Great list! How is skybind? My meta is choked with ETB goodness that it is very hard to justify putting in skybind without having sundial of the infinite. For Humility do you find it hard to use when you have enchantress on the board?
@Sunnyaeyo:
Till now of the games I've played sadly I have yet to see starfield of nyx do its job. Most of the time I didn't draw it or I drew it mid combo while already having assembling 2/3 of the Sun Titan/Opalescence combo. Need to play more games with the deck to see the card's ability, hence it will take a while as this deck is only welcomed by one of my playgroups. One of the shortcomings of the deck is it is very playgroup dependent. You can't just take this deck and approach any playgroup and play it, some playgroups absolutely hate infinites and 'finitely big combos' that takes 10-15 mins to pull off.
The best cards to make sure combos aren't interrupted are City of Solitude and Grand Abolisher. The former being an enchantment adds to the deck but be careful while using it. Casting it too early actually helps opponents in getting their combos uninterrupted too.
As for other disruptions, in my current list I managed to get soft lock down by turn 4. Granted it isn't a true lock, it is disruptive enough to slow opponents down enough for me to find the pieces I needed to start the combo off (i.e an enchantress and monastery mentor)
T1 -> dual/shock (With green/white), wild growth
T2 -> land, stony silence, utopia sprawl
T3 -> land, sylvan library, words of wind
T4 -> on draw phase, instead of drawing 3 cards from sylvan library, draw 1 and spend 2 mana from the land that is enchanted with wild growth to activate words of wind twice.
Every turn, opponents will return 2 permanents, those without any significant land ramp (non green) players will find it hard to battle against this. Especially those whom rely on T3 mana rocks like Chromatic lantern and such. Returning 2 permanents when they have only 4 in play (3 lands + 1 lantern) is a huge setback.
For Skybind, I use it + Heliod and a mana land like Serra's Sanctum to Exile a players entire board (including lands) on the EOT right before their turn to get tablescoops all around. It's staggeringly good.
I don't run opalescence or Starfield - turning my stuff into manchantments is too risky for me.
Humility just lets me build the board up on my side until I play or pop a seal of disenchant (or someone else does).
Hall of Gemstone is similar to City of Solitude but is a nonbo with Derevi and most of the rest of your deck (Unless you have your landchantments out).
With the release of BFZ it is a good time to revisit this deck for a full makeover. Reasons why this deck needs a makeover:
The deck is gaining a negative reputation due to its combo-ability. Not many players like playing against a sunrise-egg'esque kind of deck, which takes around 10-15 mins of constant casting/drawing just to get into a long loop of killing everyone else. Think of it like a playgroup whom is fine with infinites like Niv Mizzet+Curiosity, just slap the aura unto the commander and everyone else scoops in response. The Derevi enchantress will cast like 20-30 spells in a single turn, drawing around 30-50% of the deck before declaring "Hey guys, I've finally assembled my infinite loop of 9 cards". Some players looked fascinated when I first pull off the combo, but it gets stale pretty fast as most of them feel unsatisfied after waiting 15 mins for me to combo off to start a new game in subsequent games.
"It is like playing a video game whose 'game over' screen lasts a full 5 minutes before the 'insert coin, continue?' screen pops-up." - Point taken.
Hence with this it will be worth exploring shorter and smaller synergy loops for this deck while keeping the enchantress theme intact. Ideas and sugesstions are welcomed. :3
Thanks Burntgerbil for the combo. Will try to see if I can fit it in the new deck list I'm brewing. With BFZ comes enchantments that trigger on landfall. Maybe we can incorporate some form of landfall tactics into the enchantress theme to give it a breath of fresh air.
One very interesting card which I discover while searching for new tricks is Reins of the Vinesteed, really great card to combo with stuff like Ajani's Chosen + Martyr's Cause. Not sure whether it is worth adding it in.
Words of Wind + a large amount or infinite mana + any Enchantress effect:
play any (cheap) enchantment,
spend 1 to replace the draw with a bounce and pick the enchantment up,
recast it again and start the cycle again.
You pick up the same enchantment each time - but your opponents must bounce a (different) permanent for each iteration.
Once your opponents control no permanents and you've got an end-game boardstate, they should scoop.
If they don't - you can beatdown with Derevi and other creatures (Don't overestimate Heliod / Springjack Pasture + Mirari's Wake).
Heliod + Skybind + Serra's Sanctum:
Wait until your EOT - then during your EOT,
Activate Heliod with Serra's Sanctum,
Skybind triggers. [Target your own Sanctum first, then your opponent's (ideally, the one who's turn it is about to be) dangerous permanents or lands]
Permanents "phase out" until the beginning of the next turn's EOT.
When permanents return, repeat the process for the each next player (remember to target your sanctum to phase out too)
So in a nutshell, each turn you're looking at the next player to go and telling them "You won't have your lands/threats back until your end step".
Deprived of mana and some permanents, opponents will likely be unable to do much during their turn
You'll also be generating more enchantments for Sanctum and Skybind for each Heliod activation - it gets big quickly.
When your turn comes back around, you should have amassed an army of Enchantment Clerics that should wrap the game up in short order.
Additionally, with heliod and skybind it's very difficult to destroy your Sanctum with a Strip Mine.
These aren't particularly friendly ways to play - so they should primarily be used to end the game unless you want to be that guy.
With the release of BFZ it is a good time to revisit this deck for a full makeover. Reasons why this deck needs a makeover:
The deck is gaining a negative reputation due to its combo-ability. Not many players like playing against a sunrise-egg'esque kind of deck, which takes around 10-15 mins of constant casting/drawing just to get into a long loop of killing everyone else. Think of it like a playgroup whom is fine with infinites like Niv Mizzet+Curiosity, just slap the aura unto the commander and everyone else scoops in response. The Derevi enchantress will cast like 20-30 spells in a single turn, drawing around 30-50% of the deck before declaring "Hey guys, I've finally assembled my infinite loop of 9 cards". Some players looked fascinated when I first pull off the combo, but it gets stale pretty fast as most of them feel unsatisfied after waiting 15 mins for me to combo off to start a new game in subsequent games.
"It is like playing a video game whose 'game over' screen lasts a full 5 minutes before the 'insert coin, continue?' screen pops-up." - Point taken.
Hence with this it will be worth exploring shorter and smaller synergy loops for this deck while keeping the enchantress theme intact. Ideas and sugesstions are welcomed. :3
Hey, I am a competitive EDH player. I saw this list a while back, always wanted to see where it would go but I don't play Derevi or Enchantress so I didn't really have anything to contribute. But I'm sad to see you retire a really cool list. If you want to continue playing it, I recommend checking out the competitive EDH subreddit - we have a group of people who play on Cockatrice on Mondays and have excellent games. Your deck would be welcome there, although unfortunately you won't have a huge surprise factor - I regularly bring up your list when people start talking about alternatives to Derevi stax.
In the interest of contributing to the development of a nasty enchantress deck...
Could you explain why you opted out of fast mana rocks? I understand they don't have a lot of synergy with the enchantress deck, but they let you do really silly things like turn 1 Bloom Tender into turn 2 Derevi + 6 mana of stuff.
Same question for counterspells, especially Mana Drain and Flusterstorm. While you might not need protection of your own, being able to disrupt enemy fast combo decks is really important. Not all decks opt to do so and this might be one of them, but I'd like to hear your thoughts.
Arbor Elf seems like it has great synergy with your land enchantments. So does Candelabra of Tawnos, which is a lot more pricey, but it does seem worth the slot.
I can't speak for Nekorin, but here are my answers if anyone's interested:
Playing mana rocks could make the deck faster - but with it as combo-y as it already is, I don't feel the need to make it any faster.
I own a mana drain and a flusterstorm - and play them in other decks. While my crew is fine with proxying cards we own, I like the idea of not having any traditional counters in this deck (I still have Perplexing Chimera and occasionally play Decree of Silence.
I run Candelabra - and it's my #1 target for Derevi. As far as Arbor Elf goes, Magus of the Candelabra can hit other lands than a forest and I still can't find the space for him.
Hey, I am a competitive EDH player. I saw this list a while back, always wanted to see where it would go but I don't play Derevi or Enchantress so I didn't really have anything to contribute. But I'm sad to see you retire a really cool list. If you want to continue playing it, I recommend checking out the competitive EDH subreddit - we have a group of people who play on Cockatrice on Mondays and have excellent games. Your deck would be welcome there, although unfortunately you won't have a huge surprise factor - I regularly bring up your list when people start talking about alternatives to Derevi stax.
In the interest of contributing to the development of a nasty enchantress deck...
Could you explain why you opted out of fast mana rocks? I understand they don't have a lot of synergy with the enchantress deck, but they let you do really silly things like turn 1 Bloom Tender into turn 2 Derevi + 6 mana of stuff.
Same question for counterspells, especially Mana Drain and Flusterstorm. While you might not need protection of your own, being able to disrupt enemy fast combo decks is really important. Not all decks opt to do so and this might be one of them, but I'd like to hear your thoughts.
Arbor Elf seems like it has great synergy with your land enchantments. So does Candelabra of Tawnos, which is a lot more pricey, but it does seem worth the slot.
Thanks angelforge for the interest in the deck.
There are several reasons of not running fast mana rocks:
They don't really energize well with the deck as they are only good in opening hands. When the enchantress draw engine is up, drawing a rock is like drawing into a dud, at least lands can be filtered off when Abundance is online too. Mana rocks will perform much better if I change my deck into a Abzan version running both Recycle and Null Profusion.
With the latest version I'm running (not updated here) there are many artifact hosers in the deck, like Embargo, Energy Flux, Stony Silence. It sort of pissed a lot of players off when I'm the only one not affected by these cards
Personally I preferred my decks to be unique to each other, for this case is a huge focus for enchantments and less artifacts/creatures.
If there is a counterspell I would love to add, Mindbreak Trap will be that spell. Like mana rocks, I leave out counters for a few reasons. The main reason will be the nature of this deck is an all out combo deck. Much like modern eggs, there isn't really much room to run counters, running 2-3 counters doesn't really help much even in situations when you really need the counter, as there is very little instant tutors in the deck.
Candelabra is a really fantastic artifact to run in enchantress. The price point of the card is the only thing that is stopping me from playing it. Makes me think twice to spend so much on a card for a deck that gets groans every single time I take it out.
Am not really retiring the deck, can't seem to find another enchantress build that runs as fun as this. Recently been playing a lot of my Oloro life-matters and 5C elves decks. Oloro is slowly becoming the next Derevi in my meta sighz.
I found this thread from my current Enchantress brew thread in the main EDH forum. I am wondering what you feel the possibilities of utilizing land untap creatures are in your build over the Mirari's Wake / Mana Reflection engines? They seem faster to cast and can easily go infinite with Pemmin's Aura and Freed From the Real as well as combo with the pre-existing land aura cards like Dawn's Reflection.
You're likely right - in most situations, those will be better and the doublers will only be overkill. Im hesitant to ditch Mirari's Wake - because it allows me to have a secret win condition off of infinite goats from SpringJack Pasture.
Is there any use to infinitely placing Derevi from the command zone to play with a sacrifice outlet? It doesn't seem like it would be difficult to do but Zulaport Cutthroat/Blood Artist are not available. Is there a way with white, green or blue to utilize an infinite chain of creature etb effect blink from command zone? It could be useful as an added measure to finish games out similar to how Prossh and Tasigur are utilized as combo piece commanders.
Also with each iteration as long as your sacrifice outlet is undisturbed and you can generate 5 mana every untap you could use Derevi to generate infinite mana, infinite tapping of opponent's permanents at instant speed, and infinite untapping of your permanents. Seems kind of nutty.
I can't believe I missed Mystic Remora, Soothsaying, Attunement from earlier with my current enchantress brew.
Mystic Remora is a great second Rhystic Study type option and Soothsaying + Attunement are perfect as infinite mana sinks which help smooth out draws which quality mana sinks seem to be an issue finding once infinite mana is obtained.
Though I am partial to the Ley Druid/Kiora Follower/Magus of the Candelabra/Bloom Tender with Pemmin's Aura + Freed from the Real approach I want to try your build too.
Cascading Cataractswas an auto-include in my build - on account of it being indestructible (and therefore a great target for land auras) and being a combo with mana reflection, Derevi and a sac outlet.
Cascading Cataractswas an auto-include in my build - on account of it being indestructible (and therefore a great target for land auras) and being a combo with mana reflection, Derevi and a sac outlet.
Yep it is, really love the land. Like that it is indestructible so opponents wouldn't strip mine it.
Finally get to update the deck, but not much chance to play it as I always (definitely) get groans around the table when I bring it out, even when I didn't play it for like a year+. It is so bad that players remember me (in a notorious way) by this deck rather than the other decks I play = =.
Decklist is updated, added in the new Solemnity+Decree of Silence combo to test. It is rather high cost though, the solemnity+decree lock. So far I only got it online for 1 game, and the groans become even louder. I would very much still prefer the 2 slots to be evolutionary leap and another enchantment (like city of solitude if I really want my combo turn to be uncounterable).
Derevi Enchantress
1 Alchemist's Refuge
1 Thawing Glaciers
1 Soldevi Excavations
1 Springjack Pasture
1 Seaside Haven
1 Minamo, School at Water's Edge
1 Gaea's Cradle
1 Serra's Sanctum
1 Nykthos, Shrine to Nyx
1 Flooded Strand
1 Misty Rainforest
1 Windswept Heath
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Savannah
1 Tundra
1 Tropical Island
1 Mystic Gate
1 Flooded Grove
1 Wooded Bastion
1 Island
5 Plains
6 Forest
Creatures:
1 Soul of New Phyrexia
1 Argothian Enchantress
1 Verduran Enchantress
1 Eidolon of Blossoms
1 Mesa Enchantress
1 Herald of the Pantheon
1 Bloom Tender
1 Eternal Witness
1 Heliod, God of the Sun
1 Academy Rector
1 Sun Titan
1 Clever Impersonator
1 Perplexing Chimera
1 Candelabra of Tawnos
Instants:
1 Crop Rotation
1 Enlightened Tutor
1 Mystical Tutor
Sorceries:
1 Life From the Loam
1 Genesis Wave
1 Idyllic Tutor
1 Replenish
1 Timetwister
1 Time Spiral
1 Wargate
Enchantments:
1 Sterling Grove
1 Aura Shards
1 Detention Sphere
1 Mirari's Wake
1 Privileged Position
1 Land Tax
1 Blind Obedience
1 Rest in Peace
1 Seal of Cleansing
1 Oblivion Ring
1 Martyr's Cause
1 Aura of Silence
1 Humility
1 Sphere of Safety
1 Skybind
1 Mystic Remora
1 Soothsaying
1 Ancestral Knowledge
1 Dance of Many
1 Copy Enchantment
1 Rhystic Study
1 Attunement
1 Words of Wind
1 Leyline of Anticipation
1 Carpet of Flowers
1 Exploration
1 Mirri's Guile
1 Utopia Sprawl
1 Wild Growth
1 Evolutionary Leap
1 Earthcraft
1 Sylvan Library
1 Fertile Ground
1 Seal of Primordium
1 Overgrowth
1 Enchantress's Presence
1 Market Festival
1 Dawn's Reflection
1 Frontier Siege
1 Mana Reflection
1 Dual Nature
*Should have a few cycle lands for the LFTL engine.
is there a place for lock down in this deck to ensure that its combo isnt interrupted?
EDH
GWSigarda, Host of EnchantressGW[Primer]
Great list! How is skybind? My meta is choked with ETB goodness that it is very hard to justify putting in skybind without having sundial of the infinite. For Humility do you find it hard to use when you have enchantress on the board?
@Sunnyaeyo:
Till now of the games I've played sadly I have yet to see starfield of nyx do its job. Most of the time I didn't draw it or I drew it mid combo while already having assembling 2/3 of the Sun Titan/Opalescence combo. Need to play more games with the deck to see the card's ability, hence it will take a while as this deck is only welcomed by one of my playgroups. One of the shortcomings of the deck is it is very playgroup dependent. You can't just take this deck and approach any playgroup and play it, some playgroups absolutely hate infinites and 'finitely big combos' that takes 10-15 mins to pull off.
The best cards to make sure combos aren't interrupted are City of Solitude and Grand Abolisher. The former being an enchantment adds to the deck but be careful while using it. Casting it too early actually helps opponents in getting their combos uninterrupted too.
As for other disruptions, in my current list I managed to get soft lock down by turn 4. Granted it isn't a true lock, it is disruptive enough to slow opponents down enough for me to find the pieces I needed to start the combo off (i.e an enchantress and monastery mentor)
T1 -> dual/shock (With green/white), wild growth
T2 -> land, stony silence, utopia sprawl
T3 -> land, sylvan library, words of wind
T4 -> on draw phase, instead of drawing 3 cards from sylvan library, draw 1 and spend 2 mana from the land that is enchanted with wild growth to activate words of wind twice.
Every turn, opponents will return 2 permanents, those without any significant land ramp (non green) players will find it hard to battle against this. Especially those whom rely on T3 mana rocks like Chromatic lantern and such. Returning 2 permanents when they have only 4 in play (3 lands + 1 lantern) is a huge setback.
WUBRG Reaper King - Elf Tribal WUBRG | Tribal Fun
WRG Gishath, Sun's Avatar - Dinosaur Tribal WRG | Rawr!!!
WUG Derevi, Empyrial Tactician - Enchantress Tactics WUG | Enchantments Focused
GBG The Gitrog Monster - Land Shenanigans GBG | Lands/Mill Focused
WBW Kambal, Consul of Life Allocation Matters WBW | Life Gain/Loss focused
UBR Kess, Dissident Mage of the Lotus UBR | Spellslinger
BGB Hapatra, Vizier of Poisons - Counters & Tokens BGB | -1/-1 counters focused
I don't run opalescence or Starfield - turning my stuff into manchantments is too risky for me.
Humility just lets me build the board up on my side until I play or pop a seal of disenchant (or someone else does).
Hall of Gemstone is similar to City of Solitude but is a nonbo with Derevi and most of the rest of your deck (Unless you have your landchantments out).
The deck is gaining a negative reputation due to its combo-ability. Not many players like playing against a sunrise-egg'esque kind of deck, which takes around 10-15 mins of constant casting/drawing just to get into a long loop of killing everyone else. Think of it like a playgroup whom is fine with infinites like Niv Mizzet+Curiosity, just slap the aura unto the commander and everyone else scoops in response. The Derevi enchantress will cast like 20-30 spells in a single turn, drawing around 30-50% of the deck before declaring "Hey guys, I've finally assembled my infinite loop of 9 cards". Some players looked fascinated when I first pull off the combo, but it gets stale pretty fast as most of them feel unsatisfied after waiting 15 mins for me to combo off to start a new game in subsequent games.
"It is like playing a video game whose 'game over' screen lasts a full 5 minutes before the 'insert coin, continue?' screen pops-up." - Point taken.
Hence with this it will be worth exploring shorter and smaller synergy loops for this deck while keeping the enchantress theme intact. Ideas and sugesstions are welcomed. :3
WUBRG Reaper King - Elf Tribal WUBRG | Tribal Fun
WRG Gishath, Sun's Avatar - Dinosaur Tribal WRG | Rawr!!!
WUG Derevi, Empyrial Tactician - Enchantress Tactics WUG | Enchantments Focused
GBG The Gitrog Monster - Land Shenanigans GBG | Lands/Mill Focused
WBW Kambal, Consul of Life Allocation Matters WBW | Life Gain/Loss focused
UBR Kess, Dissident Mage of the Lotus UBR | Spellslinger
BGB Hapatra, Vizier of Poisons - Counters & Tokens BGB | -1/-1 counters focused
Thanks Burntgerbil for the combo. Will try to see if I can fit it in the new deck list I'm brewing. With BFZ comes enchantments that trigger on landfall. Maybe we can incorporate some form of landfall tactics into the enchantress theme to give it a breath of fresh air.
One very interesting card which I discover while searching for new tricks is Reins of the Vinesteed, really great card to combo with stuff like Ajani's Chosen + Martyr's Cause. Not sure whether it is worth adding it in.
WUBRG Reaper King - Elf Tribal WUBRG | Tribal Fun
WRG Gishath, Sun's Avatar - Dinosaur Tribal WRG | Rawr!!!
WUG Derevi, Empyrial Tactician - Enchantress Tactics WUG | Enchantments Focused
GBG The Gitrog Monster - Land Shenanigans GBG | Lands/Mill Focused
WBW Kambal, Consul of Life Allocation Matters WBW | Life Gain/Loss focused
UBR Kess, Dissident Mage of the Lotus UBR | Spellslinger
BGB Hapatra, Vizier of Poisons - Counters & Tokens BGB | -1/-1 counters focused
How does this work?
Once your opponents control no permanents and you've got an end-game boardstate, they should scoop.
If they don't - you can beatdown with Derevi and other creatures (Don't overestimate Heliod / Springjack Pasture + Mirari's Wake).
Heliod + Skybind + Serra's Sanctum:
So in a nutshell, each turn you're looking at the next player to go and telling them "You won't have your lands/threats back until your end step".
Deprived of mana and some permanents, opponents will likely be unable to do much during their turn
You'll also be generating more enchantments for Sanctum and Skybind for each Heliod activation - it gets big quickly.
When your turn comes back around, you should have amassed an army of Enchantment Clerics that should wrap the game up in short order.
Additionally, with heliod and skybind it's very difficult to destroy your Sanctum with a Strip Mine.
These aren't particularly friendly ways to play - so they should primarily be used to end the game unless you want to be that guy.
Hey, I am a competitive EDH player. I saw this list a while back, always wanted to see where it would go but I don't play Derevi or Enchantress so I didn't really have anything to contribute. But I'm sad to see you retire a really cool list. If you want to continue playing it, I recommend checking out the competitive EDH subreddit - we have a group of people who play on Cockatrice on Mondays and have excellent games. Your deck would be welcome there, although unfortunately you won't have a huge surprise factor - I regularly bring up your list when people start talking about alternatives to Derevi stax.
In the interest of contributing to the development of a nasty enchantress deck...
Could you explain why you opted out of fast mana rocks? I understand they don't have a lot of synergy with the enchantress deck, but they let you do really silly things like turn 1 Bloom Tender into turn 2 Derevi + 6 mana of stuff.
Same question for counterspells, especially Mana Drain and Flusterstorm. While you might not need protection of your own, being able to disrupt enemy fast combo decks is really important. Not all decks opt to do so and this might be one of them, but I'd like to hear your thoughts.
Arbor Elf seems like it has great synergy with your land enchantments. So does Candelabra of Tawnos, which is a lot more pricey, but it does seem worth the slot.
Relaxed EDH: BROlivia VampiresRB
#FreeBraids
Playing mana rocks could make the deck faster - but with it as combo-y as it already is, I don't feel the need to make it any faster.
I own a mana drain and a flusterstorm - and play them in other decks. While my crew is fine with proxying cards we own, I like the idea of not having any traditional counters in this deck (I still have Perplexing Chimera and occasionally play Decree of Silence.
I run Candelabra - and it's my #1 target for Derevi. As far as Arbor Elf goes, Magus of the Candelabra can hit other lands than a forest and I still can't find the space for him.
Thanks angelforge for the interest in the deck.
There are several reasons of not running fast mana rocks:
If there is a counterspell I would love to add, Mindbreak Trap will be that spell. Like mana rocks, I leave out counters for a few reasons. The main reason will be the nature of this deck is an all out combo deck. Much like modern eggs, there isn't really much room to run counters, running 2-3 counters doesn't really help much even in situations when you really need the counter, as there is very little instant tutors in the deck.
Candelabra is a really fantastic artifact to run in enchantress. The price point of the card is the only thing that is stopping me from playing it. Makes me think twice to spend so much on a card for a deck that gets groans every single time I take it out.
Am not really retiring the deck, can't seem to find another enchantress build that runs as fun as this. Recently been playing a lot of my Oloro life-matters and 5C elves decks. Oloro is slowly becoming the next Derevi in my meta sighz.
WUBRG Reaper King - Elf Tribal WUBRG | Tribal Fun
WRG Gishath, Sun's Avatar - Dinosaur Tribal WRG | Rawr!!!
WUG Derevi, Empyrial Tactician - Enchantress Tactics WUG | Enchantments Focused
GBG The Gitrog Monster - Land Shenanigans GBG | Lands/Mill Focused
WBW Kambal, Consul of Life Allocation Matters WBW | Life Gain/Loss focused
UBR Kess, Dissident Mage of the Lotus UBR | Spellslinger
BGB Hapatra, Vizier of Poisons - Counters & Tokens BGB | -1/-1 counters focused
Recently, Mark of Eviction has been doing serious work.
I found this thread from my current Enchantress brew thread in the main EDH forum. I am wondering what you feel the possibilities of utilizing land untap creatures are in your build over the Mirari's Wake / Mana Reflection engines? They seem faster to cast and can easily go infinite with Pemmin's Aura and Freed From the Real as well as combo with the pre-existing land aura cards like Dawn's Reflection.
Also with each iteration as long as your sacrifice outlet is undisturbed and you can generate 5 mana every untap you could use Derevi to generate infinite mana, infinite tapping of opponent's permanents at instant speed, and infinite untapping of your permanents. Seems kind of nutty.
Mystic Remora is a great second Rhystic Study type option and Soothsaying + Attunement are perfect as infinite mana sinks which help smooth out draws which quality mana sinks seem to be an issue finding once infinite mana is obtained.
Though I am partial to the Ley Druid/Kiora Follower/Magus of the Candelabra/Bloom Tender with Pemmin's Aura + Freed from the Real approach I want to try your build too.
Yep it is, really love the land. Like that it is indestructible so opponents wouldn't strip mine it.
Finally get to update the deck, but not much chance to play it as I always (definitely) get groans around the table when I bring it out, even when I didn't play it for like a year+. It is so bad that players remember me (in a notorious way) by this deck rather than the other decks I play = =.
Decklist is updated, added in the new Solemnity+Decree of Silence combo to test. It is rather high cost though, the solemnity+decree lock. So far I only got it online for 1 game, and the groans become even louder. I would very much still prefer the 2 slots to be evolutionary leap and another enchantment (like city of solitude if I really want my combo turn to be uncounterable).
WUBRG Reaper King - Elf Tribal WUBRG | Tribal Fun
WRG Gishath, Sun's Avatar - Dinosaur Tribal WRG | Rawr!!!
WUG Derevi, Empyrial Tactician - Enchantress Tactics WUG | Enchantments Focused
GBG The Gitrog Monster - Land Shenanigans GBG | Lands/Mill Focused
WBW Kambal, Consul of Life Allocation Matters WBW | Life Gain/Loss focused
UBR Kess, Dissident Mage of the Lotus UBR | Spellslinger
BGB Hapatra, Vizier of Poisons - Counters & Tokens BGB | -1/-1 counters focused