Hydra God's seeping Magic or how I learned to shut up and troll the field
Why play this?
You’ll like playing this deck if:
--You like playing control, but hate countermagic.
--You enjoy setting restrictions on what your opponents can do to you.
--You want to try something different.
--You like toolboxes.
--You prefer long games to shorter ones.
--You prefer having a plan to winging it.
--You’re a Rattlesnake.
You won’t like playing this if:
--You enjoy attacking.
--You like interacting with other player’s fields.
--You hate having to search often.
--You prefer short games to long ones.
--You like being able to improvise on the go.
--You’re impatient.
Oh? You’re still here? I didn't expect you to read this part..... well if I must, let’s chat.
You want to play this deck because it’s something unlike any mono- or multi- colored deck out there, with the possible exception of WUBRG Land-Stax. But hey, you don’t care about that, because something about this deck fascinates you. Maybe it’s the fact that two of the five colors in magic (black and red, those proverbial slackers) can’t touch an enchantment to save their lives without the help of an artifact or another color. Maybe you like the feeling of having people go “What the heck are they up to?” Or maybe, just maybe, you don’t care about anything I’ve already said, and you’re just here to scope out the competition. That’s fine and we’re glad to have you. That’s the enchantment way.
The deck concepts win by locking your opponent/s out of the game using enchantments and a board control strategy, a task made monumentally easier by the wealth of options given to us by running five colors.
To show examples, you win in one of the following ways:
1) You control Wheel of Sun and Moon, Dovescape, a drawing enchantment, Solitary Confinement, and Decree of Silence, along with either Wild Research or an active Enduring Ideal. While this can be difficult to maintain if your opponents are aware of your plans, it’s also the most stable way for your other conditions to win, and can force concessions on its own.
2) Control Vicious Shadows, Dovescape and Night of Souls Betrayel. Everytime a non-creature spell is cast its controller get 1/1 Birds that due to night get -1/-1 which causes them to die via SBA. Shadows allows you to deal the damage to get you closer to winning.
3) Corrupted Conscience on a large creature.
4) Form of the Dragon after gaining board control, most likely under #1.
5) Progenitus (with or without Finest Hour). While this might be the most straightforward way to win, the lack of haste means that they normally have at least one turn to prepare for/solve the issue of the death-dealing hydra.
6) Repeated Beacon of Immortality with Wild Research. This might not actually win you the game, but it will make it nearly impossible to lose if you’re able to handle opposing generals.
7) Sacred Mesa tokens, though mainly meant for defense, allow for a possible endgame strategy as well.
As you can tell, most if not all of these win conditions require you to play defensively and gain control of the game’s momentum. That isn't to say this is a defensive deck, but its not as able to go as fast as some decks may.
General Strategy/Playing the Deck
When you play this deck, the one rule that you want to follow is this: “Be bold, but not too bold.” This deck thrives on not being the main threat at the table, something that cards like Propaganda and/or Collective Restraint help out with.
Sadly, cards like these also attract the attention of other players quickly, as people are wary of the “late-game winner” style of playing. So what does this mean for you? As you play this deck, ask yourself, “Is this being greedy?” Some examples:
1) Playing Propaganda with no other enchantments on your board: NOT GREEDY.
2) Playing Propaganda with Ghostly Prison and Collective Restraint on your board: GREEDY.
3) Playing Propaganda with Wheel of Sun and Moon, Greater Auramancy and Collective Restraint: NOT GREEDY.
In #2, if a player plays an enchantment sweeper or exile spell (Return to Dust), you’ve not only lost the momentum of the game, but you’ve also lost some key defensive pieces in the deck. However, by adding a Wheel of Sun and Moon and/or protection spells, you can play a little more bolder. With that, here’s the plan the deck likes to follow.
Early game: Ramp/color fix as much as you can, with the priority of colors needed as follows (most to least): White, Green, Blue, Red= Black. Play defensively, this is not the time to be making enemies or setting up massive board position. Try and come off as being a little slow out of the line. Creating taxing effects when you can and playing the ‘helpless victim’ when you think it’ll sway the table.
When you get a tutor effect, you want to get Wheel of Sun and Moon or Wild Research. You want the former if you have:
-multiple enchantments on the board,
-less than 4 cards in hand,
-or if you already have the latter.
In all other cases, you want Wild Research.
The ideal is that while you have both Research and Wheel out on the field, you can Demonic Tutor for any enchantment or instant. It is not hyperbole to state that the entire deck runs off of it. In the same token, if you lose Resarch....it is not the end of the world, but pulling up your toolbox will be a little harder, while losing Wheel can make Research less potent.
It’s important to note that your meta is saturated in Uril or other aura based generals, that grabbing a shroud-enabler such as Greater Auramancy first is wise as you risk running into people packing a lot of enchantment hate.
Once you have these two pieces, then the toolbox aspect of the deck shows up:
Reserved for future use, current use= workbench to edit primer
Weaknesses/Strengths
So now that you have decided to look at this deck, lets take a look at what makes this deck good. You first have to realize that a lot of decks focus on getting rid of artifacts and creatures. These are two card types that we run very few of (if at all with the artifacts). This means that you have little to fear from creature control cards such as Decree of Pain and Wrath of God and artifact removal such as Into the Core and Ancient Grudge. This means that a lot of decks may have a hard time dealing with what you play.
In addition to that, 2 colors have an even harder time matching up against you. Black and Red have very little available to deal with your permanents outside of Colorless spells such as Oblivion Stone and All is Dust. Try and keep a way of returning enchantments in your hand if you suspect either of these.
Green and Blue require targeting for their removal, so searching for a Privileged Position or Sterling Grove is a wise idea. However,Should you suspect/know that an opponent is playing these colors, immediately search for Nevermore -those cards are extremely dangerous and can essentially kill the deck. Thankfully, both seem to be a bit of a dark horse when people make card selection.
All of this strength comes as a price, however. White is your biggest threat with cards such as Akroma’s Vengeance, Austere Command, and Purify, and Return to Dust. These can all ruin your board quickly and/or take you out of the game. It is key that you either pull up a Nevermore or you lure them into casting it while you are holding onto a Replenish or Open the Vaults
Also slow starts can mean that you end up unable to stabilize and die without putting up a fight, so making sure you have a hand you like is key. Do not be afraid to mulligan if you have doubts. A hand with protective enchantments is also very suitable.
You lose life quickly due to the mana-fixing fetches, and having only a couple ways to gain life. The way this can be allieviated is by replacing fetches with filter lands and by setting up a defense early. Remember, you do not need to win fast with this deck, nor should you try to....
Another suprising issue is that you interact with your opponents rarely. You often only interact when they have a specific threat that needs to be neutralized or is danger of winning. This is not an issue for the most part, but it is something that can come up. The best advice is to have a tutor at the ready just in case.
Card Discussion
Creatures:
Argothian Enchantress: Card draw is always nice, but having shroud is what gives it the deck slot. Nothing complicated about it; play it, play enchantments, draw cards.
Progenitus: The head honcho, Progenitus can turn a game around by himself if allowed free reign.
Hanna, Ship's Navigator: Recurs lost enchantments or dead enchantments from your gy. Very useful.
Lands:
Alara Tri-lands: Though slow, they allow for a great range of mana-fixing, something that should be readily apparent as a high priority for this deck.
Command Tower: There is no reason not to run this; if you don’t, you shame your family.
Fetchlands: No real surprise here; a requirement for mana-fixing in any serious five-color EDH deck. They get you any color of mana needed with no questions asked.
Filterlands- A suitable replacement for fetchlands, that can tap for 1 colorless or with the right combo, can stop you from being color screwed. YMMV on fetch vs. filter. Macius' swears by these however as they don't tap into your life.
Mistveil Plains: Sometimes, you lose your Wheel of Sun and Moon to ways that leave it in the graveyard. This land helps you get it, and any other cards lost before it, back into the library for easy tutoring.
Original Duals: The most expensive but needed part of the deck; this comprises the first half of your fetchland targets.
Ravnica Duals: The other half of your fetchland targets, and a required part for mana-fixing. There will come times when you need a specific color but have already drawn one or the other dual. Running both increases the budget but also your chances of having exactly what you need when you need it.
Reflecting Pool: After a pair of fetchland activations, this is essentially Command Tower 2.0.
Reliquary Tower: Multiple enchantments in the deck allow you to draw cards; this land allows you to keep them. It’s worth noting that playing it may not always be the best plan; if you’re in danger of decking, using Wheel of Sun and Moon can turn excess hand discard into a way to survive.
City of Brass: Inferior with Command Tower in circulation, but its also easier to find this over the tower. Good use if you can't get the tower.
Serra’s Sanctum: Though not as easily abused as Cradle or Academy, the sheer amount of white in this deck, combined with the theme, makes this an all-star. Good with Story Circle.
Basics: Use if your meta is heavily saturated with non-basic hate. Slows the deck to a crawl if the mixture isn't correct.
Instants:
Beacon of Immortality: This deck needs to survive to the late game. This card, and the fact that it can be searched up by Wild Research, make for an impressive defensive core.
Chaos Warp: Though possible for use on your opponent’s cards, this is really meant for saving your own stuff, and since the deck has a remarkably high percentage of permanents, can often get you something in exchange as well.
Enlightened Tutor: One white mana, get any enchantment you need. Perfect.
Oblation: Much like Chaos Warp, Oblation mainly exists as a failsafe for your permanents, though it’s equally likely to be used on a dangerous card owned by another player.
Return to Dust: Other enchantments can bring ruin to you as easily as any creature. Use this to deal with them.
Vampiric Tutor: One mana, two life, exactly what you need.
Sorcery:
Decree of Pain: The option to take out tokens without losing card advantage is simply icing on the cake of this excellent wrath/draw spell.
Enduring Ideal: This card allows you to assemble any combo that you desire over the course of a few turns. Make sure that you can defend yourself, whether through having a massive life total, a defensive lock, or Sacred Mesa with a lot of mana. Think before you play it. (Macius: This is the key to my version. If you choose not to run Wild Research, then this becomes an utter must or you'll see a massive lack of consistency)
Farseek: Unlike other ramp spells in the deck, this card allows you to get a non-forest, allowing for two differing colors needed at once. And remember, Forests with another subtype, like Taiga, can be searched for.
Final Judgment: Another wrath, this one exiling any possible threats. Works very well against the graveyard decks.
Hallowed Burial: An excellent deterrent and way of dealing with enemy generals.
Idyllic Tutor: Another card that, though possibly narrow in other lists, shines due to the sheer amount of options that it can find. Plus, it puts the selected card directly into the hand, always a good thing.
Martial Coup: A wrath that gives you defenders to buy even more time with? Sign me up.
Nature’s Lore: While restricted in that it can only fetch a forest, it’s still a fantastic land ramp spell for five-color, due to the fact that the forest can be any form of “dual land”.
Open the Vaults: Though less effective than Replenish, this is still an incredibly game-turning card if needed. Make note that it also returns your opponent’s cards, and plan accordingly.
Praetor’s Council: The best graveyard recursion spell in EDH, this spell also allows you to have an unlimited hand size, so the warnings for Reliquary Tower also apply here.
Replenish: One of two “emergency switches” in the deck, Replenish allows for recovery after a devastating sweeper in the worse-case scenario that you have multiple enchantments destroyed without having a Wheel of Sun and Moon.
Skyshroud Claim: Another excellent ramp spell for five-color decks, the ability to get any two colors instantly is much appreciated.
Void: Being able to hit both artifacts and creatures, without worrying about your enchantments, makes this a much better choice for the deck than cards such as Austere Command (Dang you, Mindslaver!). The discard effect can also be the main use if you know that a problem card has been tutored up.
Wheel of Fortune: An extremely efficient draw spell, it also combos well with Necromancer’s Covenant and Night Soil, providing lots of token bait.
Enchantments:
Aura of Silence: One of the only ways in the deck to deal with enchantments or artifacts, there will be often times that you might wish to target one of your own permanents, such as an Oblivion Ring that has targeted a card owned by a now-dead player or a Copy Enchantment with a better target.
Collective Restraint: The most expensive “tax” effect in the deck, this card loves having duals to work with. What it enjoys even more, however, is having Copy Enchantment force your opponents to pay 10 for each attacking creature instead. It’s also strange in that despite being a diplomatic card, it attracts aggression at times.
Copy Enchantment:Welcome to our Clone. This card can be used to become anything that you need more of on the board, such as granting additional shroud by becoming a Privileged Position, or more mana via Mana Reflection. This is a lynchpin and with the tax effects, it can put them into back breaking territory.
Corrupted Conscience: This card functions as an alternate win condition and as an excellent defensive card as well.
Decree of Silence: While possibly part of a lock itself, the real purpose of this is to allow for you to draw out counterspells on the turn that you attempt the lock. If it succeeds, it acts as essentially a free pass for your turn, as countering the next three spells played by your opponents basically gives you the ability to act without worry of disruption.
Dovescape: A finisher in the deck, it combines with Decree of Silence and Solitary Confinement to create a hard lock. It’s best played last, or under Enduring Ideal, as otherwise it hurts rather than helps the deck.
Enchantress’s Presence: A fantastic source of card advantage in the deck, as it is rarely a target for removal since many players will target your other, more proactive enchantments. Can easily draw you 5-10 cards over the course of the game.
Faith’s Fetters: This card can shut down planeswalkers, something that the deck has a problem with. That alone would make it worthy of consideration, but the lifegain makes it a definite inclusion.
Finest Hour: With Progenitus, this allows for a single-turn commander kill.
Form of the Dragon: A possible win condition for the deck, it’s best to save this for when the game is almost at an end. Remember that the life restriction makes it incredibly hazardous to you unless you are in a state of control.
Ghostly Prison: One of three “tax” cards in the deck, it is best out early to discourage attacks.
Greater Auramancy: One of three cards needed for the deck to protect itself from the dangers of targeted removal, the second condition rarely matters.
Hidden Retreat: This card has two purposes: against the mono-red “Burn-em-all” decks, it can prevent game-winning Devil’s Plays and Red Sun’s Zeniths. However, a more subtle purpose comes from being able to target any sorcery or instant, not just ones that would deal damage. This allows you to restock cards from your hand in response to targeted or mass discard, or even to put needed enchantments from your hand into the deck to be searched up by your own Enduring Ideal!
Honden of Cleansing Fire: It gains you life, and combines with its brother to draw more cards. Getting this early can punish mono-red decks hard, as they can have trouble in keeping up with constant life-gain.
Honden of Seeing Winds: Steady, reliable card draw. Works well with Honden of Cleansing Fire (Gasp!).
Humility: Perhaps the most controversial card in the deck, the sheer amount to hatred it creates is negated by the sheer power that it brings to the table. Neutering all creatures cripples many strategies, and once combined with Night of Soul’s Betrayal, can bring the table to a screeching halt.
Mana Reflection: Mana acceleration is hard for five-color to accomplish, due to the inability to seriously ramp being traded off for mana color availability/stability in this and many other lists. Mana Reflection, however, allows you to have a searchable way to double your mana in a single card, much like Gauntlet of Power does for mono-colored decks.
Meishin, the Mind Cage: With all of the draw in the deck, having a respectable hand size should not be a real problem. Very good against equipment-based offensive decks, which otherwise could just pay the taxing effects on a single, large creature.
Mind Unbound: Though slow in progressing, and a large target aside, the sheer amount of cards that this can draw after even two or three turns is impressive.
Mirari’s Wake: Another mana accelerator, and as a bonus, the power and toughness increase allow for Progenitus to kill in two swings rather than three.
Nevermore: When playing in your group, name boardsweepers that you know that they run and will affect you in a negative fashion, such as Austere Command or All is Dust. If you know that a player is playing a specific combo, it might be tempting to stop them, but only do this is you are among the final few players; no need to take the hate that they would have generated on yourself, yes?
Night of Soul’s Betrayal: Good-bye, tokens. While a bit of a non-bo with Sacred Mesa, this also combos well with Humility to create a “killing field” where no creatures can live.
Night Soil: Graveyard removal at its finest; though having to target two creatures is restrictive, the low cost and token creation make it better than many other competitors.
Oblivion Ring: Your one-stop shopping answer to anything in the game, save lands and protected cards.
Phyrexian Arena: A steady source of card draw, better than Necropotence in that it does not hinder your draw step in any way.
Privileged Position: One of three-shroud/hexproof granting cards in the deck, the ability to prevent land destruction from crippling an always-difficult WUBRG manabase is much appreciated.
Propaganda: Nothing really too much to say here; another important defensive piece.
Protective Sphere: The condition is negligible with the manabase available to us, and the ability to prevent Skittles and Rafiq of the Many from getting easy early-game kills is impressive.
Sacred Mesa: One of the win conditions in the deck, Mesa allows you to create a field of blockers while in the early game, and then overwhelm the opponents in the later parts.
Solitary Confinement: The most important piece of the lock, SC allows you to be basically invulnerable while it’s up, at the cost of cards. There’s enough permanent-based draw in the deck that this can be worked around easily, however, and if you’re in danger you should feel free to play this early.
Spreading Plague: This card kills token strategies like no other, and can punish mono-color decks as well. Be wary if you feel that you might need Progenitus to win, as while he would destroy all other colored creatures upon entering the board, any other colored creature would destroy him as well.
Sterling Grove: It provides shroud and emergency tutoring. Nothing really to say here.
Stony Silence: It turns off equipment, mana rocks, and a host of other important EDH cards such as Oblivion Stone. Against colorless generals, it can create impossible situations for them; remember to play sportingly as needed.
Teferi’s Moat: Actually superior to Moat in this deck, due to the backup plan of Progenitus not working with the latter. In addition, flying creatures can be dealt with easily enough, and the card locks out tokens lacking Eldrazi Monument/Akroma’s Memorial (both of which can be taken care of with cards searchable with Wild Research.)
Vicious Shadows: This is a wincon. Plain and simple. Note that the player doesnt have to be the same that had the creature die.
Wheel of Sun and Moon: A godsend for any deck that relies on permanents, this card also makes up part of the “search-lock” with Wild Research, allowing you to search without worry of the random discard.
Wild Research: One of the most important card in the deck. This allows you to search up more than half of your deck at will, and when combined with Wheel of Sun and Moon, can create incredibly difficult situations for your opponents and will make your deck run like clockwork. Repeated Beacons of Immortality, Oblations, and Return to Dusts can cripple certain styles of play, and buy you enough time to also search out whatever form of combo that you might need. Protect this at all costs, and search it out at the first appropriate opportunity.
Artifacts:
Sol Ring: This is where a line is drawn. It isnt a bad card, but I (macius here), have never ran it in my deck and I dont think its a bad thing.then again, 2 mana is 2 mana.
Crystal Chimes: Another way to recur Enchantments, although it works best if you have a large amount of mana, a few key enchantments needing to be player or no maximum hand size
History: Macius
Like you really want to know about me. If you must insist, I began with a solitary pack of Mercadian Masques. I remember pulling a foil Lightning Hounds. I never really played or got into it until a friend tried to get me into it during Onslaught. I didnt understand the rules and rarely played, but the seed was sown.
Around 8th Edition, I picked up the blue fliers pre-con. It soon grew to a 200 card monstrocity and I thought I was good. Needless to say, ignorance was bliss. My memory fades around here oddly, as it was rough patch of life and Yu-gi-oh was big. Around Planar Chaos, I returned. It was also around the time that I ran into a shop called "The Lucky Frog". Please excuse this next sentence, but I really have to say that it was the **** and was honestly my fast track to real magic for me and I thank the owner from the bottom of my heart for what he did for me. He not only took me played me to make me better, but he gave me very nice deals and was just an overall good person.
Sadly, he closed and I wandered for a little bit. I found the game of EDH while visiting a game store one night and my first edh was a pittance of a treefolk one. After this, I found a group (originally monster hunter, but they began to get back into/get into magic, and one of them turned me on to my current LGS. I eventually built a very fun scion EDH (tribal and relies on using Scion and reanimation.) But as time went on, I began to want something else, A deck that was different from the pack. And I found it while perusing the forums. The deck toyed around with enchantments in EDH and focusing on them as a way to play. The only issue I ran into was a lack of a main wincon (barring the words cycle). That was until I saw Vicious Shadows and the rest was history.
Captain: (Reserved for future writings, as he is not currently here.)
Thanks
Nameless Poster- He toyed around with this idea. Without him, I wouldnt be here.
Captain- For bringing this deck back into my mind and making me want to improve it.
ISB and the primer commitee- Your bribes are in the mail as soon as you say yes.
How does this do with your playgroup? A friend of mine had a Progenitus deck for the longest time and he would be everyone's first target straight out the gates, for the very reason that many people don't like 5-color goodstuff.dec with such a crazy general (he played a lot of accel, so he'd hit Proggy really quickly).
He ultimately disassembled it because he could never actually play before he was systematically killed
How does this do with your playgroup? A friend of mine had a Progenitus deck for the longest time and he would be everyone's first target straight out the gates, for the very reason that many people don't like 5-color goodstuff.dec with such a crazy general (he played a lot of accel, so he'd hit Proggy really quickly).
He ultimately disassembled it because he could never actually play before he was systematically killed
(Macius)
My real goal is to not just hit progenitus, its to lock down the field. People dont look at progenitus bad in my group, because of his mana cost.
to go more into it, you dont want to cast progenitus unless you ave nothing better to do.
As an example of this, I got hit with an apocalypse early game and lost a large amount of my protective enchantments. A couple turns went by to nothing but lands and filterlands. Seeing nothing else I could really do, I cast Proggy and swung a table of 4 for the win. The only game he was played. And ive easily played 60+ games. (Eds: I have ended up casting Proggy more as of late, as a way of stopping people from attacking into me. Just an observation I have made.)
I think its a good card but not need, while captainloquacious (the main writer of this primer) says its a lynchpin card. Im just looking for ideas from people about it.
Isn't that mana base a bit greedy? Does no one in your group play Ruination?
Yea, it is greedy... and there is an LD guy in my group.... but ruination actually ruins him more and Sacred Ground helps me mitigate some of the risk. It usually is overlooked as "He wants to stop griefers, thats cool"... until someone 'geddons and look, im ahead and beating the guy who just nuked us all.
Other groups near me do not run Ruination for the fact that its unfun for people who play colorless generals. Not my cup of tea (I would play Ruination personally), but im fine with it.
While you mention Meishin in your card choice section, it doesn't show up in the decklist. Any particular reason for that?
You mention ramping as part of your strategy, but you really don't have any ramp. Has that been a problem so far?
Include Drop of Honey over a less effective creature hate card like Vile Consumption? Or is Porphyry Nodes enough, and you need an answer for token decks (which seem minor when you have Propaganda et al)?
Is one mana important enough to justify Honden over Mind Unbound? Is it trying to keep a lower profile?
Could Leyline of Sanctity be worth a shot here? There are a couple mass enchantment hate cards that target players, if your group is feeling malicious after a couple games.
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[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
While you mention Meishin in your card choice section, it doesn't show up in the decklist. Any particular reason for that?
You mention ramping as part of your strategy, but you really don't have any ramp. Has that been a problem so far?
Meishin is in the other deck. The deck you see in there right now is mine (Macius). Captainloquacious runs it, so I cant really explain it. and by ramping, I at least mean that I start throwing out enchntments quicker and quicker using Serra's Sanctum to create enough mana. Mind you, captain runs his a different way
Include Drop of Honey over a less effective creature hate card like Vile Consumption? Or is Porphyry Nodes enough, and you need an answer for token decks (which seem minor when you have Propaganda et al)?
Vile consumption is really good as an anti-token card. I've kept the token guy in check with it and Vicious Shadows. Nodes seems like its always one step away from a chopping block. And suprisingly, propaganda helps stop the Wrexial guy in my group (he's the type to cast a bunch of stuff and realize he cant pay.)
Is one mana important enough to justify Honden over Mind Unbound? Is it trying to keep a lower profile?
My issue with Mind unbound is that I used to run it and if the game dragged, I drew my wincons. That may sound good, but my idea is to use ideal. Hoden helps mitigate that because its slower. Its weird and counter-intuitive.... but it seemed to be a better fit.
Could Leyline of Sanctity be worth a shot here? There are a couple mass enchantment hate cards that target players, if your group is feeling malicious after a couple games.
No one in my group besides me plays G/W as there main. The only enchantment hate I deal with is Apocalypse and the Ravnica creature that makes you tap 4 untapped creatures to destroy target artifact or enchantment. Its kinda sad that they dont listen to me (The wrexial guy wont run GY removal because he wants to cast there spells.....)
@Macius: Do you think you should try to find some room for some more lands? When we played at SCG Open: Charlotte, I noticed you seemed to stall on 3 or 4 lands an uncomfortable amount of the time. This deck seems like a monster once it picks up some momentum, but sadly I never really got to see it get off the ground.
We decided it would be easier to combine them and make it easier on viper (who needs to get Gaka his trophy.... like now... totally)
@Macius: Do you think you should try to find some room for some more lands? When we played at SCG Open: Charlotte, I noticed you seemed to stall on 3 or 4 lands an uncomfortable amount of the time. This deck seems like a monster once it picks up some momentum, but sadly I never really got to see it get off the ground.
I thought the same as well, but lately, I've been sitting quite comfortably... I'm at 38 lands right now and really enjoyed the switch over from City of Brass..... Right now, im looking at Richmond as a fluke with my landbase, but im still keeping an eye on it....
I don't like second chance. 5 life is way too close in my meta.... If I'm at 5 or less life, im at 0.
Now onto the other 2.
Form of the Dragon: Again, low life seems like a really dangerous thing in my meta... although I run it in my Scion deck.... I may have to throw it in for something the more methinks.... it can speed up my endgame
So to update, I took out Rivalry. It never really seemed tobe drawn at good times and mostly acted as discard fodder. Wild Research on the other hand deserves a spot. I can search up stuff and the discard part isnt bad with a wheel out on me or if I have a hand full of enchantments and an Open the Vaults or similar on the stack.
I expect a better running with it.
Also, a couple more changes that will appear. I replaced the Plains with a Flagstones of Trokair. Targeted LD is becoming more prevelant and it does well with Sacred Ground.
Arboria is damn interesting and I am curious I never ran into the card. I will try and test this card out here replacing Propaganda.
Glacial Chasm would work, except the c. upkeep of two life will always come back to haunt me. Also, as d0su pointed out earlier, this deck seems to want to mana screw every so often (not often enough for me to worry) and my life can get low at times.
When Captain comes back he maybe could comment.
Thank you for the ideas though, as they did make me look more into the older sets and stuff I may of missed.
Now since the new RTR stuff has come out does Safety Sphere make it in?
For each enchantment in play +1 to attack
Seems good?
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Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
I used to run an old 60-card Honden deck whose main work horse was Zur the Enchanter, as he could grab the red Honden, then start grabbing Paradox Hazes or Sterling Grove if I wanted another Honden. I'm considering rebuilding it as an EDH deck, where maybe I can use tokens generated from enchantments to polymorph into him. Even if you don't run Zur, Proteus Staff + tokens from stuff like Awakening Zone will get you what you need in a deck with only one or two creatures. Heck, slap Ulamog in there!
@Blitzkrieg: Sphere is on the fence in my mind.. it can be pretty good and mak it hard to attack me, but I dislike its variable, where as Propaganda is always 2. 5 is a little steep and I wonder if its better than Collective Restraint.
@Hallucigenia: Here is the issue with creatures in my meta... they will get eaten. Tainted Aether is a card that is run to full effect, so imagine if each enchantment costs me 1-3 creatures/lands....
Now Gossamer Chains may see some use as my main opponent usually only attacks with a Wrexial and such...
Nice deck, dude! I'm digging the interaction between Spreading Plague and Dovescape. That's pretty hallarious. It is always good to see there are others who enjoy trolling the field...cheers!
Oh and nice Dr Strangelove reference.
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Current laser collection: 20 1000cc Ducati dualsport decks
Hey there guys. Fellow enchantment nerd here. I just built this deck and was searching the internet and stumbled upon this primer. Thought I would post my list and share information with y'all. In my group I am playing Genju of the Realm. One thing I noticed about this deck: its so vulnerable without Wild Research/Enduring Ideal, those ARE the wincons. Another thing I noticed: we need LOTS of white and green mana!!! I feel color prioritizes as follows: White>Green>Blue>Black>Red. I am constantly changing my land base. I feel like my deck may be a little more up to date using newer cards that you may want to consider for your list, like Eerebos, God of the Dead and Plea For Guidance (this card I haven't played much with yet, it MAY or MAY NOT be too slow). Another downside to this deck: ramp! It's difficult to keep up with U/G in terms of ramp. This deck will never be tier 1 competitive because blue can deal with it simply by cyclonic rift. We simply just cannot interact with that card.
Luckily, my play group is competitive, but we have our own banlist. We have banned Cyclonic Rift for degeneracy...along with Mind Over Matter, Palinchron, Sol Ring etc., you know...degenerate cards that are just not fun to play with. People who play these cards just basically masturbate to magic.
Anyway, here's my list (you may not see it right away because I am just now learning how to upload deck lists, I am working on it now):
Why play this?
You’ll like playing this deck if:
--You like playing control, but hate countermagic.
--You enjoy setting restrictions on what your opponents can do to you.
--You want to try something different.
--You like toolboxes.
--You prefer long games to shorter ones.
--You prefer having a plan to winging it.
--You’re a Rattlesnake.
You won’t like playing this if:
--You enjoy attacking.
--You like interacting with other player’s fields.
--You hate having to search often.
--You prefer short games to long ones.
--You like being able to improvise on the go.
--You’re impatient.
Oh? You’re still here? I didn't expect you to read this part..... well if I must, let’s chat.
You want to play this deck because it’s something unlike any mono- or multi- colored deck out there, with the possible exception of WUBRG Land-Stax. But hey, you don’t care about that, because something about this deck fascinates you. Maybe it’s the fact that two of the five colors in magic (black and red, those proverbial slackers) can’t touch an enchantment to save their lives without the help of an artifact or another color. Maybe you like the feeling of having people go “What the heck are they up to?” Or maybe, just maybe, you don’t care about anything I’ve already said, and you’re just here to scope out the competition. That’s fine and we’re glad to have you. That’s the enchantment way.
Decklists
1 Progenitus
Lands
Lands
1 Jungle Shrine
1 Crumbling Necropolis
1 Savage Lands
1 Seaside Citadel
1 Arcane Sanctum
1 Command Tower
1 Reliquary Tower
1 Underground Sea
1 Scrubland
1 Taiga
1 Savannah
1 Tropical Island
1 Volcanic Island
1 Badlands
1 Plateau
1 Tundra
1 Bayou
1 Arid Mesa
1 Wooded Foothills
1 Flooded Strand
1 Polluted Delta
1 Scalding Tarn
1 Windswept Heath
1 Marsh Flats
1 Bloodstained Mire
1 Misty Rainforest
1 Verdant Catacombs
1 Hallowed Fountain
1 Watery Grave
1 Blood Crypt
1 Steam Vents
1 Sacred Foundry
1 Stomping Ground
1 Overgrown Tomb
1 Godless Shrine
1 Temple Garden
1 Breeding Pool
1 Reflecting Pool
1 City of Brass
1 Mistveil Plains
1 Dovescape
1 Privileged Position
1 Meishin, the Mind Cage
1 Stony Silence
1 Teferi’s Moat
1 Collective Restraint
1 Propaganda
1 Sterling Grove
1 Greater Auramancy
1 Ghostly Prison
1 Copy Enchantment
1 Oblivion Ring
1 Protective Sphere
1 Honden of Cleansing Fire
1 Hidden Retreat
1 Night Soil
1 Nevermore
1 Dueling Grounds
1 Aura of Silence
1 Faith's Fetters
1 Humility
1 Night of Soul’s Betrayal
1 Beacon of Immortality
Win Conditions
1 Corrupted Conscience
1 Necromancer's Covenant
1 Dragon Roost
1 Form of the Dragon
1 Solitary Confinement
1 Wheel of Sun and Moon
1 Decree of Silence
1 Finest Hour
1 Honden of Infinite Rage
Recursion
1 Praetor's Council
1 Replenish
1 Open the vaults
1 Crystal chimes
1 Honden of Seeing Winds
1 Phyrexian Arena
1 Mind Unbound
1 Argothian Enchantress
1 Enchantress’s Presence
Acceleration
1 Mirari’s wake
1 Sol Ring
1 Farseek
1 Nature's Lore
1 Exploration
1 Skyshroud Claim
1 Awakening Zone
Tutoring
1 Enlightened Tutor
1 Vampiric Tutor
1 Enduring Ideal
1 Idyllic Tutor
1 Demonic Tutor
1 Academy Rector
1 Wild Research
1 Liliana Vess
Sweepers/Critterkill
1 Decree of Annihilation
1 Jokulhaups
1 Spreading Plague
1 Progenitus
Lands-38
1 Overgrown Tomb
1 Watery Grave
1 Sacred Foundry
1 Temple Garden
1 Steam Vents
1 Godless Shrine
1 Stomping Grounds
1 Hallowed Fountain
1 Blood Crypt
1 Breeding Pool
1 Bayou
1 Underground Sea
1 Plateau
1 Savannah
1 Volcanic Island
1 Scrubland
1 Taiga
1 Tundra
1 Tropical Island
1 Badlands
1 Graven Cairns
1 Mystic Gate
1 Sunken Ruins
1 Wooded Bastion
1 Fire-Lit Thicket
1 Fetid Heath
1 Rugged Prairie
1 Cascade Bluffs
1 Flooded Grove
1 Twilight Mire
1 Island
1 Swamp
1 Plains
1 Mountain
1 Forest
1 Serra's Sanctum
1 Command Tower
1 Boseiju, Who Shelters All
1 Argothian Enchantress
1 Phyrexian Arena
1 Enchantress's Presence
1 Rhystic Study
1 Honden of Seeing Winds
1 Future Sight
1 Idyllic Tutor
1 Enlightened Tutor
1 Rites of Flourishing
1 Wheel of Sun & Moon
1 Abundance
1 Wild Research
Mana Helps-2
1 Farseek
1 Prismatic Omen
Please Don't Hit Me!-8
1 Teferi's Moat
1 Collective Restraint
1 Propaganda
1 Ghostly Prison
1 Safeguard
1 No Mercy
1 Aurification
1 Story Circle
Don't Touch My Stuff-7
1 Fountain Watch
1 Sterling Grove
1 Cloud Cover
1 Privileged Position
1 Enchanted Evening
1 Greater Auramancy
1 Solitary Confinement
Creature Hate-10
1 Humility
1 Tainted AEther
1 Planar Collapse
1 Call to the Grave
1 Lethal Vapors
1 Spreading Plague
1 Vile Requiem
1 Smoke
1 Porphyry Nodes
1 Vile Consumption
1 Bloodchief Ascension
1 Ancient Runes
1 Vicious Shadows
1 Polluted Bonds
1 Wound Reflection
1 Subversion
1 Spellshock
1 Manabarbs
Utility-10
1 Energy Flux
1 Teferi's Care
1 Aura of Silence
1 Price of Glory
1 Maelstrom Nexus
1 Ground Seal
1 Paradox Haze
1 Enduring Ideal
1 Copy Enchantment
1 Dovescape
1 Sacred Ground
Recursion-3
1 Hanna, Ship's Navigator
1 Open the Vaults
1 Replenish
1 City of Brass
1 Rivalry
In:
1 Command Tower
1 Wild Research
Out:
1 Maelstrom Nexus
1 Abundance
1 Safeguard
1 Assemble the Legion
1 Sphere of Safety
How to Play
The deck concepts win by locking your opponent/s out of the game using enchantments and a board control strategy, a task made monumentally easier by the wealth of options given to us by running five colors.
To show examples, you win in one of the following ways:
1) You control Wheel of Sun and Moon, Dovescape, a drawing enchantment, Solitary Confinement, and Decree of Silence, along with either Wild Research or an active Enduring Ideal. While this can be difficult to maintain if your opponents are aware of your plans, it’s also the most stable way for your other conditions to win, and can force concessions on its own.
2) Control Vicious Shadows, Dovescape and Night of Souls Betrayel. Everytime a non-creature spell is cast its controller get 1/1 Birds that due to night get -1/-1 which causes them to die via SBA. Shadows allows you to deal the damage to get you closer to winning.
3) Corrupted Conscience on a large creature.
4) Form of the Dragon after gaining board control, most likely under #1.
5) Progenitus (with or without Finest Hour). While this might be the most straightforward way to win, the lack of haste means that they normally have at least one turn to prepare for/solve the issue of the death-dealing hydra.
6) Repeated Beacon of Immortality with Wild Research. This might not actually win you the game, but it will make it nearly impossible to lose if you’re able to handle opposing generals.
7) Sacred Mesa tokens, though mainly meant for defense, allow for a possible endgame strategy as well.
As you can tell, most if not all of these win conditions require you to play defensively and gain control of the game’s momentum. That isn't to say this is a defensive deck, but its not as able to go as fast as some decks may.
General Strategy/Playing the Deck
When you play this deck, the one rule that you want to follow is this: “Be bold, but not too bold.” This deck thrives on not being the main threat at the table, something that cards like Propaganda and/or Collective Restraint help out with.
Sadly, cards like these also attract the attention of other players quickly, as people are wary of the “late-game winner” style of playing. So what does this mean for you? As you play this deck, ask yourself, “Is this being greedy?” Some examples:
1) Playing Propaganda with no other enchantments on your board: NOT GREEDY.
2) Playing Propaganda with Ghostly Prison and Collective Restraint on your board: GREEDY.
3) Playing Propaganda with Wheel of Sun and Moon, Greater Auramancy and Collective Restraint: NOT GREEDY.
In #2, if a player plays an enchantment sweeper or exile spell (Return to Dust), you’ve not only lost the momentum of the game, but you’ve also lost some key defensive pieces in the deck. However, by adding a Wheel of Sun and Moon and/or protection spells, you can play a little more bolder. With that, here’s the plan the deck likes to follow.
Early game: Ramp/color fix as much as you can, with the priority of colors needed as follows (most to least): White, Green, Blue, Red= Black. Play defensively, this is not the time to be making enemies or setting up massive board position. Try and come off as being a little slow out of the line. Creating taxing effects when you can and playing the ‘helpless victim’ when you think it’ll sway the table.
When you get a tutor effect, you want to get Wheel of Sun and Moon or Wild Research. You want the former if you have:
-multiple enchantments on the board,
-less than 4 cards in hand,
-or if you already have the latter.
In all other cases, you want Wild Research.
The ideal is that while you have both Research and Wheel out on the field, you can Demonic Tutor for any enchantment or instant. It is not hyperbole to state that the entire deck runs off of it. In the same token, if you lose Resarch....it is not the end of the world, but pulling up your toolbox will be a little harder, while losing Wheel can make Research less potent.
It’s important to note that your meta is saturated in Uril or other aura based generals, that grabbing a shroud-enabler such as Greater Auramancy first is wise as you risk running into people packing a lot of enchantment hate.
Once you have these two pieces, then the toolbox aspect of the deck shows up:
--Token swarms/ Turning guys sideways? Collective restraint/Teferi’s moat.
-- Big Scary Creatures? Humility
--Graveyard recursion?: Night soil/Necromancer’s Covenant.
--Planeswalker? Oblivion ring/Faith’s fetters.
--Artifacts? Stony Silence, Energy Flux.
--Combo? Nevermore, Spellshock.
You’ve got the tools to handle anyone you may face. When you’ve got the table under your control, then you go for the win, as described above.
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Reserved for future use, current use= workbench to edit primer
Weaknesses/Strengths
So now that you have decided to look at this deck, lets take a look at what makes this deck good. You first have to realize that a lot of decks focus on getting rid of artifacts and creatures. These are two card types that we run very few of (if at all with the artifacts). This means that you have little to fear from creature control cards such as Decree of Pain and Wrath of God and artifact removal such as Into the Core and Ancient Grudge. This means that a lot of decks may have a hard time dealing with what you play.
In addition to that, 2 colors have an even harder time matching up against you. Black and Red have very little available to deal with your permanents outside of Colorless spells such as Oblivion Stone and All is Dust. Try and keep a way of returning enchantments in your hand if you suspect either of these.
Green and Blue require targeting for their removal, so searching for a Privileged Position or Sterling Grove is a wise idea. However,Should you suspect/know that an opponent is playing these colors, immediately search for Nevermore -those cards are extremely dangerous and can essentially kill the deck. Thankfully, both seem to be a bit of a dark horse when people make card selection.
All of this strength comes as a price, however. White is your biggest threat with cards such as Akroma’s Vengeance, Austere Command, and Purify, and Return to Dust. These can all ruin your board quickly and/or take you out of the game. It is key that you either pull up a Nevermore or you lure them into casting it while you are holding onto a Replenish or Open the Vaults
Also slow starts can mean that you end up unable to stabilize and die without putting up a fight, so making sure you have a hand you like is key. Do not be afraid to mulligan if you have doubts. A hand with protective enchantments is also very suitable.
You lose life quickly due to the mana-fixing fetches, and having only a couple ways to gain life. The way this can be allieviated is by replacing fetches with filter lands and by setting up a defense early. Remember, you do not need to win fast with this deck, nor should you try to....
Another suprising issue is that you interact with your opponents rarely. You often only interact when they have a specific threat that needs to be neutralized or is danger of winning. This is not an issue for the most part, but it is something that can come up. The best advice is to have a tutor at the ready just in case.
Card Discussion
Lands:
Instants:
Sorcery:
Enchantments:
Artifacts:
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Backstories on this primer's creators/players
Like you really want to know about me. If you must insist, I began with a solitary pack of Mercadian Masques. I remember pulling a foil Lightning Hounds. I never really played or got into it until a friend tried to get me into it during Onslaught. I didnt understand the rules and rarely played, but the seed was sown.
Around 8th Edition, I picked up the blue fliers pre-con. It soon grew to a 200 card monstrocity and I thought I was good. Needless to say, ignorance was bliss. My memory fades around here oddly, as it was rough patch of life and Yu-gi-oh was big. Around Planar Chaos, I returned. It was also around the time that I ran into a shop called "The Lucky Frog". Please excuse this next sentence, but I really have to say that it was the **** and was honestly my fast track to real magic for me and I thank the owner from the bottom of my heart for what he did for me. He not only took me played me to make me better, but he gave me very nice deals and was just an overall good person.
Sadly, he closed and I wandered for a little bit. I found the game of EDH while visiting a game store one night and my first edh was a pittance of a treefolk one. After this, I found a group (originally monster hunter, but they began to get back into/get into magic, and one of them turned me on to my current LGS. I eventually built a very fun scion EDH (tribal and relies on using Scion and reanimation.) But as time went on, I began to want something else, A deck that was different from the pack. And I found it while perusing the forums. The deck toyed around with enchantments in EDH and focusing on them as a way to play. The only issue I ran into was a lack of a main wincon (barring the words cycle). That was until I saw Vicious Shadows and the rest was history.
Captain: (Reserved for future writings, as he is not currently here.)
Thanks
Heroes of the Plane Studio created the banner
He ultimately disassembled it because he could never actually play before he was systematically killed
UR [PRIMER] Flash of the Firemind (Niv-Mizzet, the Firemind) RU
BG Death and Staxes: FireStorm4056's Competitive Meren Stax List GB
W Avacyn Angel of Hope W
R Akroma, Angel of (Your Opponent's) Fury R
R 99-Mountain Ashling R
(Macius)
My real goal is to not just hit progenitus, its to lock down the field. People dont look at progenitus bad in my group, because of his mana cost.
to go more into it, you dont want to cast progenitus unless you ave nothing better to do.
As an example of this, I got hit with an apocalypse early game and lost a large amount of my protective enchantments. A couple turns went by to nothing but lands and filterlands. Seeing nothing else I could really do, I cast Proggy and swung a table of 4 for the win. The only game he was played. And ive easily played 60+ games. (Eds: I have ended up casting Proggy more as of late, as a way of stopping people from attacking into me. Just an observation I have made.)
Also, I (Macius) need opinons on Wild Research...
I think its a good card but not need, while captainloquacious (the main writer of this primer) says its a lynchpin card. Im just looking for ideas from people about it.
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1 Command Tower
its a no-brainer really...
Im also still looking for more suggestions and ideas about what people think or want to know about this deck...
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From the mind of Raymond Swanland: Valla, a plane made entirely out of brownish spikes.
Yea, it is greedy... and there is an LD guy in my group.... but ruination actually ruins him more and Sacred Ground helps me mitigate some of the risk. It usually is overlooked as "He wants to stop griefers, thats cool"... until someone 'geddons and look, im ahead and beating the guy who just nuked us all.
Other groups near me do not run Ruination for the fact that its unfun for people who play colorless generals. Not my cup of tea (I would play Ruination personally), but im fine with it.
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You mention ramping as part of your strategy, but you really don't have any ramp. Has that been a problem so far?
Include Drop of Honey over a less effective creature hate card like Vile Consumption? Or is Porphyry Nodes enough, and you need an answer for token decks (which seem minor when you have Propaganda et al)?
Is one mana important enough to justify Honden over Mind Unbound? Is it trying to keep a lower profile?
Could Leyline of Sanctity be worth a shot here? There are a couple mass enchantment hate cards that target players, if your group is feeling malicious after a couple games.
Meishin is in the other deck. The deck you see in there right now is mine (Macius). Captainloquacious runs it, so I cant really explain it. and by ramping, I at least mean that I start throwing out enchntments quicker and quicker using Serra's Sanctum to create enough mana. Mind you, captain runs his a different way
Vile consumption is really good as an anti-token card. I've kept the token guy in check with it and Vicious Shadows. Nodes seems like its always one step away from a chopping block. And suprisingly, propaganda helps stop the Wrexial guy in my group (he's the type to cast a bunch of stuff and realize he cant pay.)
My issue with Mind unbound is that I used to run it and if the game dragged, I drew my wincons. That may sound good, but my idea is to use ideal. Hoden helps mitigate that because its slower. Its weird and counter-intuitive.... but it seemed to be a better fit.
No one in my group besides me plays G/W as there main. The only enchantment hate I deal with is Apocalypse and the Ravnica creature that makes you tap 4 untapped creatures to destroy target artifact or enchantment. Its kinda sad that they dont listen to me (The wrexial guy wont run GY removal because he wants to cast there spells.....)
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@Macius: Do you think you should try to find some room for some more lands? When we played at SCG Open: Charlotte, I noticed you seemed to stall on 3 or 4 lands an uncomfortable amount of the time. This deck seems like a monster once it picks up some momentum, but sadly I never really got to see it get off the ground.
Also, could you give me your thoughts on Second Chance and its combo potential with Form of the Dragon and Wheel of Sun and Moon? Is it just more cute than good?
Draft my Mono-Blue Cube!
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We decided it would be easier to combine them and make it easier on viper (who needs to get Gaka his trophy.... like now... totally)
I thought the same as well, but lately, I've been sitting quite comfortably... I'm at 38 lands right now and really enjoyed the switch over from City of Brass..... Right now, im looking at Richmond as a fluke with my landbase, but im still keeping an eye on it....
I don't like second chance. 5 life is way too close in my meta.... If I'm at 5 or less life, im at 0.
Now onto the other 2.
Form of the Dragon: Again, low life seems like a really dangerous thing in my meta... although I run it in my Scion deck.... I may have to throw it in for something the more methinks.... it can speed up my endgame
Wheel of Sun and Moon: Proggy, this card and 98 others will be my deck unless the make a better version. It completely saved me when I got into my bubble (Solitary Confinement + Honden of Seeing Winds)
540 Peasant cube- Gold EditionSomething SpicySo to update, I took out Rivalry. It never really seemed tobe drawn at good times and mostly acted as discard fodder. Wild Research on the other hand deserves a spot. I can search up stuff and the discard part isnt bad with a wheel out on me or if I have a hand full of enchantments and an Open the Vaults or similar on the stack.
I expect a better running with it.
Also, a couple more changes that will appear. I replaced the Plains with a Flagstones of Trokair. Targeted LD is becoming more prevelant and it does well with Sacred Ground.
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Arboria - The way I break the synergy of this card is with Burgeoning, Leyline of Anticipation, Magosi, the Waterveil & Alchemists Refuge. The nice thing when compared to Propaganda is they straight up can't attack you, nothing they can do about it. You don't really care that it's symmetrical since you aren't winning in the red zone anyways. You can also use Terrain Generator but I don't like it very much.
Glacial Chasm - The cards that make this tick are Life from the Loam, Crucible of Worlds, Exploration, Burgeoning & Flagstones of Trokair (as land to sac). Being a land this card is pretty tough to deal with and prevents not only combat damage but any damage at all regardless of who inflicted it (I'd imagine it's good with Manabarbs for example).
I'm also a fan of Mystic Remora.
Glacial Chasm would work, except the c. upkeep of two life will always come back to haunt me. Also, as d0su pointed out earlier, this deck seems to want to mana screw every so often (not often enough for me to worry) and my life can get low at times.
When Captain comes back he maybe could comment.
Thank you for the ideas though, as they did make me look more into the older sets and stuff I may of missed.
540 Peasant cube- Gold EditionSomething SpicyFor each enchantment in play +1 to attack
Seems good?
No Sigil of the Empty Throne? I like combining it (and the Enchantress) with repeat-ad-nauseum enchantments like Flickering Ward and Gossamer Chains. Gossamer Chains is extremely underrated protection anyhow.
Edit: Oops, Sphere of Safety was already mentioned.
Playtesting | Karador, Ghost Chieftain | Narset, Enlightened Master | Ephara, God of the Polis
Established | Gahiji, Honored One | Shirei, Shizo's Caretaker | Opal-Eye, Konda's Yojimbo | Rubinia Soulsinger
Retired | Medomai the Ageless | Diaochan, Artful Beauty
@Hallucigenia: Here is the issue with creatures in my meta... they will get eaten. Tainted Aether is a card that is run to full effect, so imagine if each enchantment costs me 1-3 creatures/lands....
Now Gossamer Chains may see some use as my main opponent usually only attacks with a Wrexial and such...
Ya know, I think im going to try something new...
My reasoning is simple. While subversion gains me life, it does so, usually at 2 per my upkeep. Im hoping Exquisite Blood can gain me more life....
It also seems to combo well with Bloodchief Ascension
540 Peasant cube- Gold EditionSomething SpicyOh and nice Dr Strangelove reference.
Luckily, my play group is competitive, but we have our own banlist. We have banned Cyclonic Rift for degeneracy...along with Mind Over Matter, Palinchron, Sol Ring etc., you know...degenerate cards that are just not fun to play with. People who play these cards just basically masturbate to magic.
Anyway, here's my list (you may not see it right away because I am just now learning how to upload deck lists, I am working on it now):
1 Genju of the Realm
lands (39)
1 bayou
1 tundra
1 plateau
1 savannah
1 underground sea
1 scrubland
1 tundra
1 temple garden
1 steam vents
1 godless shrine
1 breeding pool
1 sacred foundry
1 hallowed fountain
1 verdant catacombs
1 misty rainforest
1 windswept heath
1 polluted delta
1 flooded strand
1 verdant catacombs
1 fetid heath
1 rupture spire
1 transguild promenade
1 command tower
1 horizon canopy
1 tectonic edge
1 dust bowl
1 simic growth chamber
1 selesnya sanctuary
1 maze of ith
1 bant panorama
1 esper panorama
1 serra's sanctum
2 plains
2 island
1 forest
1 swamp
1 mountain
Get away!
1 Ghostly Prison
1 Propoganda
1 Collective Restraint
1 Sphere of Safety
1 Planar Collapse
1 Lethal Vapors
1 No Mercy
1 Blind Obedience
1 Spreading Plague
1 Leyline of Sanctity
1 Night of Souls' Betrayal
1 Porphyry Nodes
1 Phyrexian Rebirth
1 Honden of Nights Reach
1 Leyline of the Void
1 Oblivion Ring
1 Stony Silence
1 Ground Seal
1 Arenson's Aura
1 Calming Verse
1 Aura of Silence
I has stuffs
1 Plea for Guidance
1 WILD RESEARCH
1 Enlightened Tutor
1 Abundance
1 Rites of Flourishing
1 Phyrexian Arena
1 Future Sight
1 Erebos, God of the Dead
1 Argothian Enchantress
1 Enchantress' Presence
1 Sylvan Library
1 Idyllic Tutor
1 Honden of Seeing Winds
Protect my shiz
1 Greater Auramancy
1 Cloud Cover
1 Sterling Grove
1 Privileged Position
1 Karmic Justice
Mana
1 Exploration
1 Crucible of Worlds
1 Mirari's Wake
1 Mana Reflection
1 Chromatic Lantern
1 Seek the Horizon
Win
1 Opalesence
1 Enduring Ideal
1 Dovescape
1 Assemble the Legion
1 Sigil of the Empty Throne
1 Replenish
1 Hanna, Ships Navigator
Tech
1 Honden of Cleansing Fire
1 Bloodchief Ascension
1 Boros Charm
1 Wheel of Sun and Moon
1 Copy Enchantment
1 Honden of Infinite Rage
1 Followed Footsteps
1 Paradox Haze
1 Grave Betrayal
Chopping Block/Cuttable
1 Honden of Cleansing Fire
1 Grave Betrayal
1 Seek the Horizon
1 Erebos, God of the Dead
1 Abundance
Maybeboard (there are cards in my current list I am considering for cuts)
1 Confusion in the Ranks
1 Meddling Mage
1 Telepathy
1 Realms Uncharted
1 Gossamer Chains
1 Glacial Chasm
1 Life from the Loam
1 Tainted Aether
1 Overgrown Estate
1 Vicious Shadows
1 Energy Flux
1 Open the Vaults
1 Spellshock
1 Zuran Orb
1 Equilibrium
Havent gotten to play with the deck enough. Ill check back later.