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Author Topic: The Enchantress Engine  (Read 10694 times)
serracollector
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« on: March 05, 2012, 03:42:48 am »

Hi, I am serracollector, some on here may know me some may not.  I occasionally make posts on interesting lists (mainly newer creative lists), and i also dabble in the occasion Meandeck Tourney in Columbus, Ohio.  Thank you Steve for these 100% proxy tournaments, as without them, I would have 0 in real life magic playing.  My real name is John Knight, so you can go to morphling.de and search my name to see the type of lists I have played at these tournaments, and my placing in them.  Throughout magic's history I have held to 1 belief about magic, and that is whoever draws the most wins.  This ofc in today's world of vintage is not 100% true, but in general seems to hold true.  Therefore it makes sense to always try to have the best draw engine(s) in a deck to find w/e the decks goal is.  I have been trying for some time now to try and see if enchantress could be viable in some form in t1.
And also wanted to see if anyone else might see if viable in some other deck type than mine.  I will give some suggested cards from me and other I have played on Cocaktrice at the end.

First the list then my explanations, games played, insight etc etc.

1 Ancestral Recall
1 Time Walk
4 Argothian Enchantress
3 Mystic Remora
4 Sylvan Library
1 Regrowth
4 Force of Will
1 Mox Emerald
1 Mox Sapphire
1 Black Lotus
1 Sol Ring
1 Brainstorm
4 Tarmogoyf
1 Second Chance
1 Mana Crypt
1 Fastbond
2 Tropical Island
4 Misty Rainforest
4 Wasteland
1 Strip Mine
3 Energy Flux
2 Back to Basics
4 Mental Misstep
3 Forest
3 Island
1 Seal of Primordium
2 Lignify
1 Pendrell Flux
SB: 3 Propaganda
SB: 4 Wheel of Sun and Moon
SB: 2 Seal of Primordium
SB: 3 Surgical Extraction
SB: 3 Nature's Claim


This is my favorite, and what I believe to be the most playable version of the deck. 
The deck tries to play more or less as a prison control deck, until you get control and goyf beat down.

Every single card in the deck is playable anyways, getting enchantress is just like icing on the cake. The deck, as mentioned before is a control style deck, controlling the board state as much as possible, while staying ahead in cards through the use of Mystic Remora, Sylvan Library, and Argothian Enchantress. Sylvan Library is ridiculously good.  Against anything other than fish/white trash, the loss of 4-8 life to get those cards ahead is not a bad price.


Brainstorm/Acall/Time Walk/Regrowth/Artifacts - obv.  I run mana Crypt because its explosively fast, and I can sac it to flux/seal in a pinch if need be.

Enchantress - draw engine 1.  Remember this is a control deck, I am not trying to go combo mode with her, just drawing 1-2 extra cards a turn is enough when your running these lock pieces with it.

Mystic Remora - shouldn't really explain this, but, its Remora which is played all the time anyways, and it triggers Enchantress, oh and its blue.  Check.

Sylvan Library - Draw Engine 2, honestly, this card might be more powerful than the enchantress in this deck.  Turn 1 Sylvan Turn 2 rip 3.  I've done this 95% of games, and not regretted it.

Force of Will - these are a necessary evil.  You still must be able to stop combo, and outside of arcane lab, which is bad for this deck, there are no answers.

Mental Misstep - Once again, stopping those tutors, fastbonds, dark rits, and the like is essential.

Tarmogoyf -Throughout my testing I tried all kinds of "cutsie" combos to win the game.  The problem was, that even tho I was locking the gamestate with enchantments, and staying ahead in draw, my lack of threats and pressure let them just come back anyways, Goyf was the obv answer, and it has done its job well. 

Seal of Primoridum - Only 1 maindeck, due to the 3 energy flux.  But it is still nice to have that random 1 in case.

Lignify - I must give credit to credmond here on TMD for this one, I did not see it.  This card has been absolutely fantastic.  Stopping trygons, goyfs, bobs, delvers, and the occasional blightsteel.  Not to mention drawing cards off enchantress. 

Pendrell Flux - another answer to Blightsteel and most MUD creatures/creature in general when you cast 2b2 or strip a land.

Energy Flux - I cannot say enough about this card.  I tested playing 1 maindeck in my monoblue list which got me t4 at meandeck.  I have always wanted to play multiple maindeck, but in most traditional blue lists I could never find room or a way.  In this deck it shines.  I have killed Blightsteels, made MUD cry, and watch entire manabases wipe away.  It draws off enchantress and its blue.

Back to Basics - a long forgotten card, and has not seen near enough game play.  This card with an energy flux = gg for 99% of decks used in t1 right now. It draws on enchantress and its blue.

Second Chance - this caught my eye because I noticed many games where I would get down to 5> life aggressively using sylvan, fetches, MM's and Forces.  I am still not 100% sure on the card, but it actually has won me quite a few games, either giving me the extra swings from Goyf or letting me dig 1 turn deeper with enchantress/Sylvan to find the card I need.



2 x Tropicals - With b2b I don't want to hurt my own mana base, but dual lands and fetches are necessary, so 2 has been great.

5 strips - Obv good for keep mana short on your opponent.


SB:

Propaganda - this is actually not just for fish, but can also be used against Aggro MUD (sphereless mud?), and Dredge.  I have won several games against dredge with this card.

Wheel of Sun and Moon - best enchantment against dredge?  Also good versus welder/grave yard decks in general.

Seal of Primordium - Oath, Mud, TV.

Surgical Extraction - Dredge, and decks that play lots of 4 of's.

Nature's Claim - good in general versus lots of things, as they can help me gain life in a niche, and an extra draw off a sylvan if needed, on top of destroying bad things opponents drop. 



The deck has been playing very well despite its lacklusterness if you will. Have the 4 force 4 MM usually lets you stay in control until you can get one of your draw engines into play, and start to take the lead.

Other ideas I have tried:

Words of Wilding/Words of Wind - these with sylvan allow you to skip the draws pay 3 mana, and get 3 tokens or bounce 3 perms.  Both of these won me lots of games.  Even got a turn 1 wilding once versus MUD, then just starting making tokens, didn't draw another card the whole game, and won.  But Goyf is cheaper, faster, doesn't require Sylvan to be good.  I would still like to be able to fit like 1 of each in.

EarthCraft/Squirrel Nest - could never get it to work.  Once u start running this you want to run wild growths, and utopia sprawl/wild growth are bad.  It just becomes a fiasco, and without tutors to find the pieces, just way too slow and unreliable.

Power Leech - this card honestly looks good to me.  Most of you have probably not even seen nor heard of the card, but, this card can easily get you extra life to draw off sylvan, saves you a turn or 2 against MUD, and makes factories do less damage.

Still Life - Interesting card, but the double green CC throws me off a bit, even with the 2 duals, and 4 fetches.  If your in a more aggro field, might be worth testing.

Carpet of Flowers - this card in testing was actually quite amazing, letting me cast multiple threats a turn, and I in the right meta I would even suggest running 3-4 maindeck.

Zur's Weirding - If you went a more aggro role, playing all the moxen for example, this and sylvan can be quite interesting, if they pay the 2 life to mill it you don't pay the 4 life for it, but you can still do 3 at a time.

2 goyf, 1 trygon, 1 gsz -  I tested this over the 4 goyf.  It is not a bad concept, and sometimes did work.  Even allowed me to get an enchantress under a chalice for 2, and get ahead ftw.  Trygon is good since it blocks trygon, and is trygon in general.  But I found that just having early pressure with goyfs is usually enough, and seems more efficient in play testing.

Now, ofc you can go with other colors, but I have found the control element of Flux/B2b/MM/FOW to keep most decks in check as I get my beats on.  Suggestions from other colors for the current meta:

Paralyze - yea.
Exploration.
DarkHeart of the Woods/Crucible/Fastbond.
Stony Silence.
Replenish.
Sterling Grove.
Oblivion Ring.
Blood Moon.
Seal of Fire.
Parallax Cards.
Other Words Cards.  The white one with sylvan is actually quite Interesting.
Pursuit of Knowledge
Abundance
Island Sanctuary
Attunement.
Words of Worship. 
Underworld Dreams.
Chains of Mephistopheles - not a good choice, but maybe something could be built around it.

Anyways, I would love to hear some insight, any and all feedback is welcome.  And ofc any suggestions, or ideas of your own on the enchantress engine.






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vaughnbros
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« Reply #1 on: March 05, 2012, 08:28:32 am »

Some thoughts from looking at your list.  Since your playing so many strip effects i would suggest running Crucible over back to basics.  Then you can also throw in a singleton zuran orb for an infinite life/infinite mana combo.  I'm kind of skeptical about goyf being your only win con, especially when your running a card like mana crypt seems like an early crypt will kill you more often than not.  4 sylvan libraries seems like overkill.  I would definitely try jace out over a couple of the libaries since he can draw cards or potentially win u the game if say your goyfs get surgical extracted.
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« Reply #2 on: March 05, 2012, 10:08:03 am »

Quote
Lignify

I think you need to think a lot harder about this before you post (or at least put it in casual).

The card that you're missing that is required for you not to get blown out of the water is root maze.

There may be an interesting lock deck around Maze and Stony Silence that could synergize with Mystic Remora and potentially Carpet of Flowers, but this is not how you do it. 

The combo/advantage approach to enchantress (which IMO hit its peak in '03: http://www.themanadrain.com/index.php?topic=12309.0;wap2) is totally outclassed these days by Robot, Vault Key and Gushbond.

2c

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serracollector
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« Reply #3 on: March 05, 2012, 12:46:36 pm »

I understand that the combo version of enchantress is out moded by current combos and 1/2 card I win combos.  I am not using enchantress as a combo enabler, this is a control deck, I simply use her for the additional draw to stay ahead in cards to answer threats/find counters.  This is not a combo deck.

Root Maze is actually a derp moment there, I should run that card, and yes possibly over b2b, b2b has been quite slow.

I didn't want to post in the casual format because:

1) I want the deck taken seriously.  I have managed to keep AHEAD in wins over losses with this versus tier 1 decks, including Oath, MUD, Gush, and Bigb Blue in General. 

2) I want Advice from the people who look at these forums. No offense, but most people on this site ignore the creative forum. 


The way I look at this deck is like the rescent Gush/Creature decks, that don't run tinker, time vault or tendrils/empty the warrens.  Instead of Gush and counters, I am trying enchantress + counters + some of the best enchantments (energy flux, mystic remora, sylvan library).

Lignify has been absolutely amazing in testing.  Name another 2 mana or less enchantment in blue or green that stops every sans Thran creature use in t1?  You should try it before you knock it.  Playing online, sure people LOL'd when I first cast one, but then when I win because of it, they don't LOL anymore.

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oshkoshhaitsyosh
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« Reply #4 on: March 05, 2012, 01:10:03 pm »

This deck is very interesting and I like innovation in vintage as alot of ppl are brainwashed into net decking and thinking those are the only viable decks, and I hate that.

Sylvan Library is a beast and not overkill as a 4 of. Me and Serra played on cockatrice a few matches. The first 2 matches I ran landstill and won them both in pretty decisive fashion. BUT, landstill is not that popular. So I loaded east coast wins (gush control) and Serra got me to 1 life, before I just barely squeaked through the 2nd part of the vault key combo. This match was a nail biter and he could have easily won. After that match I had to get going, but this deck is I interesting and has potential. It deff needs tweaking but it's close!

I'm not sure on many suggestions for the deck but u could look at legacy enchantress decks and see if anything is remotely playable in vintage? Just an idea. But I figured I would post my 2 cents about the deck
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« Reply #5 on: March 05, 2012, 02:20:05 pm »

Quote
brainwashed

Not true

Quote
landstill is not that popular

Not true

The sum of your post sounds to me like "I beat up on this guy, but it was close and quirky cards are fun, so...don't hate"

Just because people are critical, doesn't mean it's without good reason.  I love enchantress.  I love rogue decks.  This one just seemed that it didn't have much test or design consideration put into it.  A few obvious questions:

(1) this list runs very few 1cc spells, and yet, it doesn't run the full set of moxen, why is this?
(2) this list runs many singletons but no tutors, why?
(3) this list intends back to basics which seems weak in a format with lots of basics and the gush engine, why not more effective hate or at least SB it?
(4) in the absence of B2B white starts to offer a lot of options including tutoring and good 1 drops, why not try this?
(5) what is the purpose of cards like Lignify and Second Chance?  They seem strictly inferior to alternatives.
(6) why use mystic remora?  with only 8x counter, there's not a lot of stopping power you can offer if an opponent plays into it.

Maybe Serra can add more context here, but first glance is that this is half-baked.

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« Reply #6 on: March 05, 2012, 03:16:28 pm »

A splash of black seems to net a lot for this deck. Mainly I think a little black could bring crucible + dark heart of the woods in the deck + the tutors (vampiric, demonic) to support assembling that combo and the other combos of the deck.

Dark heart of the woods + sylvan library is nice since library means 4 life = 1 card and you can get 4 life for every forest with dark heart of the woods. Get crucible + fastbond and you of course also get infinite life and infinite strip/waste. Getting just crucible + dark heart + sylvan is also saucy since that means you can pretty much draw 3 each turn off sylvan for 4 life instead of 8 or 2 draws a turn for no life loss. Also crucible + sylvan means you can replay fetches to help search with sylvan for better cards. There's a lot of nice synergy that naturally comes out of those inclusions.

A full 3 x eflux may impede adding crucible. However, I think 2 x eflux can still play nicely with crucible.
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« Reply #7 on: March 05, 2012, 04:26:37 pm »

I like the idea a lot. Main problem I see is that the cards just plum ain't as powerful as they need to be, the spot removal-y ones in particular (lignify, seal, second chance). Shouldn't Stony Silence, Blood Moon, and/or Root Maze be pretty much required maindeck? They are quite powerful on their own and more so in tandem.

It seems to me like your deck wants to function like Noble Fish, relying on consistency and accumulated synergy to overwhelm its opponent; the difference between your deck and Fish would be that Fish's disruption has legs, while yours is perhaps more powerful and resilient (enchantments are harder to kill than dudes). Have you tried a version full of playsets of the most powerful enchantments available?

edit: Have you tried a Bant one with 2-3 Knights of the Reliquary + a toolbox of lands instead of Goyf? Adding white gives you Stony Silence, which seems extremely important to me. Wouldn't adding Stony let you cut the maindeck b2b's and eFluxes? B2B seems especially weak to me on its own.
« Last Edit: March 05, 2012, 05:06:56 pm by boggyb » Logged
ilpeggiore
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« Reply #8 on: March 05, 2012, 05:50:34 pm »

I tried to build a strong enchantress deck too.

It cant work.

DC is strictly superior to enchantress, remora and fastbond would be better if u play more counters or if u play gush.
 the deck works but not as efficient as other decks. Enchantment are strong but you need a lot to make your engine viable. And in the end they arent that versatile.

As you stated , sylvan is better than enchantress. That s true. Cause they work alone (no need to cast somethin to draw a card). If u swithc enchantress with gush and put some good instant instead of enchantment in it, you ll see that the deck become stronger.
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credmond
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« Reply #9 on: March 05, 2012, 07:46:43 pm »

It can work if the deck maximizes its ability to dodge sideboard hate and fully benefits from its rogue status and alternate line of attack. Decks pack darkblast and fire/ice for instance to deal with dark confidant. How good is that against a shrouded enchantress? Only dredge packs a lot of enchantment hate.

Having something a bit weaker than Dark Confidant can be okay if the opponent has a lot fewer ways of shutting it down games 2 and 3.

Along those lines, it might be worth ditching the goyfs. They are good, even really good, but it might be more worthwhile to blank all targeted creature removal the opponent has or use stuff like genju of the cedars that synergizes with enchantress and can recur from the graveyard for even more draws.

Also, I think the way to take this deck to the next level will be to get even more power out of the sylvan libraries. I already mentioned dark heart of the wood and crucible for life management. There is also Abundance which is ridiculous with sylvan in play. Also multiple sylvans suddenly become really good with a "Words of ..." in play.
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ilpeggiore
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« Reply #10 on: March 06, 2012, 04:11:29 am »

confidant works on its own. enchantress needs enchantment.

confidant is a winning condition too, enchantress is not.

timing is different too :

DC can be played after distruptions, while enchantress needs to be there before 'em. Or you wont draw cards.

while the Dc player has stp, you have lignify. While he can fill his deck with tutors and broken , you need enchantment to draw cards.

look at the list :

change the 4 enchantress with DC
or
change the 4 enchantress with gush

isnt it better ?

and now u can get rid of crappy enchantment...

the winning conditions of the deck are bad too... 4 goyf.... no way to 1 turn kill, no way to swarm with creature like a fish or a GW. with 4 library tinker is the card to play but you have no mox to support it.... because you need lot of enchantment......


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oshkoshhaitsyosh
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« Reply #11 on: March 06, 2012, 08:52:34 am »

Quote
brainwashed

Not true

Quote
landstill is not that popular

Not true

The sum of your post sounds to me like "I beat up on this guy, but it was close and quirky cards are fun, so...don't hate"

Just because people are critical, doesn't mean it's without good reason.  I love enchantress.  I love rogue decks.  This one just seemed that it didn't have much test or design consideration put into it.  A few obvious questions:

(1) this list runs very few 1cc spells, and yet, it doesn't run the full set of moxen, why is this?
(2) this list runs many singletons but no tutors, why?
(3) this list intends back to basics which seems weak in a format with lots of basics and the gush engine, why not more effective hate or at least SB it?
(4) in the absence of B2B white starts to offer a lot of options including tutoring and good 1 drops, why not try this?
(5) what is the purpose of cards like Lignify and Second Chance?  They seem strictly inferior to alternatives.
(6) why use mystic remora?  with only 8x counter, there's not a lot of stopping power you can offer if an opponent plays into it.

Maybe Serra can add more context here, but first glance is that this is half-baked.


I was trying to stick up for the guy as often times ur critiques are harsh and quite often rude. If u have further questions or complaints about his deck take it up with him!

The deck didn't look to be running all that bad vs me even though I won. So again take it up with him, I'm audi quattro
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« Reply #12 on: March 06, 2012, 01:11:53 pm »

I agree wholeheartedly with a lot of what the critics are saying in this thread.  For Enchantress to be a worthwhile choice, you have to attack an unprepared meta.  At least where I play, Oath is at an all-time low, and people are using Steel Sabotage and Ancient Grudge instead of Nature’s Claim.  So, how can you maximize your use of this design space while staying competitive?

Well, you’re going to be abusing Enchantress as a given, so we’ll start with that.  Our choices for Enchantress effects are:

Argothian Enchantress (shroud but no clock)
Enchantress’s Presence (dodges Edict effects, but probably worse than Argothian)
Femeref Enchantress (a halfway decent body, but a strange effect; might be worth exploring in its own shell)
Mesa Enchantress / Verduran Enchantress (Worse than Argothian)

So, among your options, you’re probably only going to be realistically playing Argothian or Femeref, and they both lead to very different deck designs.  We’ll start with Argothian.

The next question is, what do we do to maximize Argothian Enchantress using cards that are good on their own?  Let’s start with the cards you suggested in your own list:

Mystic Remora - This seems like a winner, though perhaps only a sideboard card to come in against Storm and Blue.  It doubles up on what Argothian is already doing for you, which makes me leery, but it’s such a powerhouse early game that I think it makes sense.  However - and it’s a big however - I feel like choosing Remora really locks you into a permission-heavy deck so you can take advantage of Remora properly.  Being able to draw your counterspell and cast it off the Remora is just too powerful to skip.  This might lead to a deck without enough space for more enchantments!

Sylvan Library - Like Remora, this could also be a winner though it infringes on what Argothian is already doing.  It costs more, which makes me uncomfortable, and like some people have posted, it does what it does alone so well that I wonder if you need the Enchantress at all.  It works very well with Lorescale Coatl Uba Mask, and the Words cards though, so this might push you off in a very different direction than Remora.  I do not think you can afford to run both Remora and Library; that’s too many slots going to nothing but slow card draw.

Second Chance - This is an intriguing choice for Dark Times decks running Hex Parasite, and I’m surprised I haven’t seen it in any lists like that yet.  For your purposes, though, I think it’s terrible.  What on earth are you going to do with the extra turn?  Why are you letting yourself get smashed down to five in the first place?  What good does this do against “real” Vintage decks that will kill you in one blow anyway?

Fastbond - Maybe it’s worth running just for the off-chance of acceleration, but I doubt it.  I think it’s more likely that you want this only if you are running Gush or Dark Heart / Zuran Orb combos to back it up.

Energy Flux - Totally solid, but this is a sideboard card.  Not maindeck.  If you want artifact hate maindeck, you want Stony Silence, Aura of Silence, or Seal of Cleansing / Primordium.   

Back to Basics - This is good in the right meta, if you stay in blue.  I’m not sure there is a way to build enchantment that really takes advantage of the limited disruption it provides, however.  An opponent can simply save mana and blow you out, and that’s if you get to resolve it in the first place.  In a blue-heavy deck with countermagic backup, you could run this.  You’d want this to be your key strategy, though, so I’d go 4-of, and also some Tombs or Cities to power it out.

Lignify - So this is your enchantment removal slot.  First, what is this card competing with:

Contempt / Volrath’s Curse / Mark of Eviction (Recurring psuedo removal, helps play more spells)
Ice Cage (better than Lignify if the opponent cant target their own creature)
Crystallization (provided you have an easy way to target, this becomes almost StP)
Imprison (if you don’t mind leaving 1 mana open, this works against most of what you fear except triggered abilities)
Lost in Thought (Probably worse than Imprison, but interesting against decks using Snappy or Goyf)
Tahngarth’s Rage / Immolation (Interesting removal that can be slapped on your own dudes if you want to go on the attack)   
Paralyze (doesn’t deal with abilities, but is supreme in stopping aggro early and cheap)   

I think Ligifny is subtly better than most of these alternatives in a vacuum PROVIDED YOU ARE NOT TRYING TO WIN WITH BEATDOWN.  That’s because it stops triggered or constant abilities, like DC, whereas none of the alternatives do on their own.  If you want a beatdown plan, though, you’re shooting yourself in the foot giving them a 0/4 blocker that they’ll just 2-for-1 you with by blocking later.

Propaganda - I’ve tried this against Dredge.  It’s just too slow.  You want to have Elephant Grass instead for this role.

Wheel of Sun and Moon - There are better dredge hosers out there, but not necessarily at this cost in these colors.  Might be necessary.

Seal of Primordium / Cleansing - These are great and easily make the cut.

Next, let’s think about a few enchantments you didn’t mention, but could easily be included:

Standstill - Another alternative to Remora or Library, I think.  Might not synergize perfectly with your deck, which wants to vomit out enchantments, however.

Arcane Laboratory / Rule of Law - Sideboard answers for Storm.

Aura of Silence - Seems good, but I’ve always found it to be too slow to do anything you care about.

Bitterblossom - Awesome if you’re thinking of a beatdown plan.  Also might enable Contamination combo with another enchantment.

Burgeoning / Exploration - Criminally underutilized versions of Fastbond.  If you are going the Zuran Orb / Dark Heart route, I’d seriously consider this.

Chains of Mephisopheles - Hoses blue decks really bad if you can stick it.  Hoses you, too.  Probably not a great idea.

Cornered Market - This is a fun card that is better in Vintage than people give it credit for.  Most of the singletons are accelerators or spells; a lot of decks run multiple copies of their key permanents, like Snappy or Goyf or whatever. Ultimately, if they have one threat down they’re probably winning, though, so this doesn’t make the cut.

Crackdown - Again, intriguing, but too narrow to cost 3 in a format where most of the creatures have 2 power anyway.

Dance of Many - If only it didn’t target.... as is, it can’t copy Argothian, so pppsshhh.

Declaration of Naught / Nevermore - Very possible in a permission deck.  Takes the place of Meddling Mage.

Drop of Honey / Pophory Nodes - Potentially powerful creature hosers, but they’ll also eat your Argothian Enchantress real quick.  Possible.

Energy Field - This would literally be Game Over against Shops, depending on how they build the deck.  Worthwhile as a discussion for a combo-based deck that can win all at once.   

Eyes of the Wisent - There are better ways to hose permission, but this is pretty hilarious anyway.

Genju of the Falls / Spires - These are the only two Genjus worth playing.  Fall has evasion and Spires is 6 damage if they are unprotected for a turn.   That’s a really fast clock if you have board control.

Hidden Gibbons / Guerrillas / Herd / Stag - I feel like these have to be the backbone of an aggro version of this build.  You’d need some dedicated sideboard space so you can swap them out as needed.  This might accomplish a lot of what Mystic Remora does; discourage early plays. They’re disruptive as well as beefy.
 
Hunting Grounds - For a Femeref build, this might be really interesting.

Island Sanctuary - If you are playing Library, this is in your sideboard to dominate the aggro matchup.  Remember, you only have to skip drawing ONE card during your draw step, even if you’re drawing multiple cards, to get the benefit.

Mirri’s Guile - Not a bad card if you have lots of fetches.  Doesn’t replace Library, though.

Oblivion Ring - The ability to deal with anything at 3 is not insignificant.  I think these are worth running and all by themselves justify the 2-lands.

Rancor / Seal of Strength / Sheild of the Oversoul - Possibilities for the aggro build.  It’s very much too bad they can’t stick to Argothian, however.  Might be better in a Femeref build.

Serenity - Again, seems pretty boss in a Femereff build and sketchy in an Argothian build.

Solitary Confinement - Classic enchantress card, and for good reason.  Keeps you very safe once your draw engine gets going.

Soothsaying - Interesting and underplayed card if you’re shuffling a lot.  

Stormbind - Probably too slow, but if you resolve it this should crush fish decks.

Thread of Disloyalty / Mind Harness - Playable answers to fish.  

Trace of Abundance - Most of the Wild Growth effects are no good, but I don’t think you’re likely to get two-for-oned with this guy.  Decent acceleration that helps Enchantress.  I query, however, whether these make sense to accell from 2 to 4.   

Root Maze - Necessary if you don’t want to be blown out.

With all that in mind, here’s a possible aggro build:

HIDDEN ENCHANTRESS

Draw Engine (8)
4x Argothian Enchantress
4x Sylvan Library

Beatz (15)
4x Hidden Herd   (early game aggro or disruption)
4x Hidden Guerrillas   (early game aggro or disruption)
4x Magus of the Moon (lock piece)
3x Genju of the Spires (late game finisher)
         
Disruption (14):
3x Root Maze (late game disruption)
3x Blood Moon (lock piece)
3x Seal of Primordium
2x Lightning Bolt
3x Tahngarth’s Rage / Seal of Flame   (depending on whether you want to kill x/1s or x/2s)

Mana Sources (23)
4x Wasteland
1x Strip Mine
3x Ancient Tomb
4x Wooded Foothills
3x Tiaga
3x Forest
1x Mox Emerald
2x Mountain
1x Mox Ruby
1x Black Lotus

SB
4x Hidden Gibbons (swap with other Hidden creatures per matchup)
4x Red Elemental Blast / Pyroblast
2x Ingot Chewer
2x Tormod’s Crypt
3x Grafdigger’s Cage

And here’s a possible control build, sort of landstill-y:

MYSTIC ENCHANTRESS

Draw Engine (10):
4x Argothian Enchantress
3x Mystic Remora
3x Standstill

Permission (10):
4 Force of Will
3 Mindbreak Trap
3 Flusterstorm

Disruption (14):
4x Back to Basics
4x Stony Silence
2x Lignify
3x Seal of Cleansing

Combo (4):
1x Fastbond
1x Crucible of Worlds
1x Zuran Orb
1x Words of Wilding

Lands (23):
2x Wasteland
1x Strip Mine
4x Mishra’s Factory
4x Mutavault
4x Misty Rainforest
2x Tropical Island
2x Tundra
2x Island      
2x Forest

SB:
4x Energy Field
2x Lignify   
4x Grafdigger’s Cage
3x Tormod’s Crypt
2x Null Rod

And, finally, here’s a different take on the whole principle:

SYLVAN WORD

Draw Engine (6)
2x Argothian Enchantress
4x Sylvan Library

Combo (2)
1x Words of Wind
1x Words of Wilding

Tutor / Draw (5)
3x Enlightened Tutor      
1x Brainstorm
1x Ancestral Recall   

Aggro (11)
3x Lorescale Coatl
4x Hidden Gibbons
4x Phyrexian Revoker

Disruption (11)
3x Seal of Primordium
4x Seal of Removal
4x Force of Will

Mana Sources (25):
3x Misty Rainforest
3x Flooded Strand
3x Tropical Island
1x Tundra
1x Savanna
2x Island
2x Forest
1x Plains
4x Wasteland
1x Stripmine
1x Mos Sapphire
1x Mox Emerald   
1x Black Lotus
1x Sol Ring

SB:
3x Null Rod
4x Root Maze
4x Island Sanctuary
4x Leyline of the Void

Whew!  So, that’s my thoughts.
« Last Edit: March 06, 2012, 01:14:30 pm by MaximumCDawg » Logged
Delha
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« Reply #13 on: March 09, 2012, 08:07:30 pm »

As someone who absolutely loves Enchantress and still has a variant sleeved up, I've got to agree that it's generally not going to be viable. Enchantress is in a sort of middle ground and doesn't do enough well enough. Her draws are less consistent than blue, her threats are less potent than blue, her acceleration and mana constriction are inferior to Shops, she has weaker disruption than Fish (might be less true these days), and her clock is slower than Fish.

Basically, everything other list out there tends to do one or two of the things you want to better.

Regarding your list in specific:
  • Sylvan is basically a much worse Confidant. You dosn't get CA unless you pay life (and more than Bob usually hits for). Multiples don't stack.
  • Remora is cool, but the draws aren't threatening the same way a blue control deck's would be.
  • Goyf is great, but agreed with whoever said having this as your only wincon is weak. You don't lock as hard as Stax did, if you can't put it away, people will dig their way out from under B2B and the like.
  • How good is Walk for you? I don't see you setting up big turns with it, or taking advantage of the extra attack step.
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« Reply #14 on: March 10, 2012, 10:11:28 am »

Hatching Plans + Abjure takes this to the next level Very Happy
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« Reply #15 on: March 12, 2012, 08:27:26 am »

Replenish + Hesitation!

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« Reply #16 on: March 12, 2012, 11:40:37 am »

Hatching Plans + Abjure takes this to the next level Very Happy
Reality Acid is also cute w/ Abjure.
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Much like humanity itself.
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