't see how it's going to help. Earthcraft is admittedly very minor color fixing, but what are you replacing it with that does a better job? If anything, I'd replace a Forest with a Plains, then see how things run, but you need way more games to know if even that is necessary. Adding Shocklands/Painlands may help you access your colors, but they weaken your manabase against Fish/Shops.

I'm not sure what you're trying to say about Mirror Universe, I never considered it that great of a wincon. If you're really concerned about having a win that's hard to disrupt, use Helix Pinnacle. I don't think that's very good either, but I'd far superior to Near-Death Experience.

I agree that Root Maze is huge. Just bear in mind that it's symmetrical, and Enchantress is a very mana hungry deck. Also, how are you going to find room for them?
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« Reply #58 on: May 17, 2010, 10:07:04 pm »

Game 3: T4 you say not enough mana to Replenish, but you have Fastbond down, and had 4 sources in your opener. Also, what were you trying to Plen back in? I didn't see any notes of something being countered or nuked. You never say you cast Earthcraft, but use it T5. Also, while it wouldn't have made a difference here, I would Regrowth -> Runed Halo instead of trying to plen it in. If you rip another answer T6, you bait with that, and follow with the Plen he doesn't know you have.

I see your points.  I suppose I wrote it down wrong, but I'm glad I wrote something.  Your play with the deck helps me better understand how to optimize it.

Overall, you need to give this more runs. Three games is waaaay to small a sample to decide anything. This is especially true when one of those games can be written off to a bad keep, and in another, your opponent had the nuts.

Agreed.  I think I need to step away from this for a few days to let some ideas germinate in my mind, and others settle out.  Knowing myself this will give me a better perspective, and greater patience.

The manabase may well need work, but {2} {W} {W} {W} is way more taxing on your than {1} {G} {G}, so I don't see how it's going to help. Earthcraft is admittedly very minor color fixing, but what are you replacing it with that does a better job?

Honestly I have no idea, but what I do like about this alt plan is it make the deck so much easier to pilot (for myself) as it has the potential to simplify our objective.

Simply stop them from winning (i.e. Solitary Confinement) [somehow] drop a single "Near Death Experience" and win with 1 life.

This could be fuled by the uncounter-able Glacial Chasm, allowing us to care less about creatures, and more about creature effects.   ...but the more and more I thought about this plan (although I still like it) it does not fit the Enchantress mold very well.  I think it would be a good candidate for white walks (Orim's Chant, Abeyance and the alike) sprinkled with Angel's Grace, and Street Wraiths to move it along you soon have no place for enchantments or Enchantress's.   ...so that's where I'm at with that thought right now.    

I agree that Root Maze is huge. Just bear in mind that it's symmetrical, and Enchantress is a very mana hungry deck. Also, how are you going to find room for them?

Sadly, Root Maze is simply needed to give enchantress a chance to set the game pace which she so desperately needs to do.

If I had to put them in right off the bat I'd place 2 in the Wheel of Sun and Moon slots, and hope to land hate enough against dredge game1 to set up behind Solitary

Then Rule of Law, and tutor a Runed Halo for TPS

And lastly remove Abolish.

...those are my initial thoughts, but I'll let them steep for a few days
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« Reply #59 on: May 25, 2010, 08:32:36 pm »

For those of you that are interested I still have not given up on getting a viable enchantress deck.

I have tested Delha's deck heavily solely against Tezz, and it lost over 1/3 of its games to this deck.  Mainly because of Tinker.

The tutoring as a defense seemed to be about a turn or two too slow.  Strip lands, although it made me feel like I could interact with my opponent, was not slowing enough to do much harm.

I tried modifying the list first lightly.  Removing the fetches for Shock duals, and the strips for basics split 2/2.  and then pulling Wheel of Sun and Moon, Rule of Law, and Abolish for (4) Root Maze.

When Root Maze was landed this DID allow me to get the time to find the tutored silver bullets and stall the game for many turns, but it was too difficult to assemble my 1 win to pull off many wins.

I tried many versions of the white green, and I found I would get slowly clocked down by a Bob of all things.

This version I felt was missing accidental wins. i.e. weenie attacks.

So I changed things up a bit and I added the two of the hidden enchantments, Hidden Herd, and Hidden Guerrillas. (who doesn't play artifacts or Non-basics?)

These helped the match up quite a bit.  I could suddenly attack or block, or force the Tezz player to hold on to artifact mana, or not needed non basics.  When I did this I dropped the intermediaries, and went right for the Solitary Confinement lock.  So I ran (4) of those plus (4) Squee, and Luminarch Ascension for the win. (I chose Luminarch Ascension over Sacred mesa because I shouldn't be loosing life, and it curved better)  When It worked it worked well, the combo of Squee & Solitary wasn't too hard to come across, but the landing Luminarch Ascension before I did was the hard part.

Many times I was forced to throw down the combo in response to a tinker, and lost because the would eventually bound and walk, or bounce go infinite.

So I was open to trying new things at this point.

I looked at all colors, and tested many decks.

Oddly enough I ended up back to blue with this list less Ancestral Knowledge:

6 solomoxen
1 Tolarian Academy
4 Breeding Pool (works well with Root Maze)
4 Tropical Island
4 Root Maze
4 Energy Field
4 Argothian Enchantress
1 Ancestral Recall
4 Mystic Remora
4 Utiopia Sprawl (was a cheap ench. \ help the dual color \ works well under Root Maze)
1 Brainstorm
6 Forest
2 Enchantress Presence
1 Squirrels Nest
2 Erayo, Soratami Acendant (A card worth playing in a cheap enchantment Echantress build)
1 Time Walk
2 Earthcraft
2 Wheel of Sun and Moon
2 Glacial Chasm
1 Veil of Birds
1 Fastbond
3 Hidden Herd

This deck was able to go ever 50% against Tezz
 
The main combo with this version was Energy Field & Wheel of Sun and Moon = No Damage till dealt with

This curves easier than Solitary, and strengthens the enchantress by both parts being enchantments. Both of which can be played in either order, and you can still draw.

However you can not stop Tendrils.

With blue we also gained Mystic Remora.  This is an enchantment that is as cheap as they come, and effects the game in draw, and soft disruption.

Erayo, was added in a low CC shell to hopefully flip him to counter you opponents first spell a turn (mine and theirs).  I'm not sure but I think if you play 2 spells, and your opponent tries to counter your third it may get countered by Erayo by the time The counter tries to resolve.

4 spells isn't too hard in an enchantress build of this kind.

I pulled the Seals because of the dis-synergy with Energy Field, and the deck didn't suffer too greatly, but I'm not sure it was right.

In that re guard I should have pulled the Mystics too but I opted not to.

After this missing the tutoring I went back to white green builds, and tooled around with them and got okay results.

I went back to research and found and I kept seeing this combo for old extended decks.

Word of Winds + Enchantress + Exploration

Honestly in ways that are still not that clear to me that allowed people to return you opponents perms almost indefinitely.

But then I found this link:
http://www.moxdiamond.com/Magic-The-Gathering-Combo/14415/Wild-Growth-and-Words-of-Wind-and-Argothian-Enchantress.html

This makes more sense. 

Enchantress + Utopia Sprawl + Word of Winds (and untapped lands) = Bounce your opponents perms.

With Erayo in play 4 spells is a breeze

So I built this:

Mana:
3 Forest
3 Island
4 Tropical Island
4 Breeding Pool
6 Moxen Lotus

4 Utopia Sprawls
4 Mystic Remora
4 Root Maze
4 Hidden Guerrillas
3 Hidden Herd
4 Argothian Enchantress
4 Enchantress Presence
4 Energy Field
2 Wheel of Sun and Moon
3 Word of Winds
2 Erayo, Soratami Accendant

This went 8-2 against Tezz.

Now that is no indication of how good this can be in all of vintage, but I wanted to put it up here to see what everyone thought, and see if anyone can help its overall cause.

I'll have to proxy up other decks to test.

I'll be out of town for a long weekend, but then I'll be right back at it.

Any input would be appreciated, and thanks for all your help.





http://www.starcitygames.com/magic/extended/9063_Yawgmoth8217s_Whimsy_123_Enchantress_in_Extended.html








 
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