I'm not sure about others, but when I think about "the meta" I refer to the one I will be playing in. Otherwise I would say it isn't positioned well as it seems overall combo has been moving to the forefront which is bad for enchantress. For myself, locally, it is fine.
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Agreed. The only out Enchantress has to Storm-based combo is that it must have 4 copies of Leyline of Sanctity in the board. That alone will not be sufficient to win, but it will buy you a few turns to find a Sterling Grove or two to protect it. Combo Elves is also a bad matchup (as far as I can see).
Thankfully, I don't think we're any particular dog to Show and Tell combo, since they're a bit slower, and we have cards that can interact [Blind Obedience and Oblivion Ring, among others]. Dredge is (despite Dredge's reputation) fairly close to even from what I can tell (though Dredge does have those god draws, especially LED Dredge), especially if you have maindeck Rest in Peace (which they can't beat game one) - Elephant Grass protects you from the Zombie hordes pretty well.
Other than that, we're pretty solidly anti-aggro in game one, and we're decent enough against most control builds (we eventually just outdraw them if we can stick an Enchantress effect and overwhelm them). Just got the rest of my sideboard this evening and will be playing this at the local tournament tomorrow - will try to provide feedback and (with any luck) news of victory.
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Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
They were beautiful. A single suppression field hoses so many of the fair decks it is silly. Planeswalkers Cry. Deathrite shaman starts doing his sanctuary cat impersonation. Fetches are immediately dead. It was especially rewarding as I am very poor and was running an exceptionally cheap manabase, using shocks instead of savannahs. Wrecking 500$ land bases was incredibly fulfilling.
I also ended up playing renaimator/children of korlis storm in two matches. In both, suppression field was key in buying time until I could land more fields, groves or RIP. I still got instakilled on turn 0 a few times though.
It was certainly a good meta for my particular build of the deck.
It felt like 2 mana on t1 to land some sort of disruption enchantment (RIP, field, blind obedience, stony silence, ground seal as matchup demands) was very strong in buying me time for my slower combo to get rolling. It also enabled T1 sterling grove, T2 tutor on upkeep, play first hate enchantment. Against the reanimator combo decks this was still fast enough to give me a chance. Then I had a few more turns to draw another one or a grove to protect them.
the mainboard moxes definitely slowed me down in a few other matches though. Fewer enchantments meant I stalled out a lot with 1-2 enchantresses in play, or looked at some awkward 2 mox hands. Fortunately, my opponents were usually more slowed then I so I eventually drew out of it/pulled further ahead.
I also need to get better win conditions. I lost the last match to Mono black aggro (which should be a great match-up), mostly because he sadistic sacrament/cranial extracted all my win conditions, leaving me with a much smaller deck then him and no way to close it out even as he was thoroughly beaten by confinement and/or elephant grass.
I was running
1x sun titan
1x emrakul the aeons torn
1x sigil of the empty throne
I think I need to switch from sigil to words of war, or maybe add a wheel of sun and moon. Emrakul was excellent though, providing incredible inevitability.
Sun titan felt a bit awkward; he wasn't strong enough to be a win condition on his own, nor was he as good as replenish if that is what I needed. He could return argothians/groves that I lost along the way, which was nice, but he immediately ate removal, as the only targetable card in my deck. I think I may cut him, leaving me with just 1 replenish mainboard. Maybe 1 more in the board for pernicious deed decks/sideboarded tranquility effects.
I'm also still struggling with learning which hands to keep.
Do I keep an excellent 7 without an enchantress?
What about a good 7 without an enchantress, but with some relevant disruption)
What about if it also has a grove to possibly find me a presence?
Is that a waste of a grove/too slow?
For example, something like
Land, Land, RIP, Wild Growth, Utopia Sprawl, Sterling Grove, Elephant Grass,
Looks promising but might just leave me stalled out?
Hey guys. I started playing GWr Enchantress a few years ago and didn't get to play much, but getting a opportunity to play it soon and was looking at updating my decklist a bit. I've done a few changes and this is what I have so far:
The only thing I know I don't have is a Moat, and don't nearly have the money for one. I saw people using Sigarda in their decks, is that still a useful plan?
I don't have my sideboard made yet but probably Vexing Shusher, Humility, Leyline of Sanctity, Stoney Silence, and not sure what else. Definitely need suggestions on that. Also, I don't know if this has been talked about and probably sounds crazy, but what about Boros Charm? I was thinking about it and it can block those annoying mass enchantment destructions or give the angels double strike to win a turn or two earlier.
Thanks!
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"Sig files are the bumper stickers of the information superhighway." - Dork Tower
"I'll keep playing black till they make a darker color!" - myself
I'm not sure about Concordant Crossroads though. I know you get hasty Angels and if you also have Blind Obedience out, it eliminates their haste. I think I would just use Sphere of Safety instead and it would be your Moat replacement.
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Legacy: B Pox WG(R/B) Enchantress WRU Star Spangled Failure
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EDH: BWR Oros GWU Jenara
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Modern: B (small)Pox GWUBR Enchantress RW Stax(less) Records
Hey guys. I started playing GWr Enchantress a few years ago and didn't get to play much, but getting a opportunity to play it soon and was looking at updating my decklist a bit. I've done a few changes and this is what I have so far:
The only thing I know I don't have is a Moat, and don't nearly have the money for one. I saw people using Sigarda in their decks, is that still a useful plan?
I don't have my sideboard made yet but probably Vexing Shusher, Humility, Leyline of Sanctity, Stoney Silence, and not sure what else. Definitely need suggestions on that. Also, I don't know if this has been talked about and probably sounds crazy, but what about Boros Charm? I was thinking about it and it can block those annoying mass enchantment destructions or give the angels double strike to win a turn or two earlier.
Thanks!
Concordant Crossroads + Blind Obedience is cute, but one of these 2 cards is terrible. Take that one out. (Hint: It's not Blind Obedience.)
3 Sterling Groves needs to go to 4. There's your spot there.
You don't have enough protection. If you can't afford Moat, Sphere of Safety is the next best thing, but having Moat is huge and you should make the effort to get one ASAP. You can actually justify running both Sphere and Moat.
You also need graveyard hate of some sort in the main. I recommend Ground Seal as it turns off Deathrite, Snapcaster, Scavenging Ooze, and Dread Return/Reanimate, but doesn't hose the Replenish plan. It also cantrips, which can be relevant early-game.
General rule: If it's not an enchantment, it's not worth using. Boros Charm is an example of this.
Has Sphere of Safety become a staple for this deck? It seems like it's better than Elephant Grass for example because you only need one to shutdown all kind of attacks completely (unlike Moat for example). Although Moat is still good and Elephant Grass does cost 1 so it still deserves a its spot for sure.
Elephant grass is like wild growth in a way. If you think of them as 1cmc draw spells they are solid. Those cards also have relevant text though that help get to the late game where we drown people in card advantage. Sphere becomes one of those late game plays.
I'll probably be one of the few to say it but I have bailed on using moat lately. Humility feels better positioned but I don't want to lose argothians. I find myself leaning on solitary again as a time walk or blanket solution.
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Elephant grass is like wild growth in a way. If you think of them as 1cmc draw spells they are solid. Those cards also have relevant text though that help get to the late game where we drown people in card advantage. Sphere becomes one of those late game plays.
I'll probably be one of the few to say it but I have bailed on using moat lately. Humility feels better positioned but I don't want to lose argothians. I find myself leaning on solitary again as a time walk or blanket solution.
I had moat but Decided to use sphere of safety instead. Moat does come down a turn earlier, But I like being able to put down sphere and be safe from emrakul (in a case of show and tell.) I do like humility, I usually end up using it to slow things down and most of the time i end up O-ringing my Humility when it's not of use anymore and I have sufficient board presence to control the game. I know in Legacy a one turn difference between moat and sphere can be a dead or alive kind of moment, but as far as meta goes here/ non scg tournaments, Sphere does wonders and goes the extra mile for me.
Honestly, there are simply too many commonly played fliers for Moat to be as good as you might think - Emrakul, Griselbrand, Angel Tokens (from Entreat), V. Clique, and Delver are all very much staple cards that you will probably face way too often for your liking. And even against something like Maverick, they have Scryb Ranger, Elspeth, and Pridemage to remove your Moat if you don't have the Grove up.
I don't think Moat is particularly well positioned in the meta, and making your opponent pay 5-6 mana to attack is about as good as saying that they can't attack at all, given the pretty low curves found in most Legacy decks.
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Former Level 2 Judge (Retired / Renounced)
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
I've been playing Enchantress for quite some time now, and I've been very disappointed with Sigil in the deck, though its a very stable choice, especially with the addition of Mana Bloom to the deck, however, I am unsure as to what is the best card to be the replacement. At the recommendation of some very seasoned Enchantress players, I have tried Blind Obedience as an additional win condition, but I find that the need for it to be a 2-of is taking away from the deck, especially with how tight the slots anyways. Also, Exploration is so hit or miss, but with the meta, so is Elephant Grass. Thoughts?
Enchantress is a little "hit and miss" with the meta I think. There is a lot of combo around these days, and midranged decks aren't a walk in the park either.
I wouldn't take out Sigil Of The Empty Throne. It's a fantastic wincon and good agaist enemy flyers. Blind Obedience is just bad. As a win-con it's grossly inefficient next to Words (which incidentally can also hit creaturtes), and as a prison piece it's useless against everything but hasted creatures and mana rocks. As you say, our slots are tight and this just isn't worthy IMO.
Elephant Grass comes down early and buys us a little time vs aggro decks. It's probably the only reason we ever beat Dredge game one. Later on it becomes a GAncestral Recall.
I do think there's one matchup where Blind Obedience is actually very good - Combo Elves. Shutting down their ability to go infinite with Heritage Druid (barring triple Nettle Sentinel) often slows them down by 2 turns, which is often enough to set off our combo. It also makes Sneak Attack look pretty stupid. I think Blind Obedience's relevance is pretty closely tied to the amount of Combo elves floating around though.
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Former Level 2 Judge (Retired / Renounced)
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
I guess it could be a side board card, but I think Humility is better. I suppose speed is relevant for those matches, and Obedience usually comes down a turn quicker. On the other hand, if we have to tutor they both might become turn three plays. It's also nice that Humility shuts Elves down completely (and Griselbrand too).
While Sigil of the Empty Thrones is a solid win condition, I have been disgustingly underwhelmed by it. I feel like there is something better that can help Enchantress get there and affects the board state more. I don't like main board Humility, it shuts off Argothian Enchantress too hard and it shuts off Emrakul, of the Aeons Torn as well. I love Humility as a sideboard choice though Blind Obedience is really good to get your life total back up, especially when you're getting bled by Deathrite Shaman, and it slows down Combo Elves and Show and Tell, which is sweet but its CMC makes it vulnerable
One card that I found to be extremely powerful is carpet of flowers. In many cases it gets you the ramp you need to outrun control decks. I'd say 75 percent of the time I don't need the extra mana against aggro as there are enough stalls in the deck for them. Mana bloom I don't think is necessary, although it is nice to keep recasting for draw once you get the engine set up
With those comments I remember a time when I played eladmri's vineyard. Granted with the cards available now that is a bad idea. I don't like mana bloom because its just a mana sink. If I have nothing better to do then it seems good. Carpet of flowers is the standby, albeit usually in the board.
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Mana Bloom is incredible in the deck. It adds consistency to a fragile deck list. You will always have an Enchantment to cast so you won't fizzle. If you're up against Goblins, Game 1, and they have a good hand, chances are you have to go turn 3, which means, 1 Enchantress and a Solitary Confinement, but if you have Mana Bloom, even if you draw all lands, you still won't fizzle. That's just one example of how its makes the deck better, it has never been disappointing in a match, even against CounterTop and RUG.
@ phelan: I ended up dropping an Enlightened Tutor for it, and only run one. The card itself isn't very good, but it is a reliable for the draws.
@WeapnX : Mana Bloom is not meant to store up mana, it just cantrips for you EVERY turn, in a deck where not cantripping off an enchantment on a turn can be devastating. The deck relies on being able to cast enchantments and draw off them. Its a solid one of, no more than that. its going to bounce to your hand on your upkeep, which means pitching cards to Solitary Confinement is not as painful, and even if you lock in, but get bad draws, you will still be filling your hand by casting it every turn. I see no reason why you wouldn't run it; its the strongest asset to the deck.
I guess I've just not experienced a problem with not having an enchantment in hand. The deck is basically half enchantments as it is. As a 1 of it's better then more of; I agree with that.
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I don't like it. Yes, I understand that it lets you cantrip each turn. However, if I were worried about running out of cards in hand, I would rather just play more Enlightened Tutors to fetch up Enchantress's Presence.
Speaking of which, I think there's no disagreement whatsoever that this deck requires 4 Presences and 4 Argothians. What do you think is the correct number of additional ways to search them up? Right now, I have 1 GSZ, 1 E. Tutor, and 4 Sterling Groves when absolutely necessary, and I think that's not unreasonable. Would it be better to play a second GSZ to find Argothian?
Also, 2,500th post.
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Former Level 2 Judge (Retired / Renounced)
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
I don't like it. Yes, I understand that it lets you cantrip each turn. However, if I were worried about running out of cards in hand, I would rather just play more Enlightened Tutors to fetch up Enchantress's Presence.
Speaking of which, I think there's no disagreement whatsoever that this deck requires 4 Presences and 4 Argothians. What do you think is the correct number of additional ways to search them up? Right now, I have 1 GSZ, 1 E. Tutor, and 4 Sterling Groves when absolutely necessary, and I think that's not unreasonable. Would it be better to play a second GSZ to find Argothian?
Also, 2,500th post.
I've been running 2 GSZ's and have been quite happy with it. It makes a lot more hands keepable, since our deck really hinges on being able to get Enchantress effects into play.
Hey everyone, I was wondering if i may get an opinion. If I am running a G/W build without any splash, since I have access to four Savannah, will it be good if I pack all 4 in a G/W build, or will you guys advice against it?
Also I know alot of people seem to be running the new Rest in Peace card, but since it also hurts my own Replenish, am I fine with just running Ground Seal?
If it matters any, I run Oblivion Ring as a 3-off main deck. Thank you.
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Legacy: Enchantress GWR 2010-Current
I'm also always looking for friendly players in League of Legends IGN Dread Return, doesn't have to be competitive, just be nice and friendly.
[S3 - Diamond, S4 - Diamond, S5 - Diamond, Current Season - Diamond] Primary role Support, Secondary MID Lane, Alternate Jungle.
I have personally found that 2 Enlightened Tutor, 1 Green Sun's Zenith, and 4 Sterling Grove to be working well, especially since you have Mirri's Guile to give you draw manipulation. More than 1 Green Sun's Zenith with that much search is greedy. Also, an Enlightened Tutor is not a replacement for any enchantment, especially Mana Bloom, since it doesn't give you the triggers, bounce to your hand, or keep you locked in the way Mana Bloom does, though that's just my opinion
@Claymore-One: You will probably want to splash another color for a win-con, like Words of War, or something similar. Ground Seal is fantastic since Rest in Peace does shut of Replenish and Emrakul, the Aeons Torn (if you're running that flavor). What you could do is run the Rest in Peace, Helm of Obedience flavor main deck (I've seen it creeping up all over the place!) and cut Replenish; it also doesn't require splashing a third color and having to worry about the mana base, if that is a concern for you. Hope I was helpful!
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-----The Legacy Flowchart-----
Tiny Leaders Overlord
Thankfully, I don't think we're any particular dog to Show and Tell combo, since they're a bit slower, and we have cards that can interact [Blind Obedience and Oblivion Ring, among others]. Dredge is (despite Dredge's reputation) fairly close to even from what I can tell (though Dredge does have those god draws, especially LED Dredge), especially if you have maindeck Rest in Peace (which they can't beat game one) - Elephant Grass protects you from the Zombie hordes pretty well.
Other than that, we're pretty solidly anti-aggro in game one, and we're decent enough against most control builds (we eventually just outdraw them if we can stick an Enchantress effect and overwhelm them). Just got the rest of my sideboard this evening and will be playing this at the local tournament tomorrow - will try to provide feedback and (with any luck) news of victory.
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
I'm quite new to enchantress, just having built it, but did pretty well at a tiny local event this week, so thought I'd share my thoughts.
I used a list I had previously seen here using
4x suppression field
3x chrome mox to get them out early.
They were beautiful. A single suppression field hoses so many of the fair decks it is silly. Planeswalkers Cry. Deathrite shaman starts doing his sanctuary cat impersonation. Fetches are immediately dead. It was especially rewarding as I am very poor and was running an exceptionally cheap manabase, using shocks instead of savannahs. Wrecking 500$ land bases was incredibly fulfilling.
I also ended up playing renaimator/children of korlis storm in two matches. In both, suppression field was key in buying time until I could land more fields, groves or RIP. I still got instakilled on turn 0 a few times though.
It was certainly a good meta for my particular build of the deck.
It felt like 2 mana on t1 to land some sort of disruption enchantment (RIP, field, blind obedience, stony silence, ground seal as matchup demands) was very strong in buying me time for my slower combo to get rolling. It also enabled T1 sterling grove, T2 tutor on upkeep, play first hate enchantment. Against the reanimator combo decks this was still fast enough to give me a chance. Then I had a few more turns to draw another one or a grove to protect them.
the mainboard moxes definitely slowed me down in a few other matches though. Fewer enchantments meant I stalled out a lot with 1-2 enchantresses in play, or looked at some awkward 2 mox hands. Fortunately, my opponents were usually more slowed then I so I eventually drew out of it/pulled further ahead.
I also need to get better win conditions. I lost the last match to Mono black aggro (which should be a great match-up), mostly because he sadistic sacrament/cranial extracted all my win conditions, leaving me with a much smaller deck then him and no way to close it out even as he was thoroughly beaten by confinement and/or elephant grass.
I was running
1x sun titan
1x emrakul the aeons torn
1x sigil of the empty throne
I think I need to switch from sigil to words of war, or maybe add a wheel of sun and moon. Emrakul was excellent though, providing incredible inevitability.
Sun titan felt a bit awkward; he wasn't strong enough to be a win condition on his own, nor was he as good as replenish if that is what I needed. He could return argothians/groves that I lost along the way, which was nice, but he immediately ate removal, as the only targetable card in my deck. I think I may cut him, leaving me with just 1 replenish mainboard. Maybe 1 more in the board for pernicious deed decks/sideboarded tranquility effects.
I'm also still struggling with learning which hands to keep.
Do I keep an excellent 7 without an enchantress?
What about a good 7 without an enchantress, but with some relevant disruption)
What about if it also has a grove to possibly find me a presence?
Is that a waste of a grove/too slow?
For example, something like
Land, Land, RIP, Wild Growth, Utopia Sprawl, Sterling Grove, Elephant Grass,
Looks promising but might just leave me stalled out?
4 Argothian Enchantress
4 Elvish Spirit Guide
Enchantments:
4 Wild Growth
4 Utopia Sprawl
3 Elephant Grass
1 Mirri's Guile
1 Concordant Crossroad
1 Blind Obedience
1 Choke
3 Sterling Grove
4 Enchantress's Presence
1 Oblivion Ring
3 Solitary Confinement
1 Words of War
1 Karmic Justice
1 City of Solitude
1 Sigil of the Empty Throne
2 Green Sun's Zenith
2 Replenish
Lands:
2 Serra's Sanctum
1 Karakas
2 Savannah
1 Taiga
4 Windswept Heath
2 Verdant Catacombs
4 Forest
2 Plains
The only thing I know I don't have is a Moat, and don't nearly have the money for one. I saw people using Sigarda in their decks, is that still a useful plan?
I don't have my sideboard made yet but probably Vexing Shusher, Humility, Leyline of Sanctity, Stoney Silence, and not sure what else. Definitely need suggestions on that. Also, I don't know if this has been talked about and probably sounds crazy, but what about Boros Charm? I was thinking about it and it can block those annoying mass enchantment destructions or give the angels double strike to win a turn or two earlier.
Thanks!
"I'll keep playing black till they make a darker color!" - myself
B Pox
WG(R/B) Enchantress
WRU Star Spangled Failure
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BWR Oros
GWU Jenara
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B (small)Pox
GWUBR Enchantress
RW Stax(less) Records
Concordant Crossroads + Blind Obedience is cute, but one of these 2 cards is terrible. Take that one out. (Hint: It's not Blind Obedience.)
3 Sterling Groves needs to go to 4. There's your spot there.
You don't have enough protection. If you can't afford Moat, Sphere of Safety is the next best thing, but having Moat is huge and you should make the effort to get one ASAP. You can actually justify running both Sphere and Moat.
You also need graveyard hate of some sort in the main. I recommend Ground Seal as it turns off Deathrite, Snapcaster, Scavenging Ooze, and Dread Return/Reanimate, but doesn't hose the Replenish plan. It also cantrips, which can be relevant early-game.
General rule: If it's not an enchantment, it's not worth using. Boros Charm is an example of this.
EDH Decks:
RBG Kresh, the Bloodbraided RBG
GW Rhys, the Redeemed GW
Legacy:
RGW Enchantress RGW
Whats the plan seem to be now?
Budget: 4 Grass, 1 Sphere.
Non-Budget: 1/2 Moat, 3 Grass, 1 Sphere.
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I just had to ask, because I saw Sphere recently and it was like WOTC said: "Oh here Enchantress players you might like this".
I'll probably be one of the few to say it but I have bailed on using moat lately. Humility feels better positioned but I don't want to lose argothians. I find myself leaning on solitary again as a time walk or blanket solution.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
I had moat but Decided to use sphere of safety instead. Moat does come down a turn earlier, But I like being able to put down sphere and be safe from emrakul (in a case of show and tell.) I do like humility, I usually end up using it to slow things down and most of the time i end up O-ringing my Humility when it's not of use anymore and I have sufficient board presence to control the game. I know in Legacy a one turn difference between moat and sphere can be a dead or alive kind of moment, but as far as meta goes here/ non scg tournaments, Sphere does wonders and goes the extra mile for me.
I don't think Moat is particularly well positioned in the meta, and making your opponent pay 5-6 mana to attack is about as good as saying that they can't attack at all, given the pretty low curves found in most Legacy decks.
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
I wouldn't take out Sigil Of The Empty Throne. It's a fantastic wincon and good agaist enemy flyers. Blind Obedience is just bad. As a win-con it's grossly inefficient next to Words (which incidentally can also hit creaturtes), and as a prison piece it's useless against everything but hasted creatures and mana rocks. As you say, our slots are tight and this just isn't worthy IMO.
Elephant Grass comes down early and buys us a little time vs aggro decks. It's probably the only reason we ever beat Dredge game one. Later on it becomes a G Ancestral Recall.
I prefer ESG to Exploration; others run Chrome Mox. There's some discussion a page or two back.
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
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
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
-----The Legacy Flowchart-----
Tiny Leaders Overlord
@WeapnX : Mana Bloom is not meant to store up mana, it just cantrips for you EVERY turn, in a deck where not cantripping off an enchantment on a turn can be devastating. The deck relies on being able to cast enchantments and draw off them. Its a solid one of, no more than that. its going to bounce to your hand on your upkeep, which means pitching cards to Solitary Confinement is not as painful, and even if you lock in, but get bad draws, you will still be filling your hand by casting it every turn. I see no reason why you wouldn't run it; its the strongest asset to the deck.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Speaking of which, I think there's no disagreement whatsoever that this deck requires 4 Presences and 4 Argothians. What do you think is the correct number of additional ways to search them up? Right now, I have 1 GSZ, 1 E. Tutor, and 4 Sterling Groves when absolutely necessary, and I think that's not unreasonable. Would it be better to play a second GSZ to find Argothian?
Also, 2,500th post.
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
I've been running 2 GSZ's and have been quite happy with it. It makes a lot more hands keepable, since our deck really hinges on being able to get Enchantress effects into play.
Also I know alot of people seem to be running the new Rest in Peace card, but since it also hurts my own Replenish, am I fine with just running Ground Seal?
If it matters any, I run Oblivion Ring as a 3-off main deck. Thank you.
I'm also always looking for friendly players in League of Legends IGN Dread Return, doesn't have to be competitive, just be nice and friendly.
[S3 - Diamond, S4 - Diamond, S5 - Diamond, Current Season - Diamond] Primary role Support, Secondary MID Lane, Alternate Jungle.
@Claymore-One: You will probably want to splash another color for a win-con, like Words of War, or something similar. Ground Seal is fantastic since Rest in Peace does shut of Replenish and Emrakul, the Aeons Torn (if you're running that flavor). What you could do is run the Rest in Peace, Helm of Obedience flavor main deck (I've seen it creeping up all over the place!) and cut Replenish; it also doesn't require splashing a third color and having to worry about the mana base, if that is a concern for you. Hope I was helpful!