I do really like that bound in silence can be tutored and attached to a hexproof voltron, but I still think that's the only really relevant thing rebels contribute. They are mana-intensive, and mesa enchantress certainly doesn't lack the ability to generate card advantage
Agreed. Rebels are tutors that find cards that overall are worse than average for pauper white. Their redeeming quality is that they give you card advantage otherwise hard to find in mono-white. OTOH, this deck already has that and is better off with either better card quality or more enchantments, or both.
I guess it was inevitable, then!
In that case, this opens up several slots. Six, in fact. This makes way for Ironclad Slayer and the return of Shackles and my beloved Kor Skyfisher. This leaves me with three more slots. I could use another finisher, so maybe either Eldrazi Devastator and Cenn's Enlistment. I would also like another protection spell, as I often needed one to protect my general. Gods Willing seems like the best choice.
So I was looking into other cards that could potentially help me fight Voltron Generals in Mono-White, and I stumbled on Remove Enchantments from Legends. This old and confusing card is actually rather interesting, as it could potentially be a source of massive card advantage, allow me to place my pacifisms on more important targets, and also destroy opposing auras on attacking creatures. All this at instant speed for one single White mana. Seems like the perfect card for the deck, if I'm indeed reading it correctly.
That seems worth it just for the ability to bounce all enchantments you control, then play them to draw cards (especially in response to a naturalize or pestilence effect.) I'd say removing any opposing enchantments is occasional gravy.
It may be difficult to take advantage of if there are more pacifisms sitting out than you can re-cast at once.
That wording is an unbelievable trainwreck though, lmao.
I'd say running remove enchantments is worth it for the wording alone. Bouncing your auras is bonus number 1. Killing voltron generals is bonus number 2. Seriously though, it truly seems to be The Card for this deck. If Heroic Defiance isn't working, I'd cut that for it. If it is working, maybe Bladed Bracers is better to cut?
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I actually was thinking of going down to 36 lands and removing a plains for it. The deck hits a lot of land drops very easily when the card advantage starts, and I feel comfortable at around 7-8 lands.
Just wanted to say that I've now played a few games with this deck, and it rocks! I finally feel like I've built something decent in this format.
I played two games against Spellheart Chimera and another two against Stormchaser Chimera and beat them both silly. Pacifying their few threats made them completely keel over. I had a protection spell for Mesa Enchantress every time except once, and then proceeded to protect her even more with P/T boosts and colour protections (blue usually being the choice). Empyrial Armor is a beast.
The vigilance route also seems to have panned out, as these enchantments really helped me keep my life total high by leaving a menacing blocker behind for any smaller creatures I didn't want to pacify.
The one issue I hadn't anticipated was that many of my enchantments don't actually prevent creatures from blocking, which posed a problem once I was on the offensive. Of course, having protection from a colour really helps with evasion, but it was sometimes annoying to get chump blocked for 2-3 turns before I could even land a hit.
Another small issue is mana. I was a bit slow on lands almost every game, which made getting started really tough. I eventually pulled through in every game, but it could have been smoother. I'm beginning to think that 37 lands might be a better number. Any idea what to cut at this point?
I've still being playing this deck and currently remain undefeated. I've played still more UR decks and a really awesome Kulrath Knight deck, but nothing seems to really push this deck down.
The printing of a few more Pacifism effects makes the deck better, gradually changing some of the worse ones for better ones.
I've made two interesting discoveries in my games: First, Ulamog's Crusher is actually pretty bad in this deck. People just sacrifice their creatures that I've pacified, especially their generals, so the Annihilator is actually detrimental. Second, Benevolent Bodyguard is really good. It can be played on turn one or two and help me play my Enchantress on turn three without worrying too much about removal, whereas before I often waited until turn 4 to play her with protection. It forces opponents to hold their removal and play around him, which is very powerful for a 1-drop 1/1.
The deck keeps on giving and keeps getting better! Try it out!
EDIT: Thinking about adding Plow Through Reito as a finisher, since it basically gives a creature with Empyrial Armor a huge boost in p/t, often enough to end a game on the spot. It's also an anti-burn spell in a pinch, though the tempo loss is costly.
I guess it was inevitable, then!
In that case, this opens up several slots. Six, in fact. This makes way for Ironclad Slayer and the return of Shackles and my beloved Kor Skyfisher. This leaves me with three more slots. I could use another finisher, so maybe either Eldrazi Devastator and Cenn's Enlistment. I would also like another protection spell, as I often needed one to protect my general. Gods Willing seems like the best choice.
How is this looking now?
1 Mesa Enchantress
Creatures (18)
1 Benevolent Bodyguard
1 Kor Skyfisher
1 Standard Bearer
1 Observant Alseid
1 Heliod's Pilgrim
1 Monk Idealist
1 Ironclad Slayer
1 Auramancer
1 Dawnglare Invoker
1 Kor Sanctifiers
1 Aven Riftwatcher
1 Coalition Honor Guard
1 Guardian of the Guildpact
1 Seraph of Dawn
1 Griffin Dreamfinder
1 Totem-Guide Hartebeest
1 Ruin Processor
1 Eldrazi Devastator
Pacifisms (16)
1 Kirtar's Desire
1 Pacifism
1 Temporal Isolation
1 Bonds of Faith
1 Weight of Conscience
1 Gossamer Chains
1 Choking Restraints
1 Shackles
1 Revoke Privileges
1 Bound in Silence
1 Cage of Hands
1 Hobble
1 Recumbent Bliss
1 Faith's Fetters
1 Suppression Bonds
Other Removal (5)
1 Remove Enchantments
1 Journey to Nowhere
1 Celestial Flare
1 Seal of Cleansing
1 Oblivion Ring
Pump (9)
1 Bonesplitter
1 Bladed Bracers
1 Hyena Umbra
1 Ethereal Armor
1 Conviction
1 Lunarch Mantle
1 Empyrial Armor
1 Marked by Honor
1 Knightly Valor
1 Rune of Protection: Blue
1 Rune of Protection: Black
1 Rune of Protection: Green
1 Rune of Protection: Red
Protection (10)
1 Gods Willing
1 Ajani's Presence
1 Apostle's Blessing
1 Feat of Resistance
1 Shelter
1 Cho-Manno's Blessing
1 Ward of Lights
1 Angelic Renewal
1 Eland Umbra
1 Pentarch Ward
Lands (37)
32 Plains
1 Haunted Fengraf
1 Secluded Steppe
1 Quicksand
1 Desert
1 Opal Palace
EDIT:
So I was looking into other cards that could potentially help me fight Voltron Generals in Mono-White, and I stumbled on Remove Enchantments from Legends. This old and confusing card is actually rather interesting, as it could potentially be a source of massive card advantage, allow me to place my pacifisms on more important targets, and also destroy opposing auras on attacking creatures. All this at instant speed for one single White mana. Seems like the perfect card for the deck, if I'm indeed reading it correctly.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Whoa.
That seems worth it just for the ability to bounce all enchantments you control, then play them to draw cards (especially in response to a naturalize or pestilence effect.) I'd say removing any opposing enchantments is occasional gravy.
It may be difficult to take advantage of if there are more pacifisms sitting out than you can re-cast at once.
That wording is an unbelievable trainwreck though, lmao.
A series of seven articles using Magic to explore the very stuff of the Universe!
"At least for those who can play cards, their present incarnation is not quite wasted."
[Click here for the articles!]
The deck is feeling really good!
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Just wanted to say that I've now played a few games with this deck, and it rocks! I finally feel like I've built something decent in this format.
I played two games against Spellheart Chimera and another two against Stormchaser Chimera and beat them both silly. Pacifying their few threats made them completely keel over. I had a protection spell for Mesa Enchantress every time except once, and then proceeded to protect her even more with P/T boosts and colour protections (blue usually being the choice). Empyrial Armor is a beast.
The vigilance route also seems to have panned out, as these enchantments really helped me keep my life total high by leaving a menacing blocker behind for any smaller creatures I didn't want to pacify.
The one issue I hadn't anticipated was that many of my enchantments don't actually prevent creatures from blocking, which posed a problem once I was on the offensive. Of course, having protection from a colour really helps with evasion, but it was sometimes annoying to get chump blocked for 2-3 turns before I could even land a hit.
Another small issue is mana. I was a bit slow on lands almost every game, which made getting started really tough. I eventually pulled through in every game, but it could have been smoother. I'm beginning to think that 37 lands might be a better number. Any idea what to cut at this point?
Edit: -1 Forced Worship, +1 Revoke Privileges. -1 Ulamog's Crusher, +1 Benevolent Bodyguard
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
I've still being playing this deck and currently remain undefeated. I've played still more UR decks and a really awesome Kulrath Knight deck, but nothing seems to really push this deck down.
The printing of a few more Pacifism effects makes the deck better, gradually changing some of the worse ones for better ones.
I've made two interesting discoveries in my games: First, Ulamog's Crusher is actually pretty bad in this deck. People just sacrifice their creatures that I've pacified, especially their generals, so the Annihilator is actually detrimental. Second, Benevolent Bodyguard is really good. It can be played on turn one or two and help me play my Enchantress on turn three without worrying too much about removal, whereas before I often waited until turn 4 to play her with protection. It forces opponents to hold their removal and play around him, which is very powerful for a 1-drop 1/1.
The deck keeps on giving and keeps getting better! Try it out!
EDIT: Thinking about adding Plow Through Reito as a finisher, since it basically gives a creature with Empyrial Armor a huge boost in p/t, often enough to end a game on the spot. It's also an anti-burn spell in a pinch, though the tempo loss is costly.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio