replenish is another reanimator spell. not that you really need another, but it is there.
Your decks looks pretty costly mana-wise, maybe some cheaper spells so you can do something on the first 2 turns besides birds? some removal like path to exile/swords to plowshares are nice, and noble hierarch can be useful as both a buff and mana fix.
It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.
I'm a huge fan of lockdown auras in enchantment decks, such as Prison Term or Temporal Isolation. They don't synergize well with Winds of Rath, but otherwise they'd be a good fit.
I've played enchantment/aura decks a lot and here's the basics from what I've learned:
- Play a fair amount of "enchantresses" (= Kor Spiritdancer, Argothian Enchantress etc.): massive draw --> massive card advantage --> you win. I've found that eight is the appropriate number since you usually don't want more than two in play at once.
- Play lots of cheap aura's: This maximizes your card profit from Kor Spiritdancer and from the buff-abilities of your creatures. Lots of small aura's are better than fewer powerful ones. I'll usually play around 30 enchantments.
- accelerate your mana with aura's: Wild Growth, Utopia Sprawl > Birds of Paradise etc. since they draw you cards with Kor Spiritdancer etc. and buff Aura Gnarlid
I would personally rather play more aura's than Umbra Mystic - maybe Hyena Umbra and/or Spider Umbra. You probably won't need more protection and they'll both boost your creatures and draw you cards which are the main points in this deck.
I've always liked Uril the Miststalker as a concept but never played him. I simply feel he's too slow and clumsy and the RGW mana requirement is tough too. I'd loose him and red altogether.
If you play cheap auras and some (6-8) of them are mana-boosters (Wild Growth etc.) 18 lands is probably enough. I wouldn't play more than 12-15 creatures since it is imperative to have lots of auras.
I don't have an aura deck per se at the moment but here is my enchantress deck:
Lots of mana acceleration usually gets me a fast start, the enchantresses draw me loads of cards, newly drawn mana auras instantly ramp my mana and Treachery untaps five aura-buffed lands for even more draw and auras. I keep myself safe with Energy Field, clear opponents field with Enchanted Evening + Calming Verse and win with Aura Gnarlid, stolen creatures and/or a random creature enchanted with Ancestral Mask. The point is that loads of good cheap auras combined with enchantresses creates a very potent draw engine with lots of synergy that'll often win you the game. I play my deck in both duels and multiplayer and I rarely loose with it.
so i have a question then, will having a wild growth on the field give aura gnarlid his +1+1 or does it have to me an enchantment that enchants a creature like armadillo cloak?
Wild Growth is an Aura so it works to pump the Gnarlid.
I'm not a fan of Dueling Grounds in your initial list. It seems like you would want to push multiple Gnarlids through in a turn.
I like Mark of Fury next to Spiritdancer. 1 card a turn, no penalty for playing it before landing the dancer, and it will speed up late game Gnarlids. I'd run those over Dueling Grounds.
is enchanted evening also considered an aura? But at the moment i am thinking i may just use green/blue idea for enchantment deck sense i am not sure how to go along with the white and green one. I like kor spiritdancer but can do with out him.
ahh alright i see thank you =) but Thanks MR. Sinister i am going to make this exact deck i think. Looks really fun. They only thing i am going to change iseladamri's vineyard, i dont like the idea of helping my oppenents =p i might just switch it with fertile ground or get some totem armor enchantents in there like spider umbra. Becasue my friends have lots of removal and i would be screwed if all my aura gnarlids get destroyed or exiled. I am going to order this deck soon though. Thanks again!!! I will prolly make a green/white enchantment deck to so i can have kor spiritdancer just becuase i like that card a lot.
You're welcome!:) Actually I'm just about to remove the vineyard myself. It is from back when mana burn still existed so it's gotten a lot less attractive since then. If you want something really mean you could add Wheel of Sun and Moon alongside Energy Field...
This deck takes a midrange approach. It uses Pacifism-type auras as quasi-removal, then wipes the board with Wrath of God and replays all the auras with Retether. Green-white hybrid creatures enchanted with Shield of the Oversoul get to ignore Wrath.
As an extra trick, you can sneak Auratog past blockers by enchanting it with Temporal Isolation, attacking, then sacrificing the Isolation after blockers are declared but before damage is dealt.
As a cantrip, Hobble is surprisingly effective as an adjunct to an enchantment draw engine like Kor Spiritdancer. It really shines in midrange with sweepers and Retether, allowing you to get even more card draw with every Retether.
That said, it's feeble in aggro decks due to allowing the creature to block.
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Creatures=16
aura gnarlid x4
kor spiritdancer x4
Uril, the miststalker x2
Umbra mystic x3
birds of paradise x3
spells=26
retether x3
winds of rath x2
Oblivion ring x4
Daybreak coronet x3
rancor x3
squee's embrace x3
angelic destiny x2
battle mastery x2
armadillo clark x2
dueling grounds x2
lands= 18
jungle shrine x4
reflecting pool x2
rupture spire x1
forest x6
plains x4
mountain x1
Not sure what to change around or if i should try this out. Need feedback please =)
Your decks looks pretty costly mana-wise, maybe some cheaper spells so you can do something on the first 2 turns besides birds? some removal like path to exile/swords to plowshares are nice, and noble hierarch can be useful as both a buff and mana fix.
Some tuors could also do well here, such as enlightened tutor or idyllic tutor.
Other useful additions are Auratog and Sigil of the Empty Throne.
- Play a fair amount of "enchantresses" (= Kor Spiritdancer, Argothian Enchantress etc.): massive draw --> massive card advantage --> you win. I've found that eight is the appropriate number since you usually don't want more than two in play at once.
- Play lots of cheap aura's: This maximizes your card profit from Kor Spiritdancer and from the buff-abilities of your creatures. Lots of small aura's are better than fewer powerful ones. I'll usually play around 30 enchantments.
- accelerate your mana with aura's: Wild Growth, Utopia Sprawl > Birds of Paradise etc. since they draw you cards with Kor Spiritdancer etc. and buff Aura Gnarlid
I figure atleast aura gnarlid,x4 kor spiritdancer,x4 argothian enchantress,x4, umbra mysitc x3. How about uril, the miststalker? Think i should just go with white and green or try for the third color to add him in this deck?
I would personally rather play more aura's than Umbra Mystic - maybe Hyena Umbra and/or Spider Umbra. You probably won't need more protection and they'll both boost your creatures and draw you cards which are the main points in this deck.
I've always liked Uril the Miststalker as a concept but never played him. I simply feel he's too slow and clumsy and the RGW mana requirement is tough too. I'd loose him and red altogether.
If you play cheap auras and some (6-8) of them are mana-boosters (Wild Growth etc.) 18 lands is probably enough. I wouldn't play more than 12-15 creatures since it is imperative to have lots of auras.
I don't have an aura deck per se at the moment but here is my enchantress deck:
4x Argothian Enchantress
4x Aura Gnarlid
4x Verduran Enchantress
Enchantments (29):
2x Ancestral Mask
2x Confiscate
4x Eladamri’s Vineyard
3x Enchanted Evening
4x Energy Field
4x Treachery
4x Utopia Sprawl
4x Wild Growth
3x Calming Verse
Lands (18):
12x Forest
6x Island
Lots of mana acceleration usually gets me a fast start, the enchantresses draw me loads of cards, newly drawn mana auras instantly ramp my mana and Treachery untaps five aura-buffed lands for even more draw and auras. I keep myself safe with Energy Field, clear opponents field with Enchanted Evening + Calming Verse and win with Aura Gnarlid, stolen creatures and/or a random creature enchanted with Ancestral Mask. The point is that loads of good cheap auras combined with enchantresses creates a very potent draw engine with lots of synergy that'll often win you the game. I play my deck in both duels and multiplayer and I rarely loose with it.
I hope that my ramblings help you.:)
I'm not a fan of Dueling Grounds in your initial list. It seems like you would want to push multiple Gnarlids through in a turn.
I like Mark of Fury next to Spiritdancer. 1 card a turn, no penalty for playing it before landing the dancer, and it will speed up late game Gnarlids. I'd run those over Dueling Grounds.
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Auras can enchant
Creatures : Angelic Destiny
Land : Wild Growth
Any Permanent Really : Faith's Fetters
Even Players : Curse of Stalked Prey (sidenote: Aura and Curse are separate types, non-Curse Auras can attach to players)
The key is that auras attach to something, and go to the graveyard if that thing leaves the battlefield or the game (in the case of a player dying).
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Enchantress Curio
4x Argothian Enchantress
2x Aura Gnarlid
4x Verduran Enchantress
Enchantments (28):
4x Abundant Growth
2x Ancestral Mask
2x Confiscate
4x Energy Field
4x Reality Acid
4x Treachery
4x Utopia Sprawl
4x Wild Growth
4x Cloudstone Curio
Lands (18):
12x Forest
6x Island
I've replaced the aforementioned Eladamri's Vineyard's with Abundant Growth's for mana fixing and draw and I've added Cloudstone Curio + Reality Acid as targeted removal instead of the bomby Enchanted Evening + Calming Verse combo. I should be able to exile a number of my opponents permanents each turn and leave others behind to steal with Confiscate and Treachery. I'll try it out soon and see which build I like the most.
Good luck with the deck!
2 Auratog (2)
4 Kor Spiritdancer (2)
4 Safehold Elite (2)
4 Wilt-Leaf Cavaliers (3)
1 Daybreak Coronet (2)
3 Griffin Guide (3)
3 Hobble (3)
4 Shield of the Oversoul (3)
1 Sigil of the Empty Throne (2)
4 Temporal Isolation (2)
4 Retether (4)
4 Wrath of God (4)
LANDS
2 Emeria, the Sky Ruin
20 Plains
This deck takes a midrange approach. It uses Pacifism-type auras as quasi-removal, then wipes the board with Wrath of God and replays all the auras with Retether. Green-white hybrid creatures enchanted with Shield of the Oversoul get to ignore Wrath.
Card advantage comes from Kor Spiritdancer, Hobble and Retether. Additional creature tokens come from Griffin Guide and Sigil of the Empty Throne.
As an extra trick, you can sneak Auratog past blockers by enchanting it with Temporal Isolation, attacking, then sacrificing the Isolation after blockers are declared but before damage is dealt.
every enchant deck with a draw engine like Kor Spiritdancer without a CA aura like Rancor or Flickering Ward makes me sad
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That said, it's feeble in aggro decks due to allowing the creature to block.