I am just returning to magic after a long respite. The last pack I bought was Alliance and I just found out the 4th edition and fallen empires set (100s of lawns mowed) I painstakingly assembled are virtually worthless (apart from you sylvan library). I am a high school teacher who experienced unbelievable nostalgia as I walked past a group of kids playing last week. So I brought in my old decks to show these young guns what was up. I was full of confidence as I pulled out my 93/94 playset legal turbo stasis deck. All I had ever played back then was 1v1 games. Needless to say my stasis deck made me an immediate target and died quickly. Then my mono black control / land destruction deck got taken to town. Turbo Fog was up next and well it too was no match. I though for sure my Tax Edge deck would propel me to victory...
Now you see why I am here. Ive never constructed a multiplayer deck. As I watched our games unfold I began to see our meta. Token decks, UR control, Extort (new crazy magic term), some unfair mill deck that was milling 20+ cards at a time (still don't know the mechanics of that). So I began to look through my old cards and found one I always loved but couldn't get to work in single player: verduran enchantress
This idea of an enchantment deck started brewing. Coupling this thought with a recent trip to a local card shop (scoured a rare card box where each card was a dime) I found sigil of the empty throne I decided on the win con of my first multiplayer deck -- sigil of the empty throne
I have just been reading through threads and card lists trying to find cards that offer synergy to this archetype and quickly found my deck list over 90. I can't quite decide if drawing cards is the objective to get me an advantage and spamming enchantments with sigil will be the right direction? Or should I focus on life gain instead of card draw?
Here is what I have any advice would be great. As far as budget, I am trying to stay around 75 bucks. Thanks
All of the synergies make it hard to focus. As you can see, I am new to multiplayer deck building (this list took like 15 hours of research qq). Any advice would be great. Also, I only own a few of these cards so I have done no play testing. I would need to purchase most of them. So I am in theorycraft mode with 0 testing, sounds stupid to me...
If you've got 4 Savannahs to run then you probably don't need to bother with Windswept Heath or Temple Garden if you'd like to exclude those to help keep the cost down. Blossoming Sands is a great budget dual land, but if you want to spend a little more you could try out Sunpetal Grove
I don't have a lot of firsthand experience with this archetype, but I can give you a few points to consider.. You definitely want to try and get your list down to 60 cards.
I'd be very hesitant to run Starfield of Nyx. Triggering its second ability means that all your enchantments will suddenly be vulnerable to a creature-sweeper like Wrath of God. Replenish is safer for recurring your enchantments, but also pretty expensive. Honestly though with this enchantress archetype I expect that if your deck is doing what its supposed to then you'll have enough card draw not to need recursion from the graveyard.
I wouldn't stress over trying to make room for life gain. Yes, it's still a little better in multiplayer than in duels but you can definitely run decks without any that are still big winners. In your case I think that enchantment-based protection like Elephant Grass, Ghostly Prison, Sphere of Safety and Solitary Confinement would make life gain largely unnecessary.
I'd cut sorceries like Regrowth or Kruphix's Insight. You want your card drawing mechanism to be based on casting enchantments with one (or hopefully more) enchantresses in play. Cards like this will just dilute your deck and make it less likely that every draw is an enchantment, enchantress or win-condition that fuels your deck's primary gameplan.
If you need to win by turn 4 then it's not the deck to play, but midgame you are casting Flickering Ward or Whip Silk & extorting at least 3 times per turn, so that's a minimum of +9 life (if you only have 3 opponents) & -3 for everyone else just for having a single Blind Obedience on the table plus unless someone wipes the board every turn you probably have a large army of tokens to swing or block with. You can turn 1 Burgeoning, turn 2 Blind Obedience & extort a Flickering Ward giving someone else's creature protection from the color of whoever you hope they'll attack with it instead of you if you really need to gain life immediately. The cheap bounce lands like Selesnya Sanctuary are super good with Burgeoning, especially in such a mana intensive deck.
I have a lot of experience with this archetype, both in competitive Legacy duels, and in competitive multiplayer.
I'm doing this on my phone, so to save time I won't be linking cards.
You really want to be running the full four Wild Growth and Utopia Sprawl. They are part of the reason the GW version is so explosive. They start becoming mana neutral as early as turn 2, and so, with your enchantress down, they allow you to draw ridiculous amounts of cards. Prid3's list also adds Carpet of Flowers x2, which generates gobs of mana so long as anyone at your table plays islands. If nobody does, Exploration is another option, but it's much more spendy.
Argathonian Enchantress and Enchantress's Presence are your main draw engines. If Argathonian Enchantress is too expensive, a cheaper (but worse) option is Eidolon of Blossoms. A lot of Legacy decks are including a singleton Eidolon in their lists to complement the Argathonian Enchantress, giving you 9 draw engine cards. If you can't afford the Green Sun's Zenith, that's fine, just know that the deck won't be as explosive or consistant.
Elephant Grass x4 is basically universal, and at 1cmc it's pretty much a no brainer. You'll complement these with Ghostly Prison, Sphere of Safety, and Solitary Confinement. This is the pillow fort part of the deck, making it either difficult or impossible for creatures to harm you.
You said already that you want your win condition to be Sigil of the Empty Throne. That's a good one. I would also suggest you look into the Helm of Obedience + Rest in Peace combo if possible (it IS a little spendy), since you have someone on the Mill plan: you will be drawing gobs of cards, so you will be vulnerable to that. The combo can give you a fast way of dealing with that.
After that, you just need to include the silver bullet cards you need to hate out any opposition. Stony silence if artifacts are an issue, Rest in Peace vs graveyard decks (if you don't already have it in for the combo), Ivory Mask if that UR deck you mentioned uses burn, Sterling Grove against targeted enchant removal (they also tutor for your other enchants), etc...
You typically want to cast a ramp enchant T1, cast a draw engine T2, and T3 start going nuts casting enchants to pillow fort up and find your win conditions.
Wow, thanks so much for the feedback. The community here is great. I will tinker with your advice today and try to post an updated card list. From those who have stated they have extensive experience with this deck, was it successful in your meta? I know you know nothing of my play groups style, but IYO was this a viable deck?
I mean this whole process started over finding a sigil in a cheap rare box, that doesn't mean its a strong deck. Coming back to magic and seeing all the new mechanics has me in a bit of a frenzy. I discovered constellation cards this morning.. wow it makes me want to revamp my favorite combo of all time ( 2 or 3 Underworld dreams and a wheel of fortune / winds of change) Every time i start doing research I find another archetype that looks fun and interesting. Also, when I was really playing "net decking" as I have discovered never existed. A buddy pulled a Doppelganger and we spent hours trying to build an archetype around it. This love of single player deck building seems to be exploding with all these new sets and archetypes.. as I digress..
I will make a new updated card list, but am I wasting my time? I suppose I will just have to construct several decks over the next few weeks. Anyone have a part time job in the Salt Lake City area o.O -- I think I might need it.
It's a very powerful archetype. It has success in Legacy GPs, so it's not exactly a fringe/casual-related-formats brew. It's not going to beat Belcher going off on turn one or anything, but it can completely lock people out of almost any interaction with you. It would be helpful in trying to get you a good list together to start with if we knew exactly how your opponents decks worked, so we know what answers you will need.
One thing to keep in mind is that the suggestions that I and others have provided here are mostly helping to build the "optimal" multiplayer enchantress deck, i.e. one that gets into a winning position very quickly and is extremely difficult for your opponents to interact with. Now, if you have a high-powered, cut-throat play group then this might be what you need in order to have a chance at winning. But if not, then it might be preferable to intentionally build a weaker deck that uses slower, less powerful cards like Hoofprints of the Stag instead of Luminarch Ascension or Eidolon of Blossoms instead of Argothian Enchantress. If your deck is too strong for your play group then you might find yourself in a position where it wins almost all the time and people no longer enjoy playing with you, or they up their game and build more powerful decks--which would be fine if not for the fact that more powerful cards are also often more expensive. This sort of "arms-race" scenario is one that I actively try to avoid and I think it's made playing Magic more enjoyable. It allows for more variety and creativity and a lower budget; I could show up with a janky $20 ninja deck and still maybe have a 20% chance of winning--which would never be the case if all my friends were running ridiculous Waste Not decks.
Just some food for thought. Regardless of what your play group is like, I'd also recommend cutting Feldon's Cane and Gossamer Chains--those are a little too far on the weak side.
By the way, if you just want to show up and blow those kids the F out then I'd recommend something like this Dimir Waste Not deck from Prid3's Guide to Blue Multiplayer Cards:
Degenerate combo deck that employs cheap cantrips to search for either Waste Not or Notion Thief to combo with things like Windfall, Dark Deal and Jace's Archivist. Swan Song and Foil are cheap forms of permission to protect your key combo pieces (and/or thwart opposing ones) and Chasm Skulker is your fall-back win condition given that it crushes most removal.
Note that if you want to keep the deck Legacy legal then you can feel free to remove Windfall for any reasonable alternative.
2 green sun's zenith - do you need more than 2? seems like you'd want to run more because of its ability to pull up enchantresses but it gets recycled so it may be a dead card once the engine is running (if I ran 4 that is)
1 open the vaults
1 regrowth - I know most advised to cut it, it seems so valuable for 2 mana to grab anything that might have been hated on
Puts me at 64 cards, if push comes to shove I can cut regrowth and feldon's cane. Leaves me with two more cuts. any suggestions? Any glaring cards I have missed?
Ghostly prison seems like a redundancy (less effective) to sphere of safety. Solitary confinement is still being considered.
Last question, is hand size ever an issue with so much draw? reliquary tower needs consideration?
Usually I'd never give this advice, but with the low curve of this deck and copious card-draw it may be OK to drop the land count down to 21 or 22.
Redundancy (vis-a-vis Ghostly Prison) may not necessarily be a bad thing. If you take the Dimir deck that I posted as an example, Dark Deal is "redundant" given the inclusion of Windfall, but a card with that effect is so central to the deck's strategy that having effectively 8 copies is a good thing.
If it were my deck, I'd drop Genju of the Fields and Hoofprints of the Stag and go up to the full 4 Sigil of the Empty Throne. It sounds like you want the Genju for early defense, but another way to look at the situation is that the best way to generate a defense would be to quickly get to the point where you're churning out multiple 4/4 Angels each turn
If mill is a particular concern then I think it's sensible to gameplan around it. I'd prefer Elixir of Immortality to Feldon's Cane, though some folks around here would say that any card like that is a wasted deck slot. The ultimate answer to graveyard-based mill strategies would be to include one of the original Eldrazi titans: Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre and Emrakul, the Aeons Torn. They're far from budget inclusions, but they're also cards that could be fun to include in future decks with a different strategy.
Usually I'd never give this advice, but with the low curve of this deck and copious card-draw it may be OK to drop the land count down to 21 or 22.
This is perfectly sound advice. I only play with 18 lands in my build. After all, 4x WG and 4x Sprawl add another virtual 8 insofar as you draw at least 1 Forest.
If mill is a particular concern then I think it's sensible to gameplan around it.
This deck can legitimately mill itself if it wants to. Adding shuffle effects is perfectly reasonable when you're routinely drawing 8 cards per circuit.
My build has 20 lands. 18-20 is all you need here.
Reliquary Tower is a nonbo with reshuffling effects saving you from mill. Leave it out of your build. Leave Land Tax out as well, just like you did. You are greatly underestimating the sheer quantity of cards you will draw... Prid3 was 100% correct when he said you could legitimately mill yourself out because of all the card draw.
If you can get a playset of Elephant Grass, do it. It's one of the staples in this archetype for a reason. I wouldn't suggest you run Nyx-Fleece Rams myself. The Herald should also go.
Thanks for all the help, I have been playing the s*** out of this deck the last few days and it has been great. I do have a question, how do you manage the massive hand sizes? Once I get the draw engine up, I am drawing so many cards. At times I have 12-14 cards in hand. How do you manage the large hand size?Especially if I don't have solitary confinement out on the field. Burgeoning did help the one game I drew it early, in a 4 person multiplayer game, I was able to keep handsize down playing so many lands. Is a playset the answer? Here's my current play list:
You keep the best 7 cards at the end of your turn, and put the rest in the GY. Pretty simple.
That's why you play a reshuffling effect. FYI... when you have Elixir down, always keep a mana open so you respond to removal or GY exile by popping it.
Personally I would cut the Island Sanctuary for the 4th GSZ. You want to see that card early and often.
If you do get bored with the G/W Enchantress deck, there is another pretty popular G/W Enchantment-based deck that is pretty powerful called 'Astral Slide' named after the core card: Astral Slide. This is my current build if you're looking to spice things up or get ideas.
You use Astral Slide to pop creatures in and out of play. That way when my creatures enter the battlefield, they get their abilities again. If someone attacks me, I make their creatures go away. I then use Eternal Witness and Tilling Treefolk to get back my Cycle cards so I never run out of things to do.
Now you see why I am here. Ive never constructed a multiplayer deck. As I watched our games unfold I began to see our meta. Token decks, UR control, Extort (new crazy magic term), some unfair mill deck that was milling 20+ cards at a time (still don't know the mechanics of that). So I began to look through my old cards and found one I always loved but couldn't get to work in single player: verduran enchantress
This idea of an enchantment deck started brewing. Coupling this thought with a recent trip to a local card shop (scoured a rare card box where each card was a dime) I found sigil of the empty throne I decided on the win con of my first multiplayer deck -- sigil of the empty throne
I have just been reading through threads and card lists trying to find cards that offer synergy to this archetype and quickly found my deck list over 90. I can't quite decide if drawing cards is the objective to get me an advantage and spamming enchantments with sigil will be the right direction? Or should I focus on life gain instead of card draw?
Here is what I have any advice would be great. As far as budget, I am trying to stay around 75 bucks. Thanks
Creatures: 27
1 Aegis of the gods
2 celestial ancient
4 courser of kruphix
4 eidolon of blossoms
1 femeref enchantress
4 herald of the pantheon
4 mesa enchantress
3 nyx-fleece ram
4 verduran enchantress
Artifacts: 4
1 sol ring
1 feldon's cane
2 helm of the gods
Enchantments: 33
2 fertile ground
2 flickering ward
2 frontier siege
2 genju of the fields
2 ghostly prison
2 gossamer chains
3 hoofprints of the stag
1 island sanctuary
2 Land Tax - so hard not to include.. does it fit?
2 oblivion ring
2 sigil of the empty throne
2 sphere of safety
3 starfield of nyx
4 sterling grove - seems like the all star, any reason not to run 4?
1 sylvan library
2 wild growth
2 words of worship
Land:
3 forest
4 Plains
4 blossoming sands
4 sraypelt refuge
4 Savannah - only own 4, the most of the duals I had, which is why I chose WG (bad reason?)
2 reliquary tower
Sorcery:
1 armageddon
2 kruphix's insight
2 open the vaults
1 regrowth
Other possible cards
argothian enchantress
utopia sprawl
All of the synergies make it hard to focus. As you can see, I am new to multiplayer deck building (this list took like 15 hours of research qq). Any advice would be great. Also, I only own a few of these cards so I have done no play testing. I would need to purchase most of them. So I am in theorycraft mode with 0 testing, sounds stupid to me...
Thanks in advance
If you've got 4 Savannahs to run then you probably don't need to bother with Windswept Heath or Temple Garden if you'd like to exclude those to help keep the cost down. Blossoming Sands is a great budget dual land, but if you want to spend a little more you could try out Sunpetal Grove
@chiefdrana, are you not worried about life gain in early game as you are setting up the engine? Is extort from blind obedience enough?
@maelstorm I will look into those duals.. 2 bucks a pop is manageable -- Thanks
any input on what could be cut?
Maybe run one or two Austere Command as super multi purpose sweeper.
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
I'm doing this on my phone, so to save time I won't be linking cards.
You really want to be running the full four Wild Growth and Utopia Sprawl. They are part of the reason the GW version is so explosive. They start becoming mana neutral as early as turn 2, and so, with your enchantress down, they allow you to draw ridiculous amounts of cards. Prid3's list also adds Carpet of Flowers x2, which generates gobs of mana so long as anyone at your table plays islands. If nobody does, Exploration is another option, but it's much more spendy.
Argathonian Enchantress and Enchantress's Presence are your main draw engines. If Argathonian Enchantress is too expensive, a cheaper (but worse) option is Eidolon of Blossoms. A lot of Legacy decks are including a singleton Eidolon in their lists to complement the Argathonian Enchantress, giving you 9 draw engine cards. If you can't afford the Green Sun's Zenith, that's fine, just know that the deck won't be as explosive or consistant.
Elephant Grass x4 is basically universal, and at 1cmc it's pretty much a no brainer. You'll complement these with Ghostly Prison, Sphere of Safety, and Solitary Confinement. This is the pillow fort part of the deck, making it either difficult or impossible for creatures to harm you.
You said already that you want your win condition to be Sigil of the Empty Throne. That's a good one. I would also suggest you look into the Helm of Obedience + Rest in Peace combo if possible (it IS a little spendy), since you have someone on the Mill plan: you will be drawing gobs of cards, so you will be vulnerable to that. The combo can give you a fast way of dealing with that.
After that, you just need to include the silver bullet cards you need to hate out any opposition. Stony silence if artifacts are an issue, Rest in Peace vs graveyard decks (if you don't already have it in for the combo), Ivory Mask if that UR deck you mentioned uses burn, Sterling Grove against targeted enchant removal (they also tutor for your other enchants), etc...
You typically want to cast a ramp enchant T1, cast a draw engine T2, and T3 start going nuts casting enchants to pillow fort up and find your win conditions.
My Powered 630 card Vintage Multiplayer Cube
cEDH: WUBR Blue Farm WUBR, UG Kinnan Flips UG, U Urza Scepter U
Cut everything that is not an enchantment or Argothian Enchantress/Verduran Enchantress. The list MaelstromPonderer quoted is a good place to start.
Most has been mentioned already, but I would like to add that Open the Vaults could be a budget Replenish
I mean this whole process started over finding a sigil in a cheap rare box, that doesn't mean its a strong deck. Coming back to magic and seeing all the new mechanics has me in a bit of a frenzy. I discovered constellation cards this morning.. wow it makes me want to revamp my favorite combo of all time ( 2 or 3 Underworld dreams and a wheel of fortune / winds of change) Every time i start doing research I find another archetype that looks fun and interesting. Also, when I was really playing "net decking" as I have discovered never existed. A buddy pulled a Doppelganger and we spent hours trying to build an archetype around it. This love of single player deck building seems to be exploding with all these new sets and archetypes.. as I digress..
I will make a new updated card list, but am I wasting my time? I suppose I will just have to construct several decks over the next few weeks. Anyone have a part time job in the Salt Lake City area o.O -- I think I might need it.
My Powered 630 card Vintage Multiplayer Cube
cEDH: WUBR Blue Farm WUBR, UG Kinnan Flips UG, U Urza Scepter U
Creatures: 18
1 Aegis of the gods - not great early, but being hexproof once the pillow is up is nice to eliminate direct damage (budget solitary confinement)
2 courser of kruphix feels like it helps with ramp and life gain is nice (on the cut bubble though)
2 eidolon of blossoms
2 herald of the pantheon
4 mesa enchantress
3 nyx-fleece ram
4 verduran enchantress
Artifacts: 1
1 feldon's cane
Enchantments: 31
2 blind obedience
2 flickering ward
2 genju of the fields
2 gossamer chains
2 hoofprints of the stag
1 island sanctuary
2 Land Tax - so hard not to include.. does it fit?
2 sigil of the empty throne
2 sphere of safety
2 sterling grove - seems like the all star, any reason not to run 4?
1 sylvan library
4 utopia sprawl
2 whip silk
4 wild growth
1 words of worship
Land:22
5 forest
7 Plains
3 blossoming sands
3 sraypelt refuge
4 Savannah - only own 4, the most of the duals I had, which is why I chose WG (bad reason?)
Sorcery: 1
1 open the vaults
Still need to cut 13 cards...
My Powered 630 card Vintage Multiplayer Cube
cEDH: WUBR Blue Farm WUBR, UG Kinnan Flips UG, U Urza Scepter U
Your deck has more than enough sources of life gain and protection and could stand to lose a few in order to more consistently draw its other cards: Aegis of the Gods, Genju of the Fields, Words of Worship
One thing to keep in mind is that the suggestions that I and others have provided here are mostly helping to build the "optimal" multiplayer enchantress deck, i.e. one that gets into a winning position very quickly and is extremely difficult for your opponents to interact with. Now, if you have a high-powered, cut-throat play group then this might be what you need in order to have a chance at winning. But if not, then it might be preferable to intentionally build a weaker deck that uses slower, less powerful cards like Hoofprints of the Stag instead of Luminarch Ascension or Eidolon of Blossoms instead of Argothian Enchantress. If your deck is too strong for your play group then you might find yourself in a position where it wins almost all the time and people no longer enjoy playing with you, or they up their game and build more powerful decks--which would be fine if not for the fact that more powerful cards are also often more expensive. This sort of "arms-race" scenario is one that I actively try to avoid and I think it's made playing Magic more enjoyable. It allows for more variety and creativity and a lower budget; I could show up with a janky $20 ninja deck and still maybe have a 20% chance of winning--which would never be the case if all my friends were running ridiculous Waste Not decks.
Just some food for thought. Regardless of what your play group is like, I'd also recommend cutting Feldon's Cane and Gossamer Chains--those are a little too far on the weak side.
By the way, if you just want to show up and blow those kids the F out then I'd recommend something like this Dimir Waste Not deck from Prid3's Guide to Blue Multiplayer Cards:
New refined list:
Creatures: 11
2 argothian enchantress- trying to keep costs low I will run 2 at first, and see how clunky it is with only 2
2 eidolon of blossoms
1 herald of the pantheon - the life gain and enchantment reduction seems hard to cut, but what can he really do as a 1 of?
2 nyx-fleece ram - early body and life gain if my muligans are awful
4 verduran enchantress
Artifacts: 1
1 feldon's cane - is it not a great counter to mill decks?
Enchantments: 26
2 blind obedience
2 genju of the fields - synergy with enchantresses and gives you a decent body if needed before pillow is up and running
2 enchantress's presence- again for budget sake running 2 of, after testing might pump to 4
2 hoofprints of the stag
1 island sanctuary
0 Land Tax - seems so wrong not to run them, it has always been a staple in every white deck I have built, any reason to run it? please?
2 liminarch ascension
2 sigil of the empty throne
2 sphere of safety
3 sterling grove
0 sylvan library - another staple in every green deck I have built, I guess with the draw engine it is unnecessary
4 utopia sprawl
4 wild growth
Land:23
7 forest
6 Plains
1 blossoming sands
1 sraypelt refuge
4 Savannah
4 sunpetal grove
Sorcery: 4
2 green sun's zenith - do you need more than 2? seems like you'd want to run more because of its ability to pull up enchantresses but it gets recycled so it may be a dead card once the engine is running (if I ran 4 that is)
1 open the vaults
1 regrowth - I know most advised to cut it, it seems so valuable for 2 mana to grab anything that might have been hated on
Puts me at 64 cards, if push comes to shove I can cut regrowth and feldon's cane. Leaves me with two more cuts. any suggestions? Any glaring cards I have missed?
Ghostly prison seems like a redundancy (less effective) to sphere of safety. Solitary confinement is still being considered.
Last question, is hand size ever an issue with so much draw? reliquary tower needs consideration?
thanks!
Redundancy (vis-a-vis Ghostly Prison) may not necessarily be a bad thing. If you take the Dimir deck that I posted as an example, Dark Deal is "redundant" given the inclusion of Windfall, but a card with that effect is so central to the deck's strategy that having effectively 8 copies is a good thing.
If it were my deck, I'd drop Genju of the Fields and Hoofprints of the Stag and go up to the full 4 Sigil of the Empty Throne. It sounds like you want the Genju for early defense, but another way to look at the situation is that the best way to generate a defense would be to quickly get to the point where you're churning out multiple 4/4 Angels each turn
If mill is a particular concern then I think it's sensible to gameplan around it. I'd prefer Elixir of Immortality to Feldon's Cane, though some folks around here would say that any card like that is a wasted deck slot. The ultimate answer to graveyard-based mill strategies would be to include one of the original Eldrazi titans: Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre and Emrakul, the Aeons Torn. They're far from budget inclusions, but they're also cards that could be fun to include in future decks with a different strategy.
This is perfectly sound advice. I only play with 18 lands in my build. After all, 4x WG and 4x Sprawl add another virtual 8 insofar as you draw at least 1 Forest.
This deck can legitimately mill itself if it wants to. Adding shuffle effects is perfectly reasonable when you're routinely drawing 8 cards per circuit.
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Reliquary Tower is a nonbo with reshuffling effects saving you from mill. Leave it out of your build. Leave Land Tax out as well, just like you did. You are greatly underestimating the sheer quantity of cards you will draw... Prid3 was 100% correct when he said you could legitimately mill yourself out because of all the card draw.
If you can get a playset of Elephant Grass, do it. It's one of the staples in this archetype for a reason. I wouldn't suggest you run Nyx-Fleece Rams myself. The Herald should also go.
Basically you need more pillow... Elephant Grass x4, and then some numerous if Solitary Confinement (it's disgustingly good), Sphere of Safety, and Ghostly Prison.
Jam the full playset of Green Sun's Zenith if you can.
My Powered 630 card Vintage Multiplayer Cube
cEDH: WUBR Blue Farm WUBR, UG Kinnan Flips UG, U Urza Scepter U
Creatures: 6
2 argothian enchantress- trying to keep costs low I will run 2 at first, and see how clunky it is with only 2
4 verduran enchantress
Artifacts: 1
1 elixir of immortality
Enchantments: 30
2 blind obedience
4 elephant grass
2 enchantress's presence
2 hoofprints of the stag
1 island sanctuary
1 karmic justice
2 luminarch ascension
2 sigil of the empty throne
2 solitary confinement
2 sphere of safety
2 sterling grove
4 utopia sprawl
4 wild growth
Land:19
6 forest
5 Plains
4 Savannah
4 sunpetal grove
Sorcery: 4
3 green sun's zenith
1 open the vaults
how does it look? I will get to test it this week. I will report back.
Creatures: 6
2 argothian enchantress-
4 verduran enchantress
Artifacts: 2
1 elixir of immortality
1 null rod - a few kids run Nevinyrral's disk and other activated board clears
Enchantments: 30
1 blind obedience
1 burgeoning
4 elephant grass
2 enchantress's presence
4 ghostly prison - my meta runs a few aggro decks
1 island sanctuary
1 karmic justice
2 luminarch ascension
2 sigil of the empty throne
1 solitary confinement
1 sphere of safety
2 sterling grove
4 utopia sprawl
4 wild growth
Land:19
6 forest
5 Plains
4 Savannah
4 sunpetal grove
Sorcery: 4
3 green sun's zenith
1 open the vaults
Thanks in advance
That's why you play a reshuffling effect. FYI... when you have Elixir down, always keep a mana open so you respond to removal or GY exile by popping it.
Personally I would cut the Island Sanctuary for the 4th GSZ. You want to see that card early and often.
My Powered 630 card Vintage Multiplayer Cube
cEDH: WUBR Blue Farm WUBR, UG Kinnan Flips UG, U Urza Scepter U
If you do get bored with the G/W Enchantress deck, there is another pretty popular G/W Enchantment-based deck that is pretty powerful called 'Astral Slide' named after the core card: Astral Slide. This is my current build if you're looking to spice things up or get ideas.
10 Forest
8 Plains
4 Secluded Steppe
4 Tranquil Thicket
Creatures - 16
4 Sakura-Tribe Elder
3 Thragtusk
2 Krosan Tusker
3 Tilling Treefolk
2 Acidic Slime
2 Eternal Witness
3 Astral Slide
2 Luminarch Ascension
3 Sigil of the Nayan Gods
Sorcery - 6
3 Day of Judgment
3 Akroma's Vengeance
4 Renewed Faith
You use Astral Slide to pop creatures in and out of play. That way when my creatures enter the battlefield, they get their abilities again. If someone attacks me, I make their creatures go away. I then use Eternal Witness and Tilling Treefolk to get back my Cycle cards so I never run out of things to do.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs