I'm currently working on an enchantress rafiq build, a little different style, but looking at your list, I would remove both propaganda and ghostly prison. Mana usually comes pretty easy in EDH and 4 mana per attacker isn't too much especially when people aren't likely to attack with many creatures, just a few big ones. If you want a card that may help more, look at war tax, you can at least scale the amount it cost to attack you as the game goes on.
If you're going to run parallax tide and parallax wave along with opalescence you should run something to put the infinite mana into like stroke of genius or the new one coming out in besieged. Another thing to think about is greater auramancy makes it so you can't target you're own enchantments (opalescence) with parallax wave, I found that out the hard way in a game, figured i'd warn you ahead of time.
Other things I see, I think squirrel nest is pretty weak unless you run earthcraft for infinite squirrels. I would swap out explosive vegetation for skyshroud claim, the lands are untapped and can search out duals. Me personally, I would drop sakura tribe-elder for yavimaya elder, 1 for 1 vs 3 for 1. Another card that I think would help is Minamo, School at Water's Edge, it lets you untap Angus and use against another player attacking you. So, here is it all summed up:
- Propaganda
- Ghostly Prison
- Claws of Gix (mayber I missed something, this seems weak here)
- Sakura Tribe-Elder
- Explosive Vegetation
- Island
You would be surprised how effective Propaganda and Ghostly Prison can be-forcing opponent's to use mana is huge in the early game, and annoying enough in the late game that it can still make a difference. Personally I find them to be highly effective. War Tax simply doesn't cut it because you need to leave mana open every turn/you can only really use it effectively on one opponent (unlike ganda/prison which work equally against everyone).
Oh I didn't realize one could go infinite with Opalesence and Parallax tide/wave. How does that work again? I was mostly just using them to combo with Claws of Gix. I think I might be able to add something to dump the mana into then. Is there any X spell in U/W/G that does stuff to all opponents?
Squirrel Nest was purely to combo with Skullclamp for extra draw. I am not sure if it is necessary, but I am still working out the kinks with the deck. Even if I do keep the Nest, I do not want to use Earthcraft simply because without Nest, it is a dead card. Not very fun.
I love Yavimaya Elder, but Sakura Tribe-Elder does 3 things for me that Elder does not: 1: he fits the curve better (I have so many 3 drops it's ridiculous), 2: he is actual ramp (the land is put into play) which is super important, and 3: he only has one green in his casting cost. This makes him far more viable than elder.
Good call on Skyshroud Claim. Forgot about that. I have changed the opening post.
Minamo is cool, but I rarely use Angus-mostly I plop him down early and just wait til he gets killed. He is mostly just a deterrent so I can more easily get my engines up and running.
One card that I just remembered that I need to add is Bant Charm-it is going to replace Condemn.
The way the parallax combo works is, because they're creatures with opalescence, you can use parallax wave to remove both your tide and your wave from the game. So you tap 5 lands for mana, then remove them from the game with tide, then remove tide and wave from the game with wave, this returns your 5 land untapped, also removing wave from the game will them both back because wave left play. Then from there just rinse and repeat.
I'm also pretty sure you can exile all opponents lands and creatures with the wave and tide, just using different timing (the same as the nightmare creatures), but it's been awhile since I've done that and can't remember the exact wording. Also oblivion ring would work at removing anything with wave and opalescence in play. Hope that helps.
I see where you're coming from with the propaganda and ghostly prison, I tried them out initially and if someone was going to attack, these never stopped them. If you don't like war tax, what about something like dueling grounds or meishin, the mind cage, when you need to alpha strike with you're enchantments, you can always remove both dueling grounds and meishin from the game, just a thought. After thinking about it, I kinda agree on sakura tribe-elder, I might switch out yavimaya elder. A card that's really helped me out in multiplayer is burgeoning, it can even be useful late game with land tax.
Another card that may be useful with enchanted evening is teferi's care or arenson's aura, being able to destroy anything on the board for 1 mana is pretty good.
One thing I was wondering about, Open the Vaults, I'm weary to put it into my list because of the fact that it will also bring everyone's artifacts back, do you think the advantage of having another card that returns all your enchantments outweighs the possibility of giving your opponent a ton of artifacts back, maybe my playgroup is just more artifact heavy than yours. That's one card I have been on the fence about.
Thanks for the combo-I don't think there will be any issues with it and greater auramancy (and if there is, I am probably winning anyway). In regards to having something to combo the infinite mana with, I think I am going to swap Words of Wind with Capsize as it allows me to win with infinite mana, and it is a one card out to things like Iona (got hit by her the other day, wow was that painful).
Also, good call on Dueling Ground. I will probably replace the Propaganda with it as white is my main color. I do like having ganda in there though so I might try and find some other card to replace...maybe the squirrel nest? Do you think I should keep the squirrel nest+skullclamp in-do I have enough draw?
Good call on Burgeoning, really good call. Once my engines start going I have found that I have far too many lands in hand and I can only play one a turn. Plus it's an enchantment! I think I will probably get rid of the Expedition Map for it mostly because there are no lands which are super necessary (I love map, but it fits in better with decks looking for things like Volrath's Stronghold, Coffers/Urborg, or that can use Academy Ruins more thoroughly).
I like Teferi's Care and Arenson's Aura, however, Enchanted Evening is already prime suspect number 1 on the "must not let it resolve" list. To do too much around it would be a bad idea because it most likely won't stick around too long.
Open the Vaults does have a little bit of a risk factor, however, it is too good not to include. Besides, there are very few things that would be super horrible if they came back (and after all, that is why I play Jester's Cap :-D), unless I was only recurring like 3-4 enchantments (which just seems lame), in which case I wouldn't cast it unless it was utterly necessary.
I would love to fit some graveyard hate in here. Is there anything decent out there? The only thing I can find is night soil, but that only grabs creatures (which is ok, but not fantastic).
Man, I've been scanning over lists for graveyard hate. The only one that I've been considering is night soil, or the various artifact's that remove cards from the graveyards (Phyrexian Furnace), one card I would really like to consider is ground seal but that would also make my eternal witness, sun titan and genesis useless. So I'm not sure which route to go.
I think you should have enough card draw without squirrel nest and skullclamp. I see that you have solitary confinement in there, I've also been playing with that card and also Island Sanctuary as another version of confinement, it's been working well for me and I like it better than other options like teferi's moat. Another card I've really liked is future sight, while insane with Top, it's also really good with solitary confinement and island sanctuary.
With Marari's wake in there, do you think you need mana reflection? I ask because I recently have thrown thought reflection in my deck list and haven't used it too much, when I do I fly through my deck but part of me wonders if mana reflection might work better
I've got to agree with Damnosus on the Propaganda/Ghostly Prison vs War Tax. I run a five color enchantment EDH deck that runs Propaganda, Ghostly Prison and Collective Restraint with great success. Its not necessarily that my opponents can't afford the mana to attack me but if they are planning to leave any mana open they can either pay 5 to attack me or simply attack another opponent for free. If nothing else they discourage people from attacking you by making it easier for them to attack your opponents. Not to mention that they totally shutdown token/overrun decks.
Don't get me wrong, I understand their use, when I used them I was always wishing they were something better, so I switched to dueling grounds, which I liked, but I wanted to try out island sanctuary as it's cheaper, it only stops people from attacking me, so they're opt to attack someone else and it doesn't take up three slots. If I can get more out of one card than three cards, I'll opt for one, my list just got too jammed packed to justify 3-4 slots to deter people from attacking me.
Ok so let me know what you all think about the following changes:
Words of Wind--->Capsize: I lose the combo with Rancor, but Capsize allows me to get rid of trouble cards (Iona) and to go off with Parallax+Opalesence.
Squirrel Nest--->Night Soil: as per the advice given, Squirrel Nest doesn't seem necessary (especially as I do not run Earthcraft). Since Night Soil is like the only decent U/W/G enchantment based grave hate, I am going with it.
Skullclamp--->Sylvan Library: enchantment based draw is always good.
Austere Command--->Dueling Ground: the only reason I played Command to begin with was so that I could mass removal without killing my enchantresses. Still it is kinda dead most of the time, and since I want to keep Propaganda, I am going with this-I could use some advice on this one though cause I am really unsure if it is a good idea or not.
Editing the OP
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1x Angus McKenzie
Lands (36):
1x Seaside Citadel
1x Tundra
1x Savannah
1x Tropical Island
1x Hallowed Fountain
1x Temple Garden
1x Breeding Pool
1x Flooded Strand
1x Windswept Heath
1x Misty Rainforest
1x Krosan Verge
1x Azorius Chancery
1x Selesnya Sanctuary
1x Serra’s Sanctum
1x Celestial Colonnade
1x Stirring Wildwood
1x Vesuva
1x High Market
1x Kor Haven
1x Maze of Ith
1x Mistveil Plains
1x Academy Ruins
1x Reliquary Tower
1x Emeria, the Sky Ruin
2x Forest
8x Plains
2x Island
Mana Generators (9):
1x Land Tax
1x Wild Growth
1x Fertile Ground
1x Azorius Signet
1x Selesnya Signet
1x Sol Ring
1x Cultivate
1x Skyshroud Claim
1x Burgeoning
1x Hanna, Ship Navigator
1x Academy Rector
1x Aura Thief
1x Sun Titan
1x Sakura Tribe-Elder
1x Verduran Enchantress
1x Mesa Enchantress
1x Argothian Enchantress
1x Femeref Enchantress
1x Faith Healer
1x Eternal Witness
0cmc (1):
1x Claws of Gix
1cmc (4):
1x Enlightened Tutor
1x Swords to Plowshares
1x Path to Exile
1x Rancor
2cmc (7)
1x Greater Auramancy
1x Luminarch Ascension
1x Sterling Grove
1x Scroll Rack
1x Regrowth
1x Sylvan Library
1x Night Soil
3cmc (16):
1x Bant Charm
1x Oblivion Ring
1x Enchantress’s Presence
1x Ghostly Prison
1x Propaganda
1x Cleansing Meditation
1x Capsize
1x Solitary Confinement
1x Idyllic Tutor
1x Aura of Silence
1x Sacred Mesa
1x Karmic Justice
1x Genesis Wave
1x Wargate
1x Dueling Ground
1x Aura Shards
1x Jester’s Cap
1x Parallax Wave
1x Parallax Tide
1x Opalescence
1x Humility
1x Leyline of Anticipation
1x Cloud Cover
1x Faith’s Fetters
1x Replenish
5cmc (5):
1x Enchanted Evening
1x Mirrari’s Wake
1x Privileged Position
1x Honden of the Seeing Wind
6cmc (2):
1x Mana Reflection
1x Open the Vaults
I will probably flesh out this post a bit more once I get more games in with it.
If you're going to run parallax tide and parallax wave along with opalescence you should run something to put the infinite mana into like stroke of genius or the new one coming out in besieged. Another thing to think about is greater auramancy makes it so you can't target you're own enchantments (opalescence) with parallax wave, I found that out the hard way in a game, figured i'd warn you ahead of time.
Other things I see, I think squirrel nest is pretty weak unless you run earthcraft for infinite squirrels. I would swap out explosive vegetation for skyshroud claim, the lands are untapped and can search out duals. Me personally, I would drop sakura tribe-elder for yavimaya elder, 1 for 1 vs 3 for 1. Another card that I think would help is Minamo, School at Water's Edge, it lets you untap Angus and use against another player attacking you. So, here is it all summed up:
- Propaganda
- Ghostly Prison
- Claws of Gix (mayber I missed something, this seems weak here)
- Sakura Tribe-Elder
- Explosive Vegetation
- Island
+Earthcraft
+Stroke of Genius
+War Tax
+Yavimaya Elder
+Skyshroud Claim
+Minamo, School at Water's Edge
Hope this helps, keep at it, looks like a good start
Oh I didn't realize one could go infinite with Opalesence and Parallax tide/wave. How does that work again? I was mostly just using them to combo with Claws of Gix. I think I might be able to add something to dump the mana into then. Is there any X spell in U/W/G that does stuff to all opponents?
Squirrel Nest was purely to combo with Skullclamp for extra draw. I am not sure if it is necessary, but I am still working out the kinks with the deck. Even if I do keep the Nest, I do not want to use Earthcraft simply because without Nest, it is a dead card. Not very fun.
I love Yavimaya Elder, but Sakura Tribe-Elder does 3 things for me that Elder does not: 1: he fits the curve better (I have so many 3 drops it's ridiculous), 2: he is actual ramp (the land is put into play) which is super important, and 3: he only has one green in his casting cost. This makes him far more viable than elder.
Good call on Skyshroud Claim. Forgot about that. I have changed the opening post.
Minamo is cool, but I rarely use Angus-mostly I plop him down early and just wait til he gets killed. He is mostly just a deterrent so I can more easily get my engines up and running.
One card that I just remembered that I need to add is Bant Charm-it is going to replace Condemn.
Thanks thus far!
I'm also pretty sure you can exile all opponents lands and creatures with the wave and tide, just using different timing (the same as the nightmare creatures), but it's been awhile since I've done that and can't remember the exact wording. Also oblivion ring would work at removing anything with wave and opalescence in play. Hope that helps.
I see where you're coming from with the propaganda and ghostly prison, I tried them out initially and if someone was going to attack, these never stopped them. If you don't like war tax, what about something like dueling grounds or meishin, the mind cage, when you need to alpha strike with you're enchantments, you can always remove both dueling grounds and meishin from the game, just a thought. After thinking about it, I kinda agree on sakura tribe-elder, I might switch out yavimaya elder. A card that's really helped me out in multiplayer is burgeoning, it can even be useful late game with land tax.
Another card that may be useful with enchanted evening is teferi's care or arenson's aura, being able to destroy anything on the board for 1 mana is pretty good.
One thing I was wondering about, Open the Vaults, I'm weary to put it into my list because of the fact that it will also bring everyone's artifacts back, do you think the advantage of having another card that returns all your enchantments outweighs the possibility of giving your opponent a ton of artifacts back, maybe my playgroup is just more artifact heavy than yours. That's one card I have been on the fence about.
Hope these suggestions help.
Also, good call on Dueling Ground. I will probably replace the Propaganda with it as white is my main color. I do like having ganda in there though so I might try and find some other card to replace...maybe the squirrel nest? Do you think I should keep the squirrel nest+skullclamp in-do I have enough draw?
Good call on Burgeoning, really good call. Once my engines start going I have found that I have far too many lands in hand and I can only play one a turn. Plus it's an enchantment! I think I will probably get rid of the Expedition Map for it mostly because there are no lands which are super necessary (I love map, but it fits in better with decks looking for things like Volrath's Stronghold, Coffers/Urborg, or that can use Academy Ruins more thoroughly).
I like Teferi's Care and Arenson's Aura, however, Enchanted Evening is already prime suspect number 1 on the "must not let it resolve" list. To do too much around it would be a bad idea because it most likely won't stick around too long.
Open the Vaults does have a little bit of a risk factor, however, it is too good not to include. Besides, there are very few things that would be super horrible if they came back (and after all, that is why I play Jester's Cap :-D), unless I was only recurring like 3-4 enchantments (which just seems lame), in which case I wouldn't cast it unless it was utterly necessary.
I would love to fit some graveyard hate in here. Is there anything decent out there? The only thing I can find is night soil, but that only grabs creatures (which is ok, but not fantastic).
Thanks!
I think you should have enough card draw without squirrel nest and skullclamp. I see that you have solitary confinement in there, I've also been playing with that card and also Island Sanctuary as another version of confinement, it's been working well for me and I like it better than other options like teferi's moat. Another card I've really liked is future sight, while insane with Top, it's also really good with solitary confinement and island sanctuary.
With Marari's wake in there, do you think you need mana reflection? I ask because I recently have thrown thought reflection in my deck list and haven't used it too much, when I do I fly through my deck but part of me wonders if mana reflection might work better
Don't get me wrong, I understand their use, when I used them I was always wishing they were something better, so I switched to dueling grounds, which I liked, but I wanted to try out island sanctuary as it's cheaper, it only stops people from attacking me, so they're opt to attack someone else and it doesn't take up three slots. If I can get more out of one card than three cards, I'll opt for one, my list just got too jammed packed to justify 3-4 slots to deter people from attacking me.
Words of Wind--->Capsize: I lose the combo with Rancor, but Capsize allows me to get rid of trouble cards (Iona) and to go off with Parallax+Opalesence.
Squirrel Nest--->Night Soil: as per the advice given, Squirrel Nest doesn't seem necessary (especially as I do not run Earthcraft). Since Night Soil is like the only decent U/W/G enchantment based grave hate, I am going with it.
Expedition Map---> Burgeoning: already explained above.
Skullclamp--->Sylvan Library: enchantment based draw is always good.
Austere Command--->Dueling Ground: the only reason I played Command to begin with was so that I could mass removal without killing my enchantresses. Still it is kinda dead most of the time, and since I want to keep Propaganda, I am going with this-I could use some advice on this one though cause I am really unsure if it is a good idea or not.
Editing the OP