I was inspired by the discussion of the Enchantress-Archetype in the main part of this forum, and so I decided to try and build one.
In the process, it really grew on me, so I am actually really looking forward to playing this deck.
I'd like to hear what you all think though.
I feel like this deck can play out in a number of different ways, which is a huge plus for me. I can go Voltron with the Jenara, Asura of War (fueled by Serra's Sanctum) or any of the other beaters, I can play it out like a control deck and win with late game finishers, I can attack with animated enchantments (thanks to Opalescence), or crank out quite a few angels with Sigil of the Empty Throne and Luminarch Ascension.
I purposefully left out any game-ending/broken/infinite combos, as my playgroup and I have already been down that road, and found it less than fulfilling. I also did not include any counterspells, as I already have a very hard Sen Triplets control deck, and I thought it would be fun not to have that option for a change.
The following are cards I had a hard time cutting:
They all seem pretty decent to throw on either Bruna, Sigarda or Jenara herself, but I'm not sure if they actually warrant a spot, either all together or specifics.
I like the look of this deck. It's and interesting Voltron build. I was looking at something similar with Mageta the Lion. I think, though, that there are a couple of cards that aren't great in this deck. I would recommend cutting the atogs, because they are long-term loss for short-term benefit. I think Vanishing is also a bit of a joke, because while it saves a creature, you lose any enchantments it had and that's such a huge thing here. I would cut it for Flickerform. Lastly, I see this deck needing that Kitsune Mystic, and Greater Auramancy seems really good here too.
All listed decks are physical EDH decks. I mostly only play EDH. Deck lists with my requests for suggestions will be forthcoming.
Also I have a cube on Cube Tutor! Comments on that would be greatly appreciated. Additionally if you intend to draft it you have to use 5 packs of 9 cards with 3 bots.
They all seem pretty decent to throw on either Bruna, Sigarda or Jenara herself, but I'm not sure if they actually warrant a spot, either all together or specifics.
Thoughts?
Shield of the Oversoul is absolutely worth running. The others are really a call of preference. Favor gives Jenara flying and vigilance, so really just vigilance and +2/+2. Is it worth a slot in your deck to just give vigilance, +2/+2? Steel of the Godhead is at least useful with Jenara because of the unblockable tag and lifelink & +2/+2 is a nice addition, though again, how much does lifelink matter to you, and are there better things you could be running in those slots?
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Amazing Avy & Sig by mchief111 @ Rising Studios [4/22/11]
skull of orm could be used as another way to bring back enchantments over time. beastmaster ascention for power boost, mobilization for possible token generation (and its a enchantment too)
I like the look of this deck. It's and interesting Voltron build. I was looking at something similar with Mageta the Lion. I think, though, that there are a couple of cards that aren't great in this deck. I would recommend cutting the atogs, because they are long-term loss for short-term benefit. I think Vanishing is also a bit of a joke, because while it saves a creature, you lose any enchantments it had and that's such a huge thing here. I would cut it for Flickerform. Lastly, I see this deck needing that Kitsune Mystic, and Greater Auramancy seems really good here too.
Flickerform was in for a long time, and was one of the last I cut. Flickerform however, would cause Jenara to lose all counters she had, so I figured Vanishing to be the better choice. Greater Auramancy was indeed in as well, however the difference between shroud and hexproof for my enchantments, and the inability to further enchant any creatures once Auramancy hit the table, made me cut it. If I find I need further protection for my enchantments, I might put it back in.
Yeah, I really love the Mystic. I just saw him as very expensive, and figured that Nomad Mythmaker was better, as it doesn't target, gets online after just a single turn cycle and recurs from the graveyard as well. The Mystic does fill a slightly different role, and might warrant a space in the deck.
Shield of the Oversoul is absolutely worth running. The others are really a call of preference. Favor gives Jenara flying and vigilance, so really just vigilance and +2/+2. Is it worth a slot in your deck to just give vigilance, +2/+2? Steel of the Godhead is at least useful with Jenara because of the unblockable tag and lifelink & +2/+2 is a nice addition, though again, how much does lifelink matter to you, and are there better things you could be running in those slots?
You are completely right. I should run those. Are there any Auras in there you figure might be cut for them? Or something else instead?
skull of orm could be used as another way to bring back enchantments over time. beastmaster ascention for power boost, mobilization for possible token generation (and its a enchantment too)
Mobilisation might be too slow, or the tokens too small, when I'm not really running a swarm strategy. I would need to change out my auras for anthems instead, and that's not quite the idea I had for the deck. My knight deck does pretty much that
Yeah, the choice was between Skull of Orm and Crystal Chimes, and I decided on the chimes, as it was cheaper to run, and Sun Titan could fetch it for reusability. But yeah, the Skull is a fine card.
Thanks for all your input. I really appreciate it, guys
2. Defense of the Heart is an enchantment-based tutor, which I figured might come in handy, and I have one I am not using. I'm not attached to it, and it could easily get cut for one of the above auras.
I initially added the tutors because a.) I have extras of both and b.) I wanted to be sure to find my enchantresses.
That still sounds like valid reasoning, but I think, until it's been proven otherwise, that I'd prefer cards that do something, to cards that find something.
This gives me better draw, and another Rancor-like engine to use with a lot of mana to create Angel Tokens or pump my Auratog to insane levels. I re-added Defense of the Heart to give me access to my creatures, but still be on theme (and recurrable!). And with the vow, I can play politically, use it as removal, or just throw it on one of my own dudes to pump.
I'm beginning to be a bit afraid that my pump-section might be getting too small, however.
Any thoughts?
I have a similar Rafiq deck, although I think I run more auras.
A few thoughts....
Auramancer's Guise - this card is the nuts, and will often ensure that whatever creature I'm attacking with will knock someone out. Throwing this, Steel of the Godhead, and a few other choice enchantments on Bruna results in an unblockable, lifelinking monstrosity. Merely casting Rafiq at that point will let her hit twice. Full of win....
Battle Mastery - Double strike is too good to pass up. Combined with the next card it's just dumb...
Celestial Mantle - I rarely hard cast this thing. It's basically in here for use with Bruna, although it's hilarious on Drogskol Reaver as well. I've used this card to hit 2540 life. That was on turn 7 when I delivered the killing blow to my final opponent. A God draw admittedly, but it's a strong card regardless.
Auratouched Mage - This card is great. My first target is almost always Flickerform. Then I'll usually pull as many auras out of my deck as I can for use with Bruna or Rafiq. More of an enabler than a wincon although it can get pretty big.
Flickering Ward This card is an MVP with some Enchantress effects out. Pay one W to draw between 1 and 4 cards. Pay another W to bounce it back to your hand and do it again. I often have scenarios of pay WWW to draw six cards and give an important creature protection from a relevant color. It gets really stupid with one of the mana doublers out.
Finest Hour - this card is great. Combine it with Steel of the Godhead and Drogskol Reaver and it's 20 unblockable, lifelinking damage that draws you four cards. Throw Rafiq onto the table and things get kooky.
Just some ideas....have fun.
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In the process, it really grew on me, so I am actually really looking forward to playing this deck.
I'd like to hear what you all think though.
1 Auratog
1 Phantatog
1 Bruna, Light of Alabaster
1 Sigarda, Host of Herons
1 Aura Gnarlid
1 Sigil of the Empty Throne
1 Luminarch Ascension
1 Opalescence
1 Ancestral Mask
1 Bear Umbra
1 Rancor
1 Spirit Loop
1 Spirit Mantle
1 Ethereal Armor
1 Angelic Destiny
1 Shield of the Oversoul
1 Steel of the Godhead
1 Sun Titan
1 Crystal Chimes
1 Dowsing Shaman
1 Hanna, Ship's Navigator
1 Eternal Witness
1 Nomad Mythmaker
1 Bant Charm
1 Austere Command
1 Hallowed Burial
1 Supreme Verdict
1 Prison Term
1 Soul Snare
1 Seal of Cleansing
1 Aura of Silence
1 Vow of Wildness
1 Enchantress's Presence
1 Femeref Enchantress
1 Mesa Enchantress
1 Verduran Enchantress
1 Thought Reflection
1 Mind Unbound
1 Sylvan Library
1 Academy Rector
1 Enlightened Tutor
1 Defense of the Heart
1 Lost Auramancers
1 Collective Restraint
1 Propaganda
1 Ghostly Prison
1 Sphere of Safety
1 Sterling Grove
1 Privileged Position
1 Asceticism
1 Broken Fall
1 Vanishing
1 Omniscience
1 Copy Enchantment
Mana Stuff: (7)
1 Coalition Relic
1 Chromatic Lantern
1 Serra's Sanctum
1 Farseek
1 Mirari's Wake
1 Land Tax
1 Dawn's Reflection
1 Hallowed Fountain
1 Sunpetal Grove
1 Skycloud Expanse
1 Sungrass Prairie
1 Wooded Bastion
1 Mystic Gate
1 Arctic Flats
1 Boreal Shelf
1 Glacial Fortress
1 Seaside Citadel
1 Nimbus Maze
1 Breeding Pool
1 Flooded Grove
1 Hinterland Harbor
1 Yavimaya Coast
1 Command Tower
1 Reliquary Tower
6 Island
7 Plains
6 Forest
I feel like this deck can play out in a number of different ways, which is a huge plus for me. I can go Voltron with the Jenara, Asura of War (fueled by Serra's Sanctum) or any of the other beaters, I can play it out like a control deck and win with late game finishers, I can attack with animated enchantments (thanks to Opalescence), or crank out quite a few angels with Sigil of the Empty Throne and Luminarch Ascension.
I purposefully left out any game-ending/broken/infinite combos, as my playgroup and I have already been down that road, and found it less than fulfilling. I also did not include any counterspells, as I already have a very hard Sen Triplets control deck, and I thought it would be fun not to have that option for a change.
The following are cards I had a hard time cutting:
Thoughts?
September 26th 2012:
Added:
Removed:
October 6th, 2012:
Added:
Removed:
RWGMayael, the AnimaRWG
UWGJenara, Asura of War EnchantressUWG
Looking for feedback:
RWBQueen Marchesa's loyal VassalsRWB
The auras in particular are Steel of the Godhead, Favor of the Overbeing and Shield of the Oversoul.
They all seem pretty decent to throw on either Bruna, Sigarda or Jenara herself, but I'm not sure if they actually warrant a spot, either all together or specifics.
Thoughts?
RWGMayael, the AnimaRWG
UWGJenara, Asura of War EnchantressUWG
Looking for feedback:
RWBQueen Marchesa's loyal VassalsRWB
BWTeysa, Orzahov ScionWB
BGIname as OneGB
USakashima, the ImpostorU
WMageta, the LionW
GBThelon of HavenwoodBG
All listed decks are physical EDH decks. I mostly only play EDH. Deck lists with my requests for suggestions will be forthcoming.
Also I have a cube on Cube Tutor! Comments on that would be greatly appreciated. Additionally if you intend to draft it you have to use 5 packs of 9 cards with 3 bots.
Shield of the Oversoul is absolutely worth running. The others are really a call of preference. Favor gives Jenara flying and vigilance, so really just vigilance and +2/+2. Is it worth a slot in your deck to just give vigilance, +2/+2? Steel of the Godhead is at least useful with Jenara because of the unblockable tag and lifelink & +2/+2 is a nice addition, though again, how much does lifelink matter to you, and are there better things you could be running in those slots?
Phasing doesn't cause auras to fall off
Flickerform was in for a long time, and was one of the last I cut. Flickerform however, would cause Jenara to lose all counters she had, so I figured Vanishing to be the better choice. Greater Auramancy was indeed in as well, however the difference between shroud and hexproof for my enchantments, and the inability to further enchant any creatures once Auramancy hit the table, made me cut it. If I find I need further protection for my enchantments, I might put it back in.
Yeah, I really love the Mystic. I just saw him as very expensive, and figured that Nomad Mythmaker was better, as it doesn't target, gets online after just a single turn cycle and recurs from the graveyard as well. The Mystic does fill a slightly different role, and might warrant a space in the deck.
You are completely right. I should run those. Are there any Auras in there you figure might be cut for them? Or something else instead?
Mobilisation might be too slow, or the tokens too small, when I'm not really running a swarm strategy. I would need to change out my auras for anthems instead, and that's not quite the idea I had for the deck. My knight deck does pretty much that
Yeah, the choice was between Skull of Orm and Crystal Chimes, and I decided on the chimes, as it was cheaper to run, and Sun Titan could fetch it for reusability. But yeah, the Skull is a fine card.
Thanks for all your input. I really appreciate it, guys
RWGMayael, the AnimaRWG
UWGJenara, Asura of War EnchantressUWG
Looking for feedback:
RWBQueen Marchesa's loyal VassalsRWB
1) Is "Ethereal Armor" supposed to be Empyrial Armor?
2) Why run Defense of the Heart without bomb creatures?
2. Defense of the Heart is an enchantment-based tutor, which I figured might come in handy, and I have one I am not using. I'm not attached to it, and it could easily get cut for one of the above auras.
RWGMayael, the AnimaRWG
UWGJenara, Asura of War EnchantressUWG
Looking for feedback:
RWBQueen Marchesa's loyal VassalsRWB
I initially added the tutors because a.) I have extras of both and b.) I wanted to be sure to find my enchantresses.
That still sounds like valid reasoning, but I think, until it's been proven otherwise, that I'd prefer cards that do something, to cards that find something.
We'll see.
RWGMayael, the AnimaRWG
UWGJenara, Asura of War EnchantressUWG
Looking for feedback:
RWBQueen Marchesa's loyal VassalsRWB
I added (or re-added)
- Defense of the Heart
- Spirit Loop
- Thought Reflection
- Vow of Wildness
.I removed
- Honden of Seeing Winds
- Auramancer's Guise
- Idyllic Tutor
- Daybreak Coronet
.This gives me better draw, and another Rancor-like engine to use with a lot of mana to create Angel Tokens or pump my Auratog to insane levels. I re-added Defense of the Heart to give me access to my creatures, but still be on theme (and recurrable!). And with the vow, I can play politically, use it as removal, or just throw it on one of my own dudes to pump.
I'm beginning to be a bit afraid that my pump-section might be getting too small, however.
Any thoughts?
RWGMayael, the AnimaRWG
UWGJenara, Asura of War EnchantressUWG
Looking for feedback:
RWBQueen Marchesa's loyal VassalsRWB
A few thoughts....
Auramancer's Guise - this card is the nuts, and will often ensure that whatever creature I'm attacking with will knock someone out. Throwing this, Steel of the Godhead, and a few other choice enchantments on Bruna results in an unblockable, lifelinking monstrosity. Merely casting Rafiq at that point will let her hit twice. Full of win....
Battle Mastery - Double strike is too good to pass up. Combined with the next card it's just dumb...
Celestial Mantle - I rarely hard cast this thing. It's basically in here for use with Bruna, although it's hilarious on Drogskol Reaver as well. I've used this card to hit 2540 life. That was on turn 7 when I delivered the killing blow to my final opponent. A God draw admittedly, but it's a strong card regardless.
Auratouched Mage - This card is great. My first target is almost always Flickerform. Then I'll usually pull as many auras out of my deck as I can for use with Bruna or Rafiq. More of an enabler than a wincon although it can get pretty big.
Flickering Ward This card is an MVP with some Enchantress effects out. Pay one W to draw between 1 and 4 cards. Pay another W to bounce it back to your hand and do it again. I often have scenarios of pay WWW to draw six cards and give an important creature protection from a relevant color. It gets really stupid with one of the mana doublers out.
Finest Hour - this card is great. Combine it with Steel of the Godhead and Drogskol Reaver and it's 20 unblockable, lifelinking damage that draws you four cards. Throw Rafiq onto the table and things get kooky.
Just some ideas....have fun.