Caution this is a first time, posting a deck, So bare with me.
This is more of politcal deck, powered down a bit for more of a casual group. The Central theme being Enchantments.
Oringially I hoped I may be able to make one with no Creatures but Heliod, but I couldn't do with out Academy Rector, and
actually decided to put a few Win-cons in the deck.
Sands of Time + Equipoise (From MTG) With Sands of Time in play, no one gets an untap step, so nothing naturally phases. Equipoise causes things to phase out at other times.
Meekstone + Reverence Locks creatures down fairly well. Crackdown is a option but it doesn't
seem to lock as well as meekstone even though it is far easier to get thanks to the tutors.
Porphyry Nodes I generally only use this once my General is out.
Leyline of Sanctity + Leyline of the Meek Either in your starting hand, Heliod alot easier to be a creature.
However typically somebody has a way to tuck, sac or exile him that early.
Fight or Flight You tend to have a stronger politcal control, when people relise you can and will use this whenever they go to combat,
No matter if they may or may not attack you.
Divine Presence Slows Damage down quite a bit, Lovely for stoping Red's big fireball-like spells to the face.
This also slows down Commander damage. NOTE: This does not slow down loss of life, and will work against you if you have Karmaout.
Norn's Annex Discouraging nonwhite players from attacking, Especially those pesky Token decks.
Karn Liberated To Start the game over and deal with Planeswalkers.
Island Sanctuary for the silly idea, that we have no islands. (I don't get why this is a white card due to name and effect.) This also can help prevent excessive drawing during the draw step.
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This is more of politcal deck, powered down a bit for more of a casual group. The Central theme being Enchantments.
Oringially I hoped I may be able to make one with no Creatures but Heliod, but I couldn't do with out Academy Rector, and
actually decided to put a few Win-cons in the deck.
1 Heliod, God of the Sun
Creatures:
2 Academy Rector
3 Rhox Faithmender
4 Avacyn, Angel of Hope
5 Ulamog, Of the Infinite Gyre
Enchantments:
6 Oblivion Ring
7 Martyr's Bond
8 Sacred Ground
9 Nevermore
10 Divine Presence
11 Stony Silence
12 Sphere of Safety
13 Leyline of Sanctity
14 Greater Auramancy
15 Humility
16 Equipoise
17 Orim's Prayer
18 Leyline of the Meek
19 Island Sanctuary
20 Aura of Silence
21 Solitary Confinement
22 Karma
23 Planar Collapse
24 Ghostly Prison
25 Fight or Flight
26 Runed Halo
27 Suppression Field
28 Reverence
29 Sigil of the Empty Throne
30 Karmic Justice
31 Porphyry Nodes
32 Rest in Peace
33 Celestial Convergence
34 Boon Reflection
35 Blind Obedience
36 Divine Intervention
37 Test of Endurance
38 Luminarch Ascension
39 Hanna's Custody
40 Land Tax
41 Dust to Dust
42 Wrath of God
43 Rout
44 Beacon of Immortality
45 Enduring Ideal
46 Idyllic Tutor
47 Replenish
48 Swords to Plowshares
49 Enlightened Tutor
50 Cleansing Meditation
51 Open The Vaults
52 Path of Exile
Planeswalkers:
53 Karn Liberated
Artifacts:
54 Tsabo's Web
55 Meekstone
56 Oblivion Stone
57 Howling Mine
58 Sol ring
59 Extraplanar Lens
60 Pristine Talisman
61 Staff of Nin
62 Mind's Eye
63 Norn's Annex
64 Sands of Time
Lands:
65 Flooded Plain
66 Kibira Crossroads
67 Evoliving Wilds
68 Urborg, Tomb of Yawgmoth
69 Secluded Steppe
70 Terramorphic Expanse
71 Cavern of Souls
72 Marsh Flats
73 Kor Haven
74 Arid Mesa
75 Glacial Chasm
100 Plains x 25
Card Choices:
Tutors: Enduring Ideal Idyllic Tutor Enlightened Tutor Academy Rector
Board Wipes: Oblivion Stone Cleansing Meditation Rout Wrath of God
Planar Collapse
Urborg, Tomb of Yawgmoth + Karma Karma kills rather quickly late game. add Glacial Chasm
or Solitary Confinement and you avoid the pain.
Test of Endurance Simple Wincon, With the life gain from, Beacon of Immortality
Rhox Faithmender Blind Obedience Boon Reflection Pristine Talisman,
This does paint a target on you however.
Sands of Time + Equipoise (From MTG) With Sands of Time in play, no one gets an untap step, so nothing naturally phases. Equipoise causes things to phase out at other times.
Staff of Nin + Solitary Confinement To keep you with cards to discard for Confinments cost.
Meekstone + Reverence Locks creatures down fairly well. Crackdown is a option but it doesn't
seem to lock as well as meekstone even though it is far easier to get thanks to the tutors.
Cleansing Meditation I find this card to be bonkers, once you hit Threshold.
Porphyry Nodes I generally only use this once my General is out.
Leyline of Sanctity + Leyline of the Meek Either in your starting hand, Heliod alot easier to be a creature.
However typically somebody has a way to tuck, sac or exile him that early.
Rout Solely Chose for the Instant speed.
Karmic Justice Discourages players from killing your enchantments.
Humility + Orim's Prayer More of a stalling effect.
Avacyn, Angel of Hope to make my enchantments much harder to remove.
Ulamog, Of the Infinite Gyre To recur my graveyard, when Enduring Ideal is up, (help prevent mill to a degree), and to
deal with Planeswalkers.
Sphere of Safety Ghostly Prison Norn's Annex Attack taxes.
Political Nonsense:
Fight or Flight You tend to have a stronger politcal control, when people relise you can and will use this whenever they go to combat,
No matter if they may or may not attack you.
Divine Intervention Paints a huge Target on you and itself, but I have ended quite a few games with this in
the graveyard with Replenish or Open The Vaults
Divine Presence Slows Damage down quite a bit, Lovely for stoping Red's big fireball-like spells to the face.
This also slows down Commander damage. NOTE: This does not slow down loss of life, and will work against you if you have Karma out.
Norn's Annex Discouraging nonwhite players from attacking, Especially those pesky Token decks.
Karn Liberated To Start the game over and deal with Planeswalkers.
Island Sanctuary for the silly idea, that we have no islands. (I don't get why this is a white card due to name and effect.) This also can help prevent excessive drawing during the draw step.