In a world of 1/1 creatures, a 3/3 with trample is king. Just saying. Just don't play it at the same time as Moat without a plan unless you really don't like the people you're playing with.
Asceticism seems questionable. You're really only protecting half a dozen creatures with it. I could also see Kor Spiritdancer making an appearance as alt-Krond and some draw.
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[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
Also I know you are torpor orbing hard but you may want to play an Eternal witness even without the lands package
So, for starters, the goal of this deck was to be enchantress (not hatebear). As I was getting close to done I realized that I wasn't really using ETB creatures so I was naturally like.... well then, add Torpor Orb / Hushwing Gryff. From there I looked and my artifacts at the time were like.... sol ring (which is terrible for my commander cast as it does not ramp me into it), so I decided to say to hell with artifacts and just run Null Rod, Stony Silence, and Damping Matrix in part because they stop Oblivion Stone and in part because I dont really need artifacts here.
Astral Slide - in general I have always been leery on this card because it requires very specific things out of the deck to make it function like at all. I think its a cool card and I played standard back in the day when this was a deck which is cool as I played with it a bit there but I think its just way too big of a liability and too likely to be a 3 mana enchant that does nothing unfortunately. The package you need to add to make this function is just too big in my mind. More realistically, Its possible to run Skybind as the card combo (being I am enchantress and all) and pair it with Containment Priest. I considered both of these cards at one point but I had a hard time making room for either at the time. Its probably more likely that I make room for Containment Priest offhand just because I don't really have a lot of value generation from Skybind in this deck right now. I thought about Containment Priest instead of Scavenging Ooze but I think I need some graveyard hate that will consistently work for me but it might be the next card option for me for grave hate considering I cant really run the artifact options well with my artifact hate.
Knight of the Reliquary - I kind of forget about him to be honest. It could be a good option to try to slow roll Emeria to active though as once the game gets rolling I dont really need all of the basic forests I have in deck. I almost ran Weathered Wayfarer / Land Tax but then realized I am ramping lands so I ended up cutting them. Knight is a perhaps a good middle ground. Its sort of nice because I do have some of the lands that ramp more lands out so I will have to put some thought into him but even then he doesn't drop until turn 3 so turn 4 I can use him and turn 5 I can spend ramping off of the land fetched so while he does act as a mana dork in that he can eat a tapped land and get an untapped land he doesn't actually get me set up faster outside of possibly having Serra's Sanctum assuming I have some enchantments already. I will put him on the possibility list for now but I still have some concerns.
Realms Uncharted - my concern offhand is that I would probably have to hinge harder on land recursion to make it really work. I think the Knight is probably more realistic for now. I do have Crucible of Worlds but I feel like I would need to really focus more on this angle to make it work at all.
Eternal Witness - I might look into seeing if I can add it. There are two ways to look at this though, I could also run Regrowth which gets through torpor orb but is not a target of a creature tutor if need be. I have 3 creature tutors and very very little to abuse a random 2/1. I would be more keen on it if for instance I had like Skullclamp or something to abuse creatures in deck but this deck isnt really about creatures offhand. I... will think about it more but while regrowth effects are good and getting it on a stick for one more mana is generally good I also have reasons not to run ETB right now as well as having little to no creature abuse here.
In a world of 1/1 creatures, a 3/3 with trample is king. Just saying. Just don't play it at the same time as Moat without a plan unless you really don't like the people you're playing with.
Asceticism seems questionable. You're really only protecting half a dozen creatures with it. I could also see Kor Spiritdancer making an appearance as alt-Krond and some draw.
Humility - Its rough because it leaves me with certain very specific buffs being needed. I tend to think of Humility with more of a token approach to be totally honest.
Asceticism - it gives me the opportunity to drop my commander in and never have him be targetable. It removes some of the general risk of auras when people cannot respond with Swords to Plowshares in response. My meta is kind of big on control decks and token decks if I were to describe my meta.
Kor Spiritdancer I looked at it but its stats were bad enough that it seemed like it would be infrequent that I would really want to buff it up. Its draw trigger is also much more narrow than the enchantresses so I opted to pass on it.
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Teeg or Dromoka both feel a lot better for this kinda deck to me, both being actual hatebears.
Also: I did a lot of work on non-hexproof voltron commanders when I built my Jenara enchantress list. Here's the fruits of my labor (what is available in GW anyway):
Resilient non-hexproof voltron enchantments (not omitting stuff you have, e.g. rancor)
And even more:
I found Utopia Sprawl better than most of the non-enchantment ramp spells, and Burgeoning is very good of course. Running Crucible without Burgeoning feels like a sin to me Life from the Loam tends to be worth it since people will hate on your lands.
Teeg or Dromoka both feel a lot better for this kinda deck to me, both being actual hatebears.
Also: I did a lot of work on non-hexproof voltron commanders when I built my Jenara enchantress list. Here's the fruits of my labor (what is available in GW anyway):
Resilient non-hexproof voltron enchantments (not omitting stuff you have, e.g. rancor)
And even more:
I found Utopia Sprawl better than most of the non-enchantment ramp spells, and Burgeoning is very good of course. Running Crucible without Burgeoning feels like a sin to me Life from the Loam tends to be worth it since people will hate on your lands.
When I was designing this deck my objective was actually a GW enchantress style of deck and not hatebears. It ended up having elements of hate because I dont need non flyers to attack so I added the moat effects, I dont swarm so I added Tabernacle, I dont really ETB so I added Torpor Orb, I dont really use artifacts so I added the Stony Silence / Null Rods. It just sort of got to where it is sort of naturally on its own. I am not really looking to one up where I am on the hatebear count but at the same time I saw reasons to add the hate I have because I dont use the things I cut off and they are common enough used tactics across multiple colors.
Nylea, God of the Hunt - I kind of question how good she is. I have flying evasion already and I would say that I plan to kill people in the air but pumping my commander is more about enabling the removal that he offers when he is enchanted than trying to get in for numbers. My goal for this commander was to be a removal stick that can defend me more so than anything else.
Spirit Loop - I considered it. I like lifelink for sure and the re-usability of it seems nice. My biggest concern is when I go to cast this on my commander though. My meta plays kind of a lot of control so I feel like playing my commander out the next turn I have to be ready for sort of everyone to have removal up potentially. As far as this aura goes, I like the robustness of it but I feel like my commander gives away my plan enough to feel a little concerned about these reusable ones a little bit.
Aspect of Mongoose - I had it on my list but cut it at the last second. I wish this was hexproof instead of shroud but I might still consider it I guess. I am going for gaining shroud / hexproof when and if possible to keep people off of my commander. I will put it back on my consideration list because honestly if I have a 6/6 vigilant flying shroud commander who acts as an exile anything every turn its still plenty good enough.
Angelic Renewal - I had it in my list early on. Its perhaps worth having in list but its also an enchantment that drops in and possibly does something for me later. Keep in mind that if I run into like an Austere Command that they clear enchantments before creatures so that was my biggest concern about this sort of a card because it drops in and does nothing and is very situational as to if it works to do anything later and my opponents can sort of play around it. What if I get hit by an overloaded Cyclonic Rift or exile removal instead? My concern is that it shows what I have without doing anything really depending on what they have. Its one of those cards that I like the idea of it but I feel like it gives my opponents too much notice as to how to play around my tricks.
One with Nature - Its.... ok. My commander already has some evasion but it does not protect or pump my commander. I feel like the value generation of any enchantment on my commander is already fairly good. Its... ok.
Gift of Immortality - Maybe, it runs sort of the same issue as Angelic Renewal but being enchanted matters for Krond. My biggest issue is that I feel like its about the same as being just flat out indestructable but it also has issues with graveyard hate so I think as a whole I am more likely to run say Shielded by Faith instead which I could also lead my commander into play on another creature.
Nature's Will - I suppose it could help with control decks countering things I am doing but I dont have that many things other than my commander to effectively attack with. I also suspect that something like City of Solitude could probably achieve the same if not a better effect.
Cataclysm - In general, I am just not going to do MLD effects. Its sort of a personal as well as meta choice.
Bear Umbra - I had it in my list for a while but I decided that if I have my commander + a buff on my commander I am not that concerned with untapping all of my lands.
Titania's Song - good call. I will see if I cant make room for it. I ordered a copy already. My only small thing is that I have a few good artifacts that turn off by having this in play because if I already have a Torpor Orb it knid of makes things a bit... tricky. I run so few artifacts though its fairly high on my considerations though for now.
I considered going three colors but honestly... I just didn't like the commander options with any of the options I had. I wanted GWX at the least and moving to three color I couldn't find anyone who had the interactions I really wanted. Uril was I guess like the one enchantments matter commander but I really didn't want to go there. I considered options like Jenara and a few others and they could work but I just wasn't really feeling it. I like Krond in part because I get a 6/6 vigilant flyer for 6. Sure that on its own isn't really amazing but there was also the natural enchantment synergy and it was in the colors I wanted.
Soul's Majesty / Greater Good - I will keep looking a bit. I am not 100% happy with either of them really but with the emphasis on shrouding / hexproofing my commander I would ideally like Soul's Majesty but again some of the protection I am looking at is Shroud so you might be right in moving to Greater Good but without more random beaters in deck I was a little reluctant to do that. I have to keep thinking on this front as I dont know yet where I want to be. Sacrificing my commander for draw sounds completely miserable outside of a wrath happening.
Utopia Sprawl - I considered these effects but I felt like it was yet another concern if my opponent mass sweepers me so I tried sticking more to land based ramp to be honest. I have a lot of targets as is and it seemed concerning to reward strip mine effects and or sweeping my enchantments any more than it already does to me.
Life from the Loam - I still have two ways of recovering lands right now between Crucible of Worlds and Sun Titan so I will see how bad it is. I really only have a few utility lands to be honest so going too crazy seems a little silly right now.
DECK CHANGES:
Reap and Sow -> Knight of the Reliquary I still maintain a lot of the same functionality here but the Knight can act as a beater in a pinch and he can repeatedly set things up. In the long run he can try to set Emeria up as well as just surprise drop a regeneration effect into play or whatever cool land as needed. He also ramps me a land in that he gets untapped lands by sacing tapped lands.
Kor Haven -> Homeward Path I feel like I am less concerned about maze effects with a larger vigilant commander as it stands. I am however quite concerned with someone hijacking my commander and thus, in comes a homeward path.
So something that really surprised me with enchantress decks is that when you get an engine online, being able to generate a ton of mana is important for your explosiveness. I wound up using a number of 'big mana' effects in Sigarda (Nature's will and Bear Umbra especially, but also elemental resonance because siggy was hexproof) and it really enabled a lot of "go off" turns - where you cast a bunch of enchantments, untap, then drop a big old game winning bomb.
Do note the synergy between Renewal and Gift with Sun Titan.
So something that really surprised me with enchantress decks is that when you get an engine online, being able to generate a ton of mana is important for your explosiveness. I wound up using a number of 'big mana' effects in Sigarda (Nature's will and Bear Umbra especially, but also elemental resonance because siggy was hexproof) and it really enabled a lot of "go off" turns - where you cast a bunch of enchantments, untap, then drop a big old game winning bomb.
Do note the synergy between Renewal and Gift with Sun Titan.
Good analysis though and good luck with the deck!
If they were like.... Necromancy or Animate Dead I would be more excited about their interaction with Sun Titan. I think both are still cool with Sun Titan but I still need my commander in play and Shielded by Faith is probably superior with Sun Titan as I can cast Krond the next turn and transition it over to him.
I think those effects are still cool but I also think that there are a lot of ways around them while Indestructible or Totem Armor often have the same sort of protection. They are all a slight variation of the protection they lend so against some effects they can be stronger. Its always kind of a give and take in what kind of protection to run I guess.
Wouldn't say no to Harrow either, just for the redundancy.
Also, if you want to add more Enchantment Ramp, Terra Eternal is always an option.
I think that Riftstone Portal is really cool but honestly the hoops to jump through to get it active is actually kind of high. Knight of the Reliquary can also only cycle Forests and Plains into other lands so you cant use it to do this.
I think its a cool idea but I think its a lot more hoops than I want to jump through. Its cool that it could enable me to tap things like my Tabernacle for colored mana but it still leaves quite a question of how to get it into the graveyard.
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When I ran riftstone portal I ran crop rotation, thaumatog and cataclysm, which were often not enough It's a clunky card. Really cool but like ISB says needs a lot of work. Not like fixing is hard in a two color deck with fetches and such.
Pushing it together still I had a few more changes. I ordered some cards from Troll and Toad back on the 8th and they haven't showed up yet >_<
DECK CHANGES
Acidic Slime -> Courser of Kruphix Slime is fine but my commander is removal for this stuff as well and it runs into Torpor Orb effects. I figured Courser is positive card advantage for me plus its an enchantment so it can have some synergy there for my deck.
Damping Matrix -> Titania's Song this to me is a fairly similar change. So the matrix hates on creature abilities which is nice but the song is an enchantment, hates on mana stones, and it hits any static artifact effects too such as gauntlets and crap like that. The song is an enchantment which I have synergy with and it hates on artifacts a lot better. So its the trade off of some creature hate for superior artifact hate.
Rancor -> Aspect of Mongoose I realized I dont really care how big Krond is so much as that they are in play and sticking. Rancor and the Aspect have the same re-usability and the same weaknesses. I figure its better to try to stick to play than it is to worry about being buffed up.
Soul's Majesty -> Greater Good so, I have a lot of concern as to if I can keep Krond in play. I feel like setting up Greater Good ahead of time is a great way to capitalize on the fact that my commander is going to be a very big target.
Dragonlord Dromoka and or City of Solitude are still sort of running through my head as optional cards. Grand Abolisher is sort of similar but I would probably look at the dragonlord as a backup beater or the city for the enchantment synergy over it. Dromoka is a Green Sun's Zenith target too which helps its cause.
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Troll and toad has always been slow for me in Fargo.
But I really like the idea of Dragonlord Dromoka in the deck. Hoenstly I find that getting hit inresponse to shrouding my commander has been a weakness in my GW Decks.
I think Arcane Lighthouse or Bonds of Mortality may be worth it in the deck as they allow you to hit the shrouded or protected creatures opponents often value but it is kinda a metacall.
Troll and toad has always been slow for me in Fargo.
But I really like the idea of Dragonlord Dromoka in the deck. Hoenstly I find that getting hit inresponse to shrouding my commander has been a weakness in my GW Decks.
I think Arcane Lighthouse or Bonds of Mortality may be worth it in the deck as they allow you to hit the shrouded or protected creatures opponents often value but it is kinda a metacall.
That is sort of my expectation as well which is why I dont really have a big issue with people answering my commander but in response to an aura kind of peeves me a bit which is why I was thinking of running some effects to keep people casting on their turns.
I might be able to justify cutting one of the lifelink auras for Dragonlord Dromoka and still preserving a good bit of the function. My biggest concern with Dragonlord Dromoka offhand is that it also drops at the 6 drop so if I am curving into things in the game it makes for some awkward options. The flip side argument is that he gives me an alternative beater to try to get in with and he has built in lifelink which means he is good at keeping me alive while he swings out.
I will mull him over a bit more but I am kind of interested as it stands. Random side note but I made it up to Bismark this last weekend. I will have to try to get up to Fargo sometime.
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I managed 2.5 games last night with Krond. I won the two we completed and was doing very good at the one we cut out early on (two more people showed up and were just watching).
In the games, it looks like I might need to add a little more draw in general. I often got my commander out and suited up with Spectra Ward last night. I really need to make it more obvious as to who I am attacking too because I had several times last night where people did not keep track of the commander damage I was doing to them in part because they seemed to be paying attention to what I was removing.
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Ok, I ended up playing a 5 player game of FFA commander last night with Krond. Overall it went well despite many issues that I encountered. I couldn't seem to get a hand with lands in it despite mulliganning to 6. I think I kept a hand with like 3 lands and 2 torpor orb effects.
It ended up being a long game so I will sort of summary recap things. There ended up being two blue players playing with a lot of counter effects. We had one point where there were two Glen Elendras and at one point one of the players was bouncing his glen elendra between counter effects with a Riptide Lab. I ended up eating at least 4 counters from these while everyone else seemed to come out unscathed. I happened to have made a replacement and brought in Dragonlord Dromoka for Starfield of Nyx which ended up being super relevant this game. I managed to weave through several other counters as well as fend off evacuation / cyclonic rift on my turns by having him in play like all game. I also ended up gaining like 20 life in the course of the game by just turning him sideways at people.
In the course of an hour, to an hour and a half I never once found an aura and for most of the game I was too busy to cast my commander. I ended up casting him once super late in the game the turn before I died horribly. The RG lands player ended up casting a Sylvan Advocate + Rude Awakening and turning 60 damage sidweays on me. I am at 53 life and I can block two of them which would allow me to just barely live but at the same time I have somewhere else to be and living at one life is not really a fun way to cling to a game. I let him have his super epic kill and dont bother killing any of his lands. The mono blue player Evacuations him as he passes past his second main lol.
In the course of the game, I ended up getting both Molting Skin + Broken Fall. These cards did a lot of work as at one point I had an enchantress and I was bouncing them for 3 mana draw. I was also protecting my Dromoka + commander when I cast him with them. I had a Blasphemous Act that I kept my Dromoka through as well using them. Of the night, Dromoka and the regen enchants were probably the most impressive thing I had going for me. After the game I heard reports that people had means of killing creatures but could not break through all of my regen outlets. They also could not cast spells on my turns between when I was bouncing them for draw lol.
I need to add more draw into this deck something terrible. I will be looking at doing that moving forward if possible.
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So there might be some pip counting involved but it occurred to me that decks this permanent intensive probably will get a lot of mileage out of Nykthos, especially with all the land tutors.
Broken Fall is sick tech, used that a lot in Sigarda
1 Krond the Dawn-Clad
CREATURES (15)
1 Argothian Enchantress
1 Qasali Pridemage
1 Sakura-Tribe Elder
1 Scavenging Ooze
1 Courser of Kruphix
1 Hushwing Gryff
1 Knight of the Reliquary
1 Mesa Enchantress
1 Verduran Enchantress
1 Eidolon of Blossoms
1 Magus of the Moat
1 Oracle of Mul Daya
1 Sigarda, Host of Herons
1 Sun Titan
1 Elesh Norn, Grand Cenobite
ARTIFACT (3)
1 Torpor Orb
1 Null Rod
1 Crucible of Worlds
ENCHANTMENT (28)
1 Exploration
1 Font of Fertility
1 Mirri's Guile
1 Aspect of Mongoose
1 Dragon Fangs
1 Dragon Scales
1 Greater Auramancy
1 Sterling Grove
1 Stony Silence
1 Sylvan Library
1 Armadillo Cloak
1 Aura of Silence
1 Broken Fall
1 Dueling Grounds
1 Enchantress's Presence
1 Molting Skin
1 Shield of the Oversoul
1 Snake Umbra
1 Unflinching Courage
1 Greater Good
1 Marshal's Anthem
1 Moat
1 Titania's Song
1 Asceticism
1 Privileged Position
1 Spectra Ward
1 Starfield of Nyx
1 Recycle
1 Crop Rotation
1 Enlightened Tutor
1 Eladamri's Call
1 Unexpectedly Absent
1 Beast Within
1 Chord of Calling
SORCERY (7)
1 Green Sun's Zenith
1 Explore
1 Cultivate
1 Idyllic Tutor
1 Kodama's Reach
1 Replenish
1 Skyshroud Claim
PLANESWALKER (1)
1 Garruk, Primal Hunter
LAND (39)
1 Arid Mesa
1 Blighted Woodland
1 Canopy Vista
1 Cavern of Souls
1 Command Tower
1 Emeria, the Sky Ruin
1 Flooded Strand
9 Forest
1 Homeward Path
1 Krosan Verge
1 Marsh Flats
1 Misty Rainforest
1 Myriad Landscape
8 Plains
1 Savannah
1 Serra's Sanctum
1 Sunpetal Grove
1 Temple Garden
1 The Tabernacle at Pendrell Vale
1 Verdant Catacombs
1 Windswept Heath
1 Wooded Bastion
1 Wooded Foothills
1 Yavimaya Hollow
CONSIDERATION:
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
I mean you have access to Cycle lands + Astral slide and an optional Containment priest
You also have a land tutor in Knight of the reliquary and Realms Uncharted and then you could play Life from the loam, Oracle of Mul Daya and Courser of Kruphix to give more utility.
Also I know you are torpor orbing hard but you may want to play an Eternal witness even without the lands package
Asceticism seems questionable. You're really only protecting half a dozen creatures with it. I could also see Kor Spiritdancer making an appearance as alt-Krond and some draw.
So, for starters, the goal of this deck was to be enchantress (not hatebear). As I was getting close to done I realized that I wasn't really using ETB creatures so I was naturally like.... well then, add Torpor Orb / Hushwing Gryff. From there I looked and my artifacts at the time were like.... sol ring (which is terrible for my commander cast as it does not ramp me into it), so I decided to say to hell with artifacts and just run Null Rod, Stony Silence, and Damping Matrix in part because they stop Oblivion Stone and in part because I dont really need artifacts here.
Astral Slide - in general I have always been leery on this card because it requires very specific things out of the deck to make it function like at all. I think its a cool card and I played standard back in the day when this was a deck which is cool as I played with it a bit there but I think its just way too big of a liability and too likely to be a 3 mana enchant that does nothing unfortunately. The package you need to add to make this function is just too big in my mind. More realistically, Its possible to run Skybind as the card combo (being I am enchantress and all) and pair it with Containment Priest. I considered both of these cards at one point but I had a hard time making room for either at the time. Its probably more likely that I make room for Containment Priest offhand just because I don't really have a lot of value generation from Skybind in this deck right now. I thought about Containment Priest instead of Scavenging Ooze but I think I need some graveyard hate that will consistently work for me but it might be the next card option for me for grave hate considering I cant really run the artifact options well with my artifact hate.
Knight of the Reliquary - I kind of forget about him to be honest. It could be a good option to try to slow roll Emeria to active though as once the game gets rolling I dont really need all of the basic forests I have in deck. I almost ran Weathered Wayfarer / Land Tax but then realized I am ramping lands so I ended up cutting them. Knight is a perhaps a good middle ground. Its sort of nice because I do have some of the lands that ramp more lands out so I will have to put some thought into him but even then he doesn't drop until turn 3 so turn 4 I can use him and turn 5 I can spend ramping off of the land fetched so while he does act as a mana dork in that he can eat a tapped land and get an untapped land he doesn't actually get me set up faster outside of possibly having Serra's Sanctum assuming I have some enchantments already. I will put him on the possibility list for now but I still have some concerns.
Realms Uncharted - my concern offhand is that I would probably have to hinge harder on land recursion to make it really work. I think the Knight is probably more realistic for now. I do have Crucible of Worlds but I feel like I would need to really focus more on this angle to make it work at all.
Eternal Witness - I might look into seeing if I can add it. There are two ways to look at this though, I could also run Regrowth which gets through torpor orb but is not a target of a creature tutor if need be. I have 3 creature tutors and very very little to abuse a random 2/1. I would be more keen on it if for instance I had like Skullclamp or something to abuse creatures in deck but this deck isnt really about creatures offhand. I... will think about it more but while regrowth effects are good and getting it on a stick for one more mana is generally good I also have reasons not to run ETB right now as well as having little to no creature abuse here.
Humility - Its rough because it leaves me with certain very specific buffs being needed. I tend to think of Humility with more of a token approach to be totally honest.
Asceticism - it gives me the opportunity to drop my commander in and never have him be targetable. It removes some of the general risk of auras when people cannot respond with Swords to Plowshares in response. My meta is kind of big on control decks and token decks if I were to describe my meta.
Kor Spiritdancer I looked at it but its stats were bad enough that it seemed like it would be infrequent that I would really want to buff it up. Its draw trigger is also much more narrow than the enchantresses so I opted to pass on it.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Have you tested it so far in your pod?
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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I just put in an order for what I was missing but it looks really interesting as it stands. I will try to give game feedback after I get it going.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Also: I did a lot of work on non-hexproof voltron commanders when I built my Jenara enchantress list. Here's the fruits of my labor (what is available in GW anyway):
Resilient non-hexproof voltron enchantments (not omitting stuff you have, e.g. rancor)
Interestingly, I found this type of list to be vastly more powerful in Bant (vanishing and dream halls are the nuts).
And one more: I think Soul's Majesty is nearly always worse than Greater Good in this deck.
And even more:
I found Utopia Sprawl better than most of the non-enchantment ramp spells, and Burgeoning is very good of course. Running Crucible without Burgeoning feels like a sin to me
Life from the Loam tends to be worth it since people will hate on your lands.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
When I was designing this deck my objective was actually a GW enchantress style of deck and not hatebears. It ended up having elements of hate because I dont need non flyers to attack so I added the moat effects, I dont swarm so I added Tabernacle, I dont really ETB so I added Torpor Orb, I dont really use artifacts so I added the Stony Silence / Null Rods. It just sort of got to where it is sort of naturally on its own. I am not really looking to one up where I am on the hatebear count but at the same time I saw reasons to add the hate I have because I dont use the things I cut off and they are common enough used tactics across multiple colors.
I considered going three colors but honestly... I just didn't like the commander options with any of the options I had. I wanted GWX at the least and moving to three color I couldn't find anyone who had the interactions I really wanted. Uril was I guess like the one enchantments matter commander but I really didn't want to go there. I considered options like Jenara and a few others and they could work but I just wasn't really feeling it. I like Krond in part because I get a 6/6 vigilant flyer for 6. Sure that on its own isn't really amazing but there was also the natural enchantment synergy and it was in the colors I wanted.
Soul's Majesty / Greater Good - I will keep looking a bit. I am not 100% happy with either of them really but with the emphasis on shrouding / hexproofing my commander I would ideally like Soul's Majesty but again some of the protection I am looking at is Shroud so you might be right in moving to Greater Good but without more random beaters in deck I was a little reluctant to do that. I have to keep thinking on this front as I dont know yet where I want to be. Sacrificing my commander for draw sounds completely miserable outside of a wrath happening.
Utopia Sprawl - I considered these effects but I felt like it was yet another concern if my opponent mass sweepers me so I tried sticking more to land based ramp to be honest. I have a lot of targets as is and it seemed concerning to reward strip mine effects and or sweeping my enchantments any more than it already does to me.
Burgeoning - for the record, this card does not work with Crucible of Worlds as those lands are not in your hand. This is why Exploration is better.
Life from the Loam - I still have two ways of recovering lands right now between Crucible of Worlds and Sun Titan so I will see how bad it is. I really only have a few utility lands to be honest so going too crazy seems a little silly right now.
DECK CHANGES:
Reap and Sow -> Knight of the Reliquary I still maintain a lot of the same functionality here but the Knight can act as a beater in a pinch and he can repeatedly set things up. In the long run he can try to set Emeria up as well as just surprise drop a regeneration effect into play or whatever cool land as needed. He also ramps me a land in that he gets untapped lands by sacing tapped lands.
Kor Haven -> Homeward Path I feel like I am less concerned about maze effects with a larger vigilant commander as it stands. I am however quite concerned with someone hijacking my commander and thus, in comes a homeward path.
IN CONSIDERATION:
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[Modern] Allies
Do note the synergy between Renewal and Gift with Sun Titan.
Good analysis though and good luck with the deck!
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Wouldn't say no to Harrow either, just for the redundancy.
Also, if you want to add more Enchantment Ramp, Terra Eternal is always an option.
If they were like.... Necromancy or Animate Dead I would be more excited about their interaction with Sun Titan. I think both are still cool with Sun Titan but I still need my commander in play and Shielded by Faith is probably superior with Sun Titan as I can cast Krond the next turn and transition it over to him.
I think those effects are still cool but I also think that there are a lot of ways around them while Indestructible or Totem Armor often have the same sort of protection. They are all a slight variation of the protection they lend so against some effects they can be stronger. Its always kind of a give and take in what kind of protection to run I guess.
I think that Riftstone Portal is really cool but honestly the hoops to jump through to get it active is actually kind of high. Knight of the Reliquary can also only cycle Forests and Plains into other lands so you cant use it to do this.
I think its a cool idea but I think its a lot more hoops than I want to jump through. Its cool that it could enable me to tap things like my Tabernacle for colored mana but it still leaves quite a question of how to get it into the graveyard.
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[Modern] Allies
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
DECK CHANGES
Dragonlord Dromoka and or City of Solitude are still sort of running through my head as optional cards. Grand Abolisher is sort of similar but I would probably look at the dragonlord as a backup beater or the city for the enchantment synergy over it. Dromoka is a Green Sun's Zenith target too which helps its cause.
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[Modern] Allies
But I really like the idea of Dragonlord Dromoka in the deck. Hoenstly I find that getting hit inresponse to shrouding my commander has been a weakness in my GW Decks.
I think Arcane Lighthouse or Bonds of Mortality may be worth it in the deck as they allow you to hit the shrouded or protected creatures opponents often value but it is kinda a metacall.
That is sort of my expectation as well which is why I dont really have a big issue with people answering my commander but in response to an aura kind of peeves me a bit which is why I was thinking of running some effects to keep people casting on their turns.
I might be able to justify cutting one of the lifelink auras for Dragonlord Dromoka and still preserving a good bit of the function. My biggest concern with Dragonlord Dromoka offhand is that it also drops at the 6 drop so if I am curving into things in the game it makes for some awkward options. The flip side argument is that he gives me an alternative beater to try to get in with and he has built in lifelink which means he is good at keeping me alive while he swings out.
I will mull him over a bit more but I am kind of interested as it stands. Random side note but I made it up to Bismark this last weekend. I will have to try to get up to Fargo sometime.
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[Modern] Allies
I enjoyed the hate effects in deck as I had Torpor Orb very regularly as well as The Tabernacle at Pendrell Vale hating on several of the decks. I managed to hit a Stony Silence against someone who had Sol Ring + Ashnod's Altar which felt great while taxing his creatures with Tabernacle.
In the games, it looks like I might need to add a little more draw in general. I often got my commander out and suited up with Spectra Ward last night. I really need to make it more obvious as to who I am attacking too because I had several times last night where people did not keep track of the commander damage I was doing to them in part because they seemed to be paying attention to what I was removing.
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[Modern] Allies
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
It ended up being a long game so I will sort of summary recap things. There ended up being two blue players playing with a lot of counter effects. We had one point where there were two Glen Elendras and at one point one of the players was bouncing his glen elendra between counter effects with a Riptide Lab. I ended up eating at least 4 counters from these while everyone else seemed to come out unscathed. I happened to have made a replacement and brought in Dragonlord Dromoka for Starfield of Nyx which ended up being super relevant this game. I managed to weave through several other counters as well as fend off evacuation / cyclonic rift on my turns by having him in play like all game. I also ended up gaining like 20 life in the course of the game by just turning him sideways at people.
In the course of an hour, to an hour and a half I never once found an aura and for most of the game I was too busy to cast my commander. I ended up casting him once super late in the game the turn before I died horribly. The RG lands player ended up casting a Sylvan Advocate + Rude Awakening and turning 60 damage sidweays on me. I am at 53 life and I can block two of them which would allow me to just barely live but at the same time I have somewhere else to be and living at one life is not really a fun way to cling to a game. I let him have his super epic kill and dont bother killing any of his lands. The mono blue player Evacuations him as he passes past his second main lol.
In the course of the game, I ended up getting both Molting Skin + Broken Fall. These cards did a lot of work as at one point I had an enchantress and I was bouncing them for 3 mana draw. I was also protecting my Dromoka + commander when I cast him with them. I had a Blasphemous Act that I kept my Dromoka through as well using them. Of the night, Dromoka and the regen enchants were probably the most impressive thing I had going for me. After the game I heard reports that people had means of killing creatures but could not break through all of my regen outlets. They also could not cast spells on my turns between when I was bouncing them for draw lol.
I need to add more draw into this deck something terrible. I will be looking at doing that moving forward if possible.
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[Modern] Allies
Broken Fall is sick tech, used that a lot in Sigarda
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall