Note that some of these ideas for cards are bad because we want our 60 to be the best cards, but I'm leaving options for players who may want to try something different, and/or may be on a budget. Plus a card is only as good as the things you put around it to make it work.
Green:
- Gladecover Scout - our hopeful first turn drop, if not still evades some removal and a target for our auras.
- Elvish Mystic - see Witchstalker, also helps us ramp into Advent.
- Ranger's Guile - a little hexproof incase we're running a non-resilient bomb and a small boost to damage
- Scavenging Ooze - no matter the card pool in standard there will always be some sort of graveyard related strategy, and furthermore, always cards in the grave to exile, unless you're up against Rest in Peace or Dryad Militant. But off the top of my head I can think of a few reasons to run this: Obzedat's Aid, Grisly Salvage, Deadbridge Chant, Izzet Blitz/Izzet Cyclops, control decks, and I'm sure I could go on.
- Alpha Authority - not the most awesome Aura but it is an Aura deck, and it does hexproof and that is a thing, so we could include bigger green bombs and make them as resilient as Scout and Stalker.
- Druids' Deliverance - since GW is the base 2 colors of this outfit, we will most likely have something with tokens - whether it be Call of the Conclave, Selesnya Charm, Advent of the Wurm, etc. so just see GW Multi.
- Phytoburst - for a quick finisher and seems just a little better than Giant Growth when we have these green hexproof guys.
- Witchstalker - our hopeful 2nd turn if we do manage a T1 Mystic.
- Verdant Haven - another 3 drop if we're going on a high curve and/or lifegain strategy. A T1 Mystic into T2 Haven is 5 mana on T3 (if we hit all mana drops and no removal), so we could drop some really good 5 CMC bombs quick if included, and manafixes if we are going 3 or even 4 colors. The straight up GW version of this might include this if running Scion of the Vitu-Ghazi to populate/create bodies.
- Predator's Rapport - we have alot of large bombs anyways in GW, so this could be a good card for a lifegain strategy...at instant speed!
- Alive // Well - I only included this for the Well half, but it is convenient that Well works well (no pun intended) with token oriented versions of this build, and the part I'm disregarding actually puts a token out.
- Wake the Reflections - another token oriented card that fits in our 1 drop slot.
- Fencing Ace - his success in Bant Hexproof kinda speaks for itself here.
- Imposing Sovereign - could keep their new threats coming down tapped for less blockers for your pumped creatures. If you're running Archangel of Thune, you may want to go with Blind Obedience for the extort, but the lifegain wouldn't really be very Aura heavy.
- Renounce the Guilds - true that in multicolor, you might just have to sacrifice something, but if you include a majority of mono-colored cards it might just work as removal. It could backfire, so I'd say sideboard if at all.
- Pacifism - YES PACIFISM because it works as pseudo-removal, and ups the Aura count. I also think that we could call this "any 2 drop white pseudo-removal Aura." I honestly almost added Divine Favor for the GW Lifegain version, but this seems better.
- Fiendslayer Paladin - cards text speaks for itself, good against those pesky (and prevalent) Jund decks.
- Rootborn Defenses - if you're running tokens, or hell even if you're not, this fits nicely. Indestructible until end of turn has its advantages vs Control...it essentially renders the uncounterable Supreme Verdict, for all intensive purposes, countered.
- Auramancer - if you're on a budget and worried about removal, you might as well have this guy to start bringing back the pressure cards.
- Ajani, Caller of the Pride - for the flying/doublestrike on one of our big guys. The other 2 abilities could be relevant, but mostly it's just for blowouts.
- Path of Bravery - an anthem for the token player (sometimes) with a little lifegain on the side, and usually an anthem for that lifegain player.
- Ajani's Chosen - kinda speaks for itself. It seems especially great for tokens.
- Holy Mantle - yes it's expensive, but if you're ramping and don't already have your 4 drops covered, this Aura is your man, and the can't be blocked aspect really sells it for me.
- Scion of Vitu-Ghazi - a good T3 drop incase we hit Mystic and Haven (or just a token producer) for your token variant players.
- Archangel of Thune - our lifegain variant players card of choice, who could also theoretically be cast on T3.
- Sphere of Safety - since Ethereal Armor just says enchantments you control, this ups the enchantments if you want to go with a control shell.
Red:
- Legion Loyalist - a good man for quick beats, and later in the game maybe even some battalion action.
- Rakdos Cackler - a good T1 beater. I'm putting this here because I really don't see adding a 4th color. If you're going Junk, this would also work for a B but I have it here for aR.
- Mugging - because not being able to block is key in an
Aura deck, and for when you may not have evasion or if you need removal.
- Madcap Skills - the only reason for going red in my opinion. +3/+0 and harder to block...sign me up.
- Young Pyromancer - for Naya token builds because not only are you casting alot of instants/sorceries for token cards and populate, but it creates tokens as well.
- Lightning Talons - for a 3 CMC Aura for your guys. It's no Madcap, but might need included if you need to fill your Aura quotas. This will most likely become a Gift of Orzhova in any version, but especially in Junk versions.
- Awake the Ancient - yes I know it's risky and maybe not the best move, but if you're running Reckoners anyways (we'll get to those later), you'll most likely have your RRR for this. This is for your mostly red/white versions, plus if you need a guy to put Auras on...
- Ogre Battledriver - so you can start beating with your guys as soon as possible.
Blue:
Now I realize we lose our best blue cards for this deck soon, so I'm only going to list stuff that stays.
- Faerie Imposter - for the early game if you need an early evasive guy. Not a great card by any means in the late game. This could also be Merfolk Spy.
- Mizzium Skin - to make our guys hexproof if needed. We'll no doubt be running something we'll want to protect.
- Realmwright - for mana-fixing if we end up needing it, and it's another target for Auras when we get desperate.
- Agoraphobia - isn't the greatest, but in the Sphere of Safety deck...
- Spell Rupture - since we'll most likely have a great big hexproof guy anyways.
- Disperse - to help us out-tempo our opponents. So I guess this and the previous should read "any 2 drop blue spell that screws with your opponents."
- Tidebinder Mage - for those decks with green or red in them that we need to deal with somehow. This is only really for sideboards and only if we can consistently hit UU.
- Hidden Strings - could be used on an unblocked creature on T2 to cast an Advent of the Wurm in combat. (T1 Gladecover, T2 Strings and untap lands, swing 1, before the Cipher resolves, tap the lands for mana, then tap them again after the cipher resolves and cast the Advent before combat is over.) I took this idea from the Notion Thief deck.
- Skygames - another enchantment that gives us some evasion. Hopefully we will have a better 2 CMC enchantment to go here.
- Paralyzing Grasp - for the Sphere control shell version or just pseudo-spot removal.
- Illusionary Armor - YES I SAID IT because it fits the curve if you decide to go with Ascended Lawmage, and with enough ramp (mentioned in white 5 drops earlier) you can ratchet one out on T3 enchanting an Elvish Mystic, or wait until you get a hexproof guy.
Black:
- Tormented Soul - early unblockable beater for early Aura attachment. Rakdos Cackler is also in this CMC so I'll mention here to see Cackler under Red. You could also go with Festering Newt as it trades well with 2/2s.
- Duress - this obvious choice is for sideboards. Junk versions might honestly just run Sin Collector, since they MAY be able to cast it T2 (if they hit a G/x shock T1 with Mystic, and hit the other color T2). I wouldn't also be suprised to see Lifebane Zombie here either, to remove green/white opponents' threats.
- Deviant Glee - for a pseudo-Unholy Strength. The black versions will most likely not be able to activate the trample, but it's still cheap Aura pump.
- Dark Favor - goes without saying. It is one of the only reasons I would even consider black besides removal.
- Doom Blade - for removal, obviously. This should also say "any 2 CMC black removal spell."
- Blightcaster - for removal every time you cast an enchantment, or make their stuff so small they wont want to block. I would honestly only use this in a control shell for Sphere of Safety.
Selesnya Multicolor:
These will obviously also work for Naya, Bant, and Junk as well.
- Voice of Resurgence - because it hates control players and this deck already hates them anyways. At least if they wipe you and you don't have a way to make them indestructible, you at least get a token!
- Selesnya Charm - gives us alot of useful things: a body, some plus and trample, or removal in a pinch. For tokens I say this is a must, but also helps with the token for anti-sac effects. I would say just include this anyways.
- Sundering Growth - mostly for sideboard for some populate shenanigans.
- Unflinching Courage - the all-star reason for going with GWx Auras. It gives us the plus we need, along with trample and lifelink.
- Loxodon Smiter - has a lot of great uses, but mainly just because you can't not include a 4/4 beater for 3, regardless of it being useful against blue and black.
- Advent of the Wurm - for an instant 5/5 trampler. This is the main reason I'm going to try just GW at first (that and that's what I've been playing for a year now). Although I am tempted to try to churn out a 5/5 on T2 in Bant, but that comes later.
- Bronzebeak Moa - for the 4 CMC slot in builds that can make it relevant. I'm thinking mostly for tokens and populate.
- Trostani, Selesnya's Voice - for those lifegain decks and token decks that can ramp it out fast enough to be relevant.
- Armada Wurm - for those token decks again. This can be churned out really fast, but I'd almost rather just have a way to populate Advent instead.
Naya Multicolor:
- Burning-Tree Emissary - for churning out both a creature and a Madcap Skills on T2.
- Boros Charm - for all 3 abilities. It is useful whether it's beating them for 4, finishing them off with the double strike, or saving your creatures from a board wipe. It could also be used with a lifelink card on your Reckoner to go infinite.
- Boros Reckoner - for the deck that can hit the tough cost that has some way to go infinite (like the Lucky Charms deck). Plus what's nastier than a Reckoner? One with a lot of Auras on it.
- Gruul War Chant - because a friend swears by it. He calls it a mini board-wide Madcap Skills. I call it expensive, but it is an enchantment and it would help get that battle math to 20 faster.
- Warleader's Helix - for an 8 life swing or removal. A little expensive, but you get your bang for your buck.
Bant Multicolor:
- Judge's Familiar - evasive early creature that could stop an annoying instant or sorcery.
- Azorious Charm - for removal, cantrip, or just gaining alot of life off of your pumped guys.
- Simic Charm - for slowing them down by returning their guy, or protecting your guys, or that last 3 damage.
- Deathcult Rogue - semi-evasive creature to put some Auras on.
- Ascended Lawmage - a little expensive, but a good hexproof that comes with it's own evasion. I would honestly like to cast one T3 then Illusionary Armor it (and possibly something else first) T4 and swing.
- Orzhov Charm - for returning our guy and all his Auras to avoid losing it, destroying a threat/blocker, or just reanimating our little 1 drop guys. This card's reanimating ability is actually the reason I'm including so many 1 drops in all of the sections, to show there are non-hexproof stuff we can aura, then we can get it back later and make it a threat again.
- Golgari Charm - for it's anti-1/1ness, regenerate, or grave hate capability. It is mostly for sideboard, and we will most likely have pumped our 1/1 guys enough to survive it.
- Gift of Orzhova - because who doesn't like a pump that comes with evasion AND lifelink? I could have included this in the white section, but it is also black, and much easier to cast when you don't have to go 1WW or 1BB.
- Ready // Willing - speaks for itself. I could have mentioned it in just the GW section since all variants of this have both G and W, but I like how you can set them up for a blowout with both halves.
Sample Decklists:
Keep in mind after spending all the time thinking of cards and typing all the card choices, I haven't really had time to create deck lists so these are just quick examples. And yes the manabases will be wrong but I'm not going to put that much time into it right now. I would really like to start posting decks with actual results or just more variants or whatever. Just let me know if you want your deck included and I will add it. And this thread is also for you to discuss your decks and share opinions. I will be adding more decks when I have more time, and will be constantly changing the ones I do add at the time of this first post.
Personally I'm not sure which of the 3 tri-color decks I like the best, but due to budget constraints I imagine I'll go Junk because I have the most shocks and other cards for it. Of course Bant does have its strong points. I haven't decided yet and this thread will help bring the Aura/enchantment players together so we can all help each other find the cards we need.
Thanks for reading and I'm looking forward to seeing some of these decks, if you guys wanna help make an official thread! If you have any other card choices you think I should add that I'm overlooking, just let me know.
Private Mod Note
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Magic player 1995-2006(ish), 2011-Present
Standard: GWSelesnya Aggro, GWBVoice of Servitude, R Stuffy Reckoning, UWBUnblockable Auras, UGDefenders of the Combo
Extended: G Cheat-a-Colossus Elves,BRU Infinite Heartless,R Infect, R 'Helldrazi' (Hellions/Eldrazi Tokens)
Legacy: R Goblinstorm, UR Artifacts, R Artifacts, BURWG Land Deck, etc.
Commander: BRWUGSliver Overlord, BR Tsabo Tavoc
I built a quick version of the Bant trying to ratchet out a T2 Advent of the Wurm with Hidden Strings, but I don't have the right lands to pull it off. It still worked pretty well, but not near as well as my Esper Auras. Both my Esper and Selesnya decks win ALOT of games on T4 and this deck just wasn't getting there.
The next test will be Naya, then Junk. I feel like Junk will be the one I will build, because I have the lands for it. On the other hand though, I think Junk would work better as Aristocrats, since I have the cards for it as well. I think I'm honestly going to keep Esper, because I'm partial to the unblockable guys. Plus I could still throw in the combo to T2 Notion Thief instead..
Private Mod Note
():
Rollback Post to RevisionRollBack
Magic player 1995-2006(ish), 2011-Present
Standard: GWSelesnya Aggro, GWBVoice of Servitude, R Stuffy Reckoning, UWBUnblockable Auras, UGDefenders of the Combo
Extended: G Cheat-a-Colossus Elves,BRU Infinite Heartless,R Infect, R 'Helldrazi' (Hellions/Eldrazi Tokens)
Legacy: R Goblinstorm, UR Artifacts, R Artifacts, BURWG Land Deck, etc.
Commander: BRWUGSliver Overlord, BR Tsabo Tavoc
Card Choices:
Note that some of these ideas for cards are bad because we want our 60 to be the best cards, but I'm leaving options for players who may want to try something different, and/or may be on a budget. Plus a card is only as good as the things you put around it to make it work.
Green:
- Gladecover Scout - our hopeful first turn drop, if not still evades some removal and a target for our auras.
- Elvish Mystic - see Witchstalker, also helps us ramp into Advent.
- Ranger's Guile - a little hexproof incase we're running a non-resilient bomb and a small boost to damage
- Scavenging Ooze - no matter the card pool in standard there will always be some sort of graveyard related strategy, and furthermore, always cards in the grave to exile, unless you're up against Rest in Peace or Dryad Militant. But off the top of my head I can think of a few reasons to run this: Obzedat's Aid, Grisly Salvage, Deadbridge Chant, Izzet Blitz/Izzet Cyclops, control decks, and I'm sure I could go on.
- Alpha Authority - not the most awesome Aura but it is an Aura deck, and it does hexproof and that is a thing, so we could include bigger green bombs and make them as resilient as Scout and Stalker.
- Druids' Deliverance - since GW is the base 2 colors of this outfit, we will most likely have something with tokens - whether it be Call of the Conclave, Selesnya Charm, Advent of the Wurm, etc. so just see GW Multi.
- Phytoburst - for a quick finisher and seems just a little better than Giant Growth when we have these green hexproof guys.
- Witchstalker - our hopeful 2nd turn if we do manage a T1 Mystic.
- Verdant Haven - another 3 drop if we're going on a high curve and/or lifegain strategy. A T1 Mystic into T2 Haven is 5 mana on T3 (if we hit all mana drops and no removal), so we could drop some really good 5 CMC bombs quick if included, and manafixes if we are going 3 or even 4 colors. The straight up GW version of this might include this if running Scion of the Vitu-Ghazi to populate/create bodies.
- Predator's Rapport - we have alot of large bombs anyways in GW, so this could be a good card for a lifegain strategy...at instant speed!
White:
- Ethereal Armor - our main Aura obviously.
- Alive // Well - I only included this for the Well half, but it is convenient that Well works well (no pun intended) with token oriented versions of this build, and the part I'm disregarding actually puts a token out.
- Wake the Reflections - another token oriented card that fits in our 1 drop slot.
- Fencing Ace - his success in Bant Hexproof kinda speaks for itself here.
- Imposing Sovereign - could keep their new threats coming down tapped for less blockers for your pumped creatures. If you're running Archangel of Thune, you may want to go with Blind Obedience for the extort, but the lifegain wouldn't really be very Aura heavy.
- Renounce the Guilds - true that in multicolor, you might just have to sacrifice something, but if you include a majority of mono-colored cards it might just work as removal. It could backfire, so I'd say sideboard if at all.
- Pacifism - YES PACIFISM because it works as pseudo-removal, and ups the Aura count. I also think that we could call this "any 2 drop white pseudo-removal Aura." I honestly almost added Divine Favor for the GW Lifegain version, but this seems better.
- Fiendslayer Paladin - cards text speaks for itself, good against those pesky (and prevalent) Jund decks.
- Banisher Priest - our new semi-Oblivion Ring, and full Fiend Hunter replacement.
- Rootborn Defenses - if you're running tokens, or hell even if you're not, this fits nicely. Indestructible until end of turn has its advantages vs Control...it essentially renders the uncounterable Supreme Verdict, for all intensive purposes, countered.
- Auramancer - if you're on a budget and worried about removal, you might as well have this guy to start bringing back the pressure cards.
- Ajani, Caller of the Pride - for the flying/doublestrike on one of our big guys. The other 2 abilities could be relevant, but mostly it's just for blowouts.
- Path of Bravery - an anthem for the token player (sometimes) with a little lifegain on the side, and usually an anthem for that lifegain player.
- Ajani's Chosen - kinda speaks for itself. It seems especially great for tokens.
- Holy Mantle - yes it's expensive, but if you're ramping and don't already have your 4 drops covered, this Aura is your man, and the can't be blocked aspect really sells it for me.
- Scion of Vitu-Ghazi - a good T3 drop incase we hit Mystic and Haven (or just a token producer) for your token variant players.
- Archangel of Thune - our lifegain variant players card of choice, who could also theoretically be cast on T3.
- Sphere of Safety - since Ethereal Armor just says enchantments you control, this ups the enchantments if you want to go with a control shell.
Red:
- Rakdos Cackler - a good T1 beater. I'm putting this here because I really don't see adding a 4th color. If you're going Junk, this would also work for a B but I have it here for aR.
- Mugging - because not being able to block is key in an
Aura deck, and for when you may not have evasion or if you need removal.
- Madcap Skills - the only reason for going red in my opinion. +3/+0 and harder to block...sign me up.
- Young Pyromancer - for Naya token builds because not only are you casting alot of instants/sorceries for token cards and populate, but it creates tokens as well.
- Lightning Talons - for a 3 CMC Aura for your guys. It's no Madcap, but might need included if you need to fill your Aura quotas. This will most likely become a Gift of Orzhova in any version, but especially in Junk versions.
- Awake the Ancient - yes I know it's risky and maybe not the best move, but if you're running Reckoners anyways (we'll get to those later), you'll most likely have your RRR for this. This is for your mostly red/white versions, plus if you need a guy to put Auras on...
- Ogre Battledriver - so you can start beating with your guys as soon as possible.
Blue:
- Faerie Imposter - for the early game if you need an early evasive guy. Not a great card by any means in the late game. This could also be Merfolk Spy.
- Mizzium Skin - to make our guys hexproof if needed. We'll no doubt be running something we'll want to protect.
- Realmwright - for mana-fixing if we end up needing it, and it's another target for Auras when we get desperate.
- Agoraphobia - isn't the greatest, but in the Sphere of Safety deck...
- Spell Rupture - since we'll most likely have a great big hexproof guy anyways.
- Disperse - to help us out-tempo our opponents. So I guess this and the previous should read "any 2 drop blue spell that screws with your opponents."
- Tidebinder Mage - for those decks with green or red in them that we need to deal with somehow. This is only really for sideboards and only if we can consistently hit UU.
- Hidden Strings - could be used on an unblocked creature on T2 to cast an Advent of the Wurm in combat. (T1 Gladecover, T2 Strings and untap lands, swing 1, before the Cipher resolves, tap the lands for mana, then tap them again after the cipher resolves and cast the Advent before combat is over.) I took this idea from the Notion Thief deck.
- Skygames - another enchantment that gives us some evasion. Hopefully we will have a better 2 CMC enchantment to go here.
- Paralyzing Grasp - for the Sphere control shell version or just pseudo-spot removal.
- Illusionary Armor - YES I SAID IT because it fits the curve if you decide to go with Ascended Lawmage, and with enough ramp (mentioned in white 5 drops earlier) you can ratchet one out on T3 enchanting an Elvish Mystic, or wait until you get a hexproof guy.
Black:
- Duress - this obvious choice is for sideboards. Junk versions might honestly just run Sin Collector, since they MAY be able to cast it T2 (if they hit a G/x shock T1 with Mystic, and hit the other color T2). I wouldn't also be suprised to see Lifebane Zombie here either, to remove green/white opponents' threats.
- Deviant Glee - for a pseudo-Unholy Strength. The black versions will most likely not be able to activate the trample, but it's still cheap Aura pump.
- Dark Favor - goes without saying. It is one of the only reasons I would even consider black besides removal.
- Doom Blade - for removal, obviously. This should also say "any 2 CMC black removal spell."
- Blightcaster - for removal every time you cast an enchantment, or make their stuff so small they wont want to block. I would honestly only use this in a control shell for Sphere of Safety.
Selesnya Multicolor:
- Dryad Militant - instant/sorcery hating early beater.
- Voice of Resurgence - because it hates control players and this deck already hates them anyways. At least if they wipe you and you don't have a way to make them indestructible, you at least get a token!
- Selesnya Charm - gives us alot of useful things: a body, some plus and trample, or removal in a pinch. For tokens I say this is a must, but also helps with the token for anti-sac effects. I would say just include this anyways.
- Call of the Conclave - for the token players.
- Sundering Growth - mostly for sideboard for some populate shenanigans.
- Unflinching Courage - the all-star reason for going with GWx Auras. It gives us the plus we need, along with trample and lifelink.
- Loxodon Smiter - has a lot of great uses, but mainly just because you can't not include a 4/4 beater for 3, regardless of it being useful against blue and black.
- Advent of the Wurm - for an instant 5/5 trampler. This is the main reason I'm going to try just GW at first (that and that's what I've been playing for a year now). Although I am tempted to try to churn out a 5/5 on T2 in Bant, but that comes later.
- Bronzebeak Moa - for the 4 CMC slot in builds that can make it relevant. I'm thinking mostly for tokens and populate.
- Trostani, Selesnya's Voice - for those lifegain decks and token decks that can ramp it out fast enough to be relevant.
- Armada Wurm - for those token decks again. This can be churned out really fast, but I'd almost rather just have a way to populate Advent instead.
Naya Multicolor:
- Boros Charm - for all 3 abilities. It is useful whether it's beating them for 4, finishing them off with the double strike, or saving your creatures from a board wipe. It could also be used with a lifelink card on your Reckoner to go infinite.
- Boros Reckoner - for the deck that can hit the tough cost that has some way to go infinite (like the Lucky Charms deck). Plus what's nastier than a Reckoner? One with a lot of Auras on it.
- Gruul War Chant - because a friend swears by it. He calls it a mini board-wide Madcap Skills. I call it expensive, but it is an enchantment and it would help get that battle math to 20 faster.
- Warleader's Helix - for an 8 life swing or removal. A little expensive, but you get your bang for your buck.
Bant Multicolor:
- Azorious Charm - for removal, cantrip, or just gaining alot of life off of your pumped guys.
- Simic Charm - for slowing them down by returning their guy, or protecting your guys, or that last 3 damage.
- Deathcult Rogue - semi-evasive creature to put some Auras on.
- Ascended Lawmage - a little expensive, but a good hexproof that comes with it's own evasion. I would honestly like to cast one T3 then Illusionary Armor it (and possibly something else first) T4 and swing.
Junk Multicolored:
- Orzhov Charm - for returning our guy and all his Auras to avoid losing it, destroying a threat/blocker, or just reanimating our little 1 drop guys. This card's reanimating ability is actually the reason I'm including so many 1 drops in all of the sections, to show there are non-hexproof stuff we can aura, then we can get it back later and make it a threat again.
- Golgari Charm - for it's anti-1/1ness, regenerate, or grave hate capability. It is mostly for sideboard, and we will most likely have pumped our 1/1 guys enough to survive it.
- Gift of Orzhova - because who doesn't like a pump that comes with evasion AND lifelink? I could have included this in the white section, but it is also black, and much easier to cast when you don't have to go 1WW or 1BB.
- Ready // Willing - speaks for itself. I could have mentioned it in just the GW section since all variants of this have both G and W, but I like how you can set them up for a blowout with both halves.
Sample Decklists:
Keep in mind after spending all the time thinking of cards and typing all the card choices, I haven't really had time to create deck lists so these are just quick examples. And yes the manabases will be wrong but I'm not going to put that much time into it right now. I would really like to start posting decks with actual results or just more variants or whatever. Just let me know if you want your deck included and I will add it. And this thread is also for you to discuss your decks and share opinions. I will be adding more decks when I have more time, and will be constantly changing the ones I do add at the time of this first post.
Bant Hexproof:
4 Elvish Mystic
3 Witchstalker
3 Fencing Ace
2 Ascended Lawmage
4 Unflinching Courage
4 Gift of Orzhova
2 Phytoburst
2 Mizzium Skin
4 Breeding Pool
4 Temple Garden
4 Selesnya Guildgate
3 Hallowed Fountain
3 Simic Guildgate
6 Forest
Naya Auras
4 Elvish Mystic
4 Burning-Tree Emissary
4 Witchstalker
4 Madcap Skills
4 Ethereal Armor
4 Unflinching Courage
4 Advent of the Wurm
4 Temple Garden
4 Stomping Grounds
3 Sacred Foundry
4 Selesnya Guildgate
3 Gruul Guildgate
6 Forest
Junk Auras
4 Elvish Mystic
4 Tormented Soul
4 Witchstalker
4 Ethereal Armor
4 Dark Favor
4 Unflinching Courage (or Gift of Orzhova I guess)
4 Advent of the Wurm
4 Overgrown Tomb
4 Temple Garden
4 Godless Shrine
3 Selesnya Guildgate
3 Golgari Guildgate
6 Forest
Personally I'm not sure which of the 3 tri-color decks I like the best, but due to budget constraints I imagine I'll go Junk because I have the most shocks and other cards for it. Of course Bant does have its strong points. I haven't decided yet and this thread will help bring the Aura/enchantment players together so we can all help each other find the cards we need.
Thanks for reading and I'm looking forward to seeing some of these decks, if you guys wanna help make an official thread! If you have any other card choices you think I should add that I'm overlooking, just let me know.
Standard: GW Selesnya Aggro, GWB Voice of Servitude, R Stuffy Reckoning, UWB Unblockable Auras, UG Defenders of the Combo
Extended: G Cheat-a-Colossus Elves,BRU Infinite Heartless,R Infect, R 'Helldrazi' (Hellions/Eldrazi Tokens)
Legacy: R Goblinstorm, UR Artifacts, R Artifacts, BURWG Land Deck, etc.
Commander: BRWUGSliver Overlord, BR Tsabo Tavoc
Working on putting my decks here for testplaying: http://tappedout.net/users/drunk231/
4 Avacyn's Pilgrim
4 Gladecover Scout
4 Lotleth Troll
4 Voice of Resurgence
4 Witchstalker
Spells (16)
2 Dark Favor
4 Ethereal Armor
2 Gift of Orzhova
4 Rancor
4 Unflinching Courage
2 Ajani, Caller of the Pride
Lands (22)
2 Forest
4 Godless Shrine
1 Isolated Chapel
4 Overgrown Tomb
4 Sunpetal Grove
4 Temple Garden
3 Woodland Cemetery
3 Abrupt Decay
4 Duress
4 Fiendslayer Paladin
4 Scavenging Ooze
The next test will be Naya, then Junk. I feel like Junk will be the one I will build, because I have the lands for it. On the other hand though, I think Junk would work better as Aristocrats, since I have the cards for it as well. I think I'm honestly going to keep Esper, because I'm partial to the unblockable guys. Plus I could still throw in the combo to T2 Notion Thief instead..
Standard: GW Selesnya Aggro, GWB Voice of Servitude, R Stuffy Reckoning, UWB Unblockable Auras, UG Defenders of the Combo
Extended: G Cheat-a-Colossus Elves,BRU Infinite Heartless,R Infect, R 'Helldrazi' (Hellions/Eldrazi Tokens)
Legacy: R Goblinstorm, UR Artifacts, R Artifacts, BURWG Land Deck, etc.
Commander: BRWUGSliver Overlord, BR Tsabo Tavoc
Working on putting my decks here for testplaying: http://tappedout.net/users/drunk231/
4 Avacyn's Pilgrim
4 Fiendslayer Paladin
4 Gladecover Scout
4 Voice of Resurgence
4 Witchstalker
Enchantments (15)
4 Ethereal Armor
4 Madcap Skills
4 Rancor
3 Unflinching Courage
3 Boros Charm
Lands (22)
2 Forest
2 Clifftop Retreat
2 Rootbound Crag
4 Sacred Foundry
4 Stomping Ground
4 Sunpetal Grove
4 Temple Garden
4 Dryad Militant
4 Fog
2 Oblivion Ring
1 Unflinching Courage
2 Volcanic Strength
2 Wear//Tear