Here is an enchantress deck I've been playtesting for a while now, and I'm relatively happy with. What do you guys think of it? I've had some comments that there should be more creatures but in my playtesting, it seems fine. If I should add more creatures, which ones specifically? Also, I have an aversion to any sets that came after Mirrodin so... consider that the theme of the deck =P This deck was also made on a budget, so that's why there are no Argothian Enchantresses or Explorations, etc.
There are 3 win conditions: aura'd creature beatdown, words of wind, and sacred mesa (4 if you count the Obliterate + Opalescence in the sideboard).
Here is an enchantress deck I've been playtesting for a while now, and I'm relatively happy with. What do you guys think of it? I've had some comments that there should be more creatures but in my playtesting, it seems fine. If I should add more creatures, which ones specifically? Also, I have an aversion to any sets that came after Mirrodin so... consider that the theme of the deck =P This deck was also made on a budget, so that's why there are no Argothian Enchantresses or Explorations, etc.
There are 3 win conditions: aura'd creature beatdown, words of wind, and sacred mesa (4 if you count the Obliterate + Opalescence in the sideboard).
Well, we won't let this get to the second page without comment...so lets bump it up :).
You've got a bunch of fun enchantments on here, and I won't try and pick/choose which enchantments you'd want to run, as the flavor is a bit of a personal decision. I run an enchantress deck (see my sig), so I'll just recommend some ideas/comments based on how I run mine.
I like to run a full 8 enchantress effects...you're more likely to see one in your opening hand. You should add 2 (Verduran, Mesa, Presence, etc). I know you run grove, but you don't want to have to search for Presence just to have a T3 enchantress. I know you're opposed to newer cards, but Mesa Enchantress may be a good budget option for more enchantresses.
You run 3 colors, but it seems you only run that for a few black cards...I'd consider cutting the B. Two colors will be a little more reliable. Yawg's Bargain is a great card, but enchantress (when run right) gives you all the Card advantage you want, plus the BB is tough to splash for. Also, with all your draw, and grove, I curious if you find the tutor all that useful?
I'd also run 8 enchantment ramp...add 2 to your wild growth & fertile ground (Utopia Sprawl is another option). Definitely make sure you've got 4 Wild Growth, as to enable 3 mana by T2, and get an enchantress online. You could perhaps go down to 20 land (probably a 2:1 ratio of forest to plains).
Lastly, a few cards to consider adding are: Broken Fall, Angelic Renewal, Rancor (which is AMAZING when repeated sac'd to auratog with an enchantress on the board), and Three Dreams (a nice budget tutor when you have ramp).
Here's what I'd run based on your build to tighten it up a little, running a bit more of a "toolbox" appproach with 4 tutor effects:
This is my sideboard at the moment. Its basically trying to counter colour bases since, to be honest, I haven't played many "competitive" games. The only "deck" counters are Spiritual Focus and Sacred Ground.
Thanks for the welcome DrDRum! I was starting to think these forums didn't want me =(
I really like the ideas you offered.. I"m going to start working towards running 8 enchantresses, and taking out the black. You're right about the tutors and the Yawgmoth's Bargain (I never really thought about how little I actually use it in games until you mentioned it). I personally think Aura shards is a great card for mirror matchups, and its a good removal without having to give up cards for Disenchant, etc.
I've had some feedback that this deck is a bit short on creatures... what other sorts of creatures would you suggest I add?
You could run more auratogs, or add some yavimaya enchantresses if you'd like. I think the tethered griff is interesting, I've not tried that one yet...I bet one'a them with an ancestral mask would ROCK on turn 3.
Auratog and either rancor or genju of the cedars will give you abit of a pump in this deck...its THE big play in this deck, and basically reads "Pay G, draw a card for each enchantress in play". When you're drawing that many cards, you'll win by card advantage, and draw your deck by T8. Combine that with a Words of War in play...and you'll be a happy man (woman? No way...chicks don't play magic. Well, except for my wife...on RARE occasion. But I digress...)
If you really want more creatures, the griffin and tog are both great. You've got all your tutor, but only 2 togs...maybe make'em a 4 to ensure you'll find one quickly enough (and you'll find one quickly once you get an enchantress going on T2, hopefully).
I'm not sure you're low on critters, personally. I run 12, and almost always have a T2 enchantress. Your deck isn't allllll that different in flavor from mine. Ancestral Mask really is the whip in this deck...Once I get going with an enchantress (or 2), and ancestral mask...he gets big FAST. And I'm not afraid to stick the mask on an enchantress and attack with 'er once I refill my hand.
You could try reanimator. {snip}reanimator list{/snip}
Or you could go for enchantress (one of my other favs). That one is tricky at times (read: fun) to play, and is probably my #1 favorite deck. I've never posted it before...so here it is.
Support (5) 2 Three Dreams (toolbox'in it!) 2 Enlightened Tutor (too'box, or you could use Idyllic tutor too) 1 Your choice for flavor (Open the Vaults, Second Sunrise, Winds of Rath is fun, Enchanted Evening, etc...I run Worldly Tutor to get an Enchantress or Auratog as needed)
Must-have Enchantments (8) 3 Ancestral Mask (AWESOME in this deck) 3 Spirit Link (early protection, or later lifegain) 2 Rancor (See Auratog trick. Genju of the Cedars works too)
The legacy decks have much more money in them, for Enchantress' Presence, Arogthian Enchantress ($$$), etc...but mine's pretty budget...$25ish I'd bet. The only cards that aren't dime commons are: Auratog, Rancor ($2), Primal Rage, Serra's Blessing, Oblivion Ring, Solitary Confinement (if you want it, $3.50), Idyllic Tutor ($1.50).
The deck is an absolute riot to play, with a safe toolbox that allows an answer to nearly any situation. Perhaps a tad fragile at first (and disruptable, which IMHO makes it fun to play and play against), there is so much variety. You could possbly see:
- swing with a 20/21-trample-regenerating enchantess on turn 5
- fling 16 fiery Words of War damage death by turn 8
- lock the board by turn 7
- draw your deck by turn 10
Hope I've helped!
DRum
Try the deck with two color, and 8 enchantresses and a tad more ramp...I think you'll like how it rolls and won't be worried about enough creatures. Remember, you want to have TONS of enchantments in the deck...to abuse the enchantress drawing effects...more creatures "dilutes" your enchantment deck ;). Lemme' know how it plays, and hope I've helped (I LOVE the enchantress deck-type :D).
There are 3 win conditions: aura'd creature beatdown, words of wind, and sacred mesa (4 if you count the Obliterate + Opalescence in the sideboard).
1x Silvos, Rogue Elemental
2x Tethered Griffin
4x Verduran Enchantress
2x Auratog
2x Ancestral Mask
4x Armadillo Cloak
2x Empyrial Armor
2x One with Nature
3x Fertile Ground
3x Wild Growth
1x Aura Shards
2x Enchantress's Presence
1x Mirari's Wake
1x Sacred Mesa
1x Solitary Confinement
1x Spiritual Asylum
2x Sterling Grove
1x Words of Wind
1x Words of Worship
1x Yawgmoth's Bargain
5x Plains
2x Swamp
2x Rhystic Tutor
Thanks!
Howdy, and welcome to the forums :D.
Well, we won't let this get to the second page without comment...so lets bump it up :).
You've got a bunch of fun enchantments on here, and I won't try and pick/choose which enchantments you'd want to run, as the flavor is a bit of a personal decision. I run an enchantress deck (see my sig), so I'll just recommend some ideas/comments based on how I run mine.
I like to run a full 8 enchantress effects...you're more likely to see one in your opening hand. You should add 2 (Verduran, Mesa, Presence, etc). I know you run grove, but you don't want to have to search for Presence just to have a T3 enchantress. I know you're opposed to newer cards, but Mesa Enchantress may be a good budget option for more enchantresses.
You run 3 colors, but it seems you only run that for a few black cards...I'd consider cutting the B. Two colors will be a little more reliable. Yawg's Bargain is a great card, but enchantress (when run right) gives you all the Card advantage you want, plus the BB is tough to splash for. Also, with all your draw, and grove, I curious if you find the tutor all that useful?
I'd also run 8 enchantment ramp...add 2 to your wild growth & fertile ground (Utopia Sprawl is another option). Definitely make sure you've got 4 Wild Growth, as to enable 3 mana by T2, and get an enchantress online. You could perhaps go down to 20 land (probably a 2:1 ratio of forest to plains).
Lastly, a few cards to consider adding are: Broken Fall, Angelic Renewal, Rancor (which is AMAZING when repeated sac'd to auratog with an enchantress on the board), and Three Dreams (a nice budget tutor when you have ramp).
Here's what I'd run based on your build to tighten it up a little, running a bit more of a "toolbox" appproach with 4 tutor effects:
12 Forest
8 Plains
4 Wild Growth
4 Fertile Ground (or Utopia Sprawl)
Creatures (11)
1 Silvos, Rogue Elemental
2 Tethered Griffin
4 Verduran Enchantress
2 Auratog
2 Mesa Enchantress
2 Sterling Grove
1 Aura Shards (not sure how helpful this is?)
2 Enchantress's Presence
1 Mirari's Wake
1 Sacred Mesa
1 Solitary Confinement
1 Words of Wind
1 Words of Worship
2 Ancestral Mask
2 Armadillo Cloak
2 Empyrial Armor
1 One with Nature
1 Rancor
Sorceries
2 Three Dreams
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
1x Nomad Mythmaker
1x Absolute Grace
1x Absolute Law
2x Aura of Silence
1x Carpet of Flowers
1x Choke
1x Harsh Judgment
1x Opalescence
1x Parallax Tide
1x Sacred Ground
1x Seal of Cleansing
1x Spiritual Focus
1x Obliterate
Thanks for the welcome DrDRum! I was starting to think these forums didn't want me =(
I really like the ideas you offered.. I"m going to start working towards running 8 enchantresses, and taking out the black. You're right about the tutors and the Yawgmoth's Bargain (I never really thought about how little I actually use it in games until you mentioned it). I personally think Aura shards is a great card for mirror matchups, and its a good removal without having to give up cards for Disenchant, etc.
I've had some feedback that this deck is a bit short on creatures... what other sorts of creatures would you suggest I add?
Thanks,
Winter
Auratog and either rancor or genju of the cedars will give you abit of a pump in this deck...its THE big play in this deck, and basically reads "Pay G, draw a card for each enchantress in play". When you're drawing that many cards, you'll win by card advantage, and draw your deck by T8. Combine that with a Words of War in play...and you'll be a happy man (woman? No way...chicks don't play magic. Well, except for my wife...on RARE occasion. But I digress...)
If you really want more creatures, the griffin and tog are both great. You've got all your tutor, but only 2 togs...maybe make'em a 4 to ensure you'll find one quickly enough (and you'll find one quickly once you get an enchantress going on T2, hopefully).
I'm not sure you're low on critters, personally. I run 12, and almost always have a T2 enchantress. Your deck isn't allllll that different in flavor from mine. Ancestral Mask really is the whip in this deck...Once I get going with an enchantress (or 2), and ancestral mask...he gets big FAST. And I'm not afraid to stick the mask on an enchantress and attack with 'er once I refill my hand.
Here's mine, for reference:
Try the deck with two color, and 8 enchantresses and a tad more ramp...I think you'll like how it rolls and won't be worried about enough creatures. Remember, you want to have TONS of enchantments in the deck...to abuse the enchantress drawing effects...more creatures "dilutes" your enchantment deck ;). Lemme' know how it plays, and hope I've helped (I LOVE the enchantress deck-type :D).
DRum
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass