I've wound up cutting the MD ones too, but mostly because I perceived a need for accelerators, GSZ, and a Living Wish. I still keep them in the board, but most of the time in the main I find I just don't need anything outside of a Solitary Confinement + 2 Enchantress effects. A Sterling is nice, just to be sure it sticks when Mr. Pridemage comes to town.
The Living Wish has been playing very well, I have not once wished it was the Emrakul it represents in the SB: and I executed a very critical late-game Living Wish --> Eternal Witness --> Replenish against a Miracles deck that had countered every business card (not the mana accelerants) I'd tried to cast.
due to all the hate ive been recieving in my local meta i went with the blue green version of the deck and a transformational sideboard gonna try it tonight it is super janky but should be fun lol
went 6-0 2 of my opponents boarded in all kinds of enchantment hate and i boarded out the whole combo just leaving the seals and acceleration i spellstutter sprite'd a terminus lol
Hey guys, as a break from your wishboard discussion, I'd like to share something you might appreciate. I added some flavor to my Enchantress deck by commissioning altered art lands from the wonderful Marta Molina. Two Forests based on the backgrounds of Argothian Enchantress and Enchantress's Presence, and two Plains based on the iconic Urza block versions, all arranged in a four-card panorama:
...being awesome with a violin doesn't mean you're awesome at writing your own songs. And writing good songs doesn't mean you're good enough at playing an instrument or singing to get a contract with a label.
Reflecting Pool: You know, technically, I *CAN* make any color of mana.
Exotic Orchard: Prove it. Do it right now.
Reflecting Pool: Well, not right now. I need some condi....
Exotic Orchard: LIES. GO DIE IN A FIRE.
Reflecting Pool:
Currently Running:
:symb::symu::symg: BUG Tempo
:symb::symg::symw: JUNK
:symg::symr::symb: JUND
Currently Building:
:symu::symw: Miracle Control
:symb::symu::symr: ANT
Your opening hand is 3x forest, argothian enchantress, enchantress's presence, 2x wild growth.
Assume you're going first in game 1. You have no idea what your opponent is playing. How do you plan on playing this out?
Fast option -
Turn 1 Forest, Wild Growth - Turn 2 Forest, Enchantress, Wild Growth - Turn 3 enchantress's presence.
(End result of this on turn 3 is +2 Cards from Enchantress effects with 2 green mana available)
Medium option -
Turn 1 Forest - Turn 2 Forest, Enchantress - Turn 3 Forest, Wild Growth, Enchantress's Presence - Turn 4 Wild Growth
(End Result of this on turn 4 is +4 cards from Enchantress effects with 4 green mana available)
Slow option -
Turn 1 Forest - Turn 2 Forest, Enchantress - Turn 3 Forest, Enchantress's Presence (Draw) - Turn 4 Double Wild Growth
(End result of this on turn 4 is +5 cards from Enchantress effects with 3 green mana available)
Other?
Something I've missed?
Obviously, this scenario doesn't factor in cards that you've drawn during those turns, but you kind of have to make a game plan for yourself on turn 1 when you decide whether to play or hold that first wild growth.
Does the plan change if you're on the draw? Vs aggro? Vs control? Vs combo?
My play doesn't change between matchups. I have found that the amount cards you will soon be drawing will more than compensate for the 1 for 1s you are getting early on. The key is speed, which means establishing an early engine AND ramping. You are foregoing that in both scenarios 2 and 3. Option 1 also gives you 2 mana leftover, and you will most likely give you enough to cast at least 1 enchantment. And tbh 4 cards by turn 4 is more than enough.
Not to mention that option 1 is the only one that allows you to play around daze on your engine pieces which is huge. Ramping is especially critical against tempo thresh, because at that point you cast something and essentially ask them if they have FoW. Their taxing counterspells quickly become irrelevant, which is why that matchup is very positive for us.
All in all, you cant afford not to ramp in any matchup, its simply too important. And on the draw it is even more important to get ahead.
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Turn 2 presence would be my line of play. Land growth -> land presence -> argothian growth.
The Presence should be the hardest card for an opponent to deal with and barring counters/disruption you will at the very least still have argothian and growth turn 3. The plan could change on any draw as any card can change your line of play based on what you are facing. Against creature decks an elephant grass is usually all you need until you get into your game winning situation. Against control it would depend on what kind of control, but for the most part if you can force through our draw engine you will be hard pressed to lose. Combo is tricker namely because the matchup is very combo dependant, namely how does the given combo win (orim's chants, and g/w build optimal against combo IMHO).
Does that help any?
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Playing presence before argothian doesnt make much sense for a few of reasons. 1) it can get countered by daze, 2) you dont draw a card for casting the argothian after presence, and 3) argothian only dies to sweepers (not mainboarded, or at least wont come down for a few turns) and counterspells, where as presence gets hit by pridemage and counterspells, so arguably argothian is harder to deal with. Daze is more widely played than snare is, and run as a 4 of vs 3 of. So the odds of them having daze over snare is higher if they run both.
It all depends on what you are facing of course to decide what to play. Against quadlazer dredge you have to play an elephant grass ASAP or you just outright die. But against other aggro decks you can usually take a hit or two before hitting the panic button on grass.
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How many RIP are you guys running in the board? I haven't tested with this yet, but currently an running two on the side plus a main deck Wheel. Is this a little light?
I would make the case that if it gets countered by daze you are up 4 mana to none
I dont understand your meaning here. With scenario 1 you still play a turn 2 growth, and id rather that get countered than an engine piece.
@crimhead, I dont mainboard a wheel, so for my 3 sb gravehate slots will become RIPs. I didn't care much for the mainboarded wheel when I was trying it out awhile back.
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I'm trying to say that because we go first our tap out play is a must counter, if it resolves that's gravy. If they daze they have to go back a land (our t3 would be 5mana to their 1). Their is no reason for them to counter our mana ramp, our engine is what lets us win. If I play the growth with the presence in play I draw a card regardless of it being countered. If I can then play the enchantress and follow it with a growth i'm drawing 2 and my engine is solidly in place. At that point most spells I play are going to be must counters.
I'm not sure if I explained what I was trying to get at well, but hopefully you get the idea I was trying to get at.
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@crimhead: this may sound weird, but zero. I prefer ground seal and I try to main deck one. I find it good enough against most decks as worst case it cantrips. Otherwise reanimator can't target it's fatty, we have grass and other cards that beat drede main decked, it shuts off ooze... It just does a bunch of random good stuff and allows us to play replenish which beats control. Otherwise, and I guarantee I'm the minority, I don't give respect to graveyard decks. If I'm playing e tutor I may have a crypt or 2 board and can still use them with ground seal in play.
@cthulhu: as some more info from my side; I agree with you that we want speed and ramp, but I feel that we only require enough ramp to get to t2 argothian or presence to get our engine started as all our ramp spells after that are just crard draw that chains into more card draw. That probably makes more sense then what I said earlier.
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I'm back after two years, kinda sad to see this deck kinda go by the wayside... no real new additions, but I saw Abundant Growth. Any reason this isn't used over WG in some of your recent lists? Or over Utopia Sprawl?
I'm back after two years, kinda sad to see this deck kinda go by the wayside... no real new additions, but I saw Abundant Growth. Any reason this isn't used over WG in some of your recent lists? Or over Utopia Sprawl?
It doesn't accelerate your mana, it only fixes it.
They left out the part where Yawgmoth is resurrected,but has been cleansed as Yawgmoth the Redeemed,and now must awaken Chromium so that Karn can fuse with him and create what can only be known as : the ultimate taco.
I want utopia sprawl to be good in the deck because it already cantrips. The problem I find is that you want at least 3 mana for turn 2 to start the draw engine and obviously sprawl doesn't help there. I do want to try it over growth as I do like exploration more as it never feels like a dead card. It does seem like it can be better in a deck that runs more e tutors however.
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Lol yes that is very much what I meant. I appear to have confused myself a bit. It does seem interesting with words of wind now that I think about it, but the exploration/Serra sanctum interaction feels stronger... Perhaps it's brew time
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No worries. Have you tried it? I had rebuilt enchantress with it over wild growth... Another I never really tested any and resorted to something more familiar to me. I find value in cards for enchantress that cantrip without enchantress effects.
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Now that the Words of Wind version of this deck has started to see more play does anyone who has practiced this version have any tips for starters?
What are some common easy loops you look to create with Cloud of Faeries, Enchantress and words? (how many enchantress effects/ growth effects do you look to have before you can go nuts?)
I'll throw my 2 cents in as the words of wind version I play is effectively standard enchantress with blue over red wind. And for that simply being able to return exploration/Serra sanctum gets you quite far.
Not sure of that helps you any though.
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Hey guys. I have skimmed through the thread looking at decklists, and as I got hold of a few Enchantresses the other day I feel tempted to get an Enchantress deck up and running. Is blue a viable colour to dip into here? Perhaps even without running blue lands. I would love to find a way to abuse Decree of Silence. Perhaps to run Academy Rector and Replenish to abuse it. I also see that Exploration is never used, why is that? A cheap enchantment that let you play more lands that you draw of Enchantress/Presence, letting you cast Rector sooner? Any competitive lists that are any close to this I could look at?
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Urza thought it a crusade. Xantcha knew it was a robbery...
(how many enchantress effects/ growth effects do you look to have before you can go nuts?)
the infinite loop is 2 enchantress effects cloud of fairies, words of wind, a land with 2 growths or sprawls on it and an enchantment to get the ball rolling . Step 1 tap land with growths on it and one other add 3+ mana . step 2 play cloud of fairies untap lands. step three same as #1 . step 4 play enchantment use the 2 floating mana to bounce 2 permanents to owners hands instead of drawing cards. you return cloud of fairies and the enchantment rinse and repeat till they have no more permanents then draw your deck make lots of mana and living wish for emrakul gg.
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The Living Wish has been playing very well, I have not once wished it was the Emrakul it represents in the SB: and I executed a very critical late-game Living Wish --> Eternal Witness --> Replenish against a Miracles deck that had countered every business card (not the mana accelerants) I'd tried to cast.
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
4 wild growth
4 utopia sprawl
4 enchantress's presence
4 elephant grass
4 seal of removal
2 words of wind
2 back to basics
2 exploration
sorceries
3 green sun's zenith
1 living wish
4 argothian enchantress
4 cloud of fairies
2 eternal witness
land
1 dryad arbor
7 forest
3 island
2 tropical island
1 savannah
4 misty rainforest
2 windswept heath
2 vendillion clique
4 spellstutter sprite
2 sower of temptation
2 man-o' war
1 kitchen finks
1 gaddock teeg
1 harmonic sliver
1 thrun, the last troll
1 emrakul
FireFox31
Validating Netdecks and Land Smackdown
:symb::symu::symg: BUG Tempo
:symb::symg::symw: JUNK
:symg::symr::symb: JUND
Currently Building:
:symu::symw: Miracle Control
:symb::symu::symr: ANT
Your opening hand is 3x forest, argothian enchantress, enchantress's presence, 2x wild growth.
Assume you're going first in game 1. You have no idea what your opponent is playing. How do you plan on playing this out?
Fast option -
Turn 1 Forest, Wild Growth - Turn 2 Forest, Enchantress, Wild Growth - Turn 3 enchantress's presence.
(End result of this on turn 3 is +2 Cards from Enchantress effects with 2 green mana available)
Medium option -
Turn 1 Forest - Turn 2 Forest, Enchantress - Turn 3 Forest, Wild Growth, Enchantress's Presence - Turn 4 Wild Growth
(End Result of this on turn 4 is +4 cards from Enchantress effects with 4 green mana available)
Slow option -
Turn 1 Forest - Turn 2 Forest, Enchantress - Turn 3 Forest, Enchantress's Presence (Draw) - Turn 4 Double Wild Growth
(End result of this on turn 4 is +5 cards from Enchantress effects with 3 green mana available)
Other?
Something I've missed?
Obviously, this scenario doesn't factor in cards that you've drawn during those turns, but you kind of have to make a game plan for yourself on turn 1 when you decide whether to play or hold that first wild growth.
Does the plan change if you're on the draw? Vs aggro? Vs control? Vs combo?
Not to mention that option 1 is the only one that allows you to play around daze on your engine pieces which is huge. Ramping is especially critical against tempo thresh, because at that point you cast something and essentially ask them if they have FoW. Their taxing counterspells quickly become irrelevant, which is why that matchup is very positive for us.
All in all, you cant afford not to ramp in any matchup, its simply too important. And on the draw it is even more important to get ahead.
Avatar and Banner made by R&Doom of the Ye Olde Sig and Avatar Shoppe
On the topic of Moat:
The Presence should be the hardest card for an opponent to deal with and barring counters/disruption you will at the very least still have argothian and growth turn 3. The plan could change on any draw as any card can change your line of play based on what you are facing. Against creature decks an elephant grass is usually all you need until you get into your game winning situation. Against control it would depend on what kind of control, but for the most part if you can force through our draw engine you will be hard pressed to lose. Combo is tricker namely because the matchup is very combo dependant, namely how does the given combo win (orim's chants, and g/w build optimal against combo IMHO).
Does that help any?
-----The Legacy Flowchart-----
Tiny Leaders Overlord
It all depends on what you are facing of course to decide what to play. Against quadlazer dredge you have to play an elephant grass ASAP or you just outright die. But against other aggro decks you can usually take a hit or two before hitting the panic button on grass.
Avatar and Banner made by R&Doom of the Ye Olde Sig and Avatar Shoppe
On the topic of Moat:
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
-----The Legacy Flowchart-----
Tiny Leaders Overlord
I dont understand your meaning here. With scenario 1 you still play a turn 2 growth, and id rather that get countered than an engine piece.
@crimhead, I dont mainboard a wheel, so for my 3 sb gravehate slots will become RIPs. I didn't care much for the mainboarded wheel when I was trying it out awhile back.
Avatar and Banner made by R&Doom of the Ye Olde Sig and Avatar Shoppe
On the topic of Moat:
I'm not sure if I explained what I was trying to get at well, but hopefully you get the idea I was trying to get at.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
@cthulhu: as some more info from my side; I agree with you that we want speed and ramp, but I feel that we only require enough ramp to get to t2 argothian or presence to get our engine started as all our ramp spells after that are just crard draw that chains into more card draw. That probably makes more sense then what I said earlier.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
It doesn't accelerate your mana, it only fixes it.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
-----The Legacy Flowchart-----
Tiny Leaders Overlord
What are some common easy loops you look to create with Cloud of Faeries, Enchantress and words? (how many enchantress effects/ growth effects do you look to have before you can go nuts?)
Any other tips would be greatly appreciated!
Not sure of that helps you any though.
-----The Legacy Flowchart-----
Tiny Leaders Overlord