Welcome back to MTG! The thread's been pretty inactive recently, but I can help you with Enchantress stuff! I've been running enchantress for a few months, but have been keeping tabs on the deck since 2010.
The reason why there's no Temple Garden in the decks you see here is because we have access to Savannah. Even so, we really don't want to run so many non-basic lands in our deck since the lands are a prime target for Wasteland. It reeaaaaallly sucks to have a Savannah with a Sprawl get blown up. Windswept Heaths are the exception because they give us Forest or Plains when needed and occasionally the 3rd splashed color we need.
I have never actually run Exploration before, but I feel like it doesn't have enough usefulness. Enchantress generally doesn't run too many lands (most builds have about 20 land), so exploration would lose its effectiveness pretty fast.
If you'd like, post your deck list so we can make suggestions?
My win-cons are Sigil and Second Sun as both have great synergies with Enchantment and draw-engine. I do have a Words of War in my Maybeboard too.
As for some of the utilities: City of Solitude to prevent my second sun from being countered. Exploration helps as I often draw plenty of lands (including Serra's Sanctum) which I can lay right away and get another round of draw engine going. Ground Seal, besides being a graveyard hate, has that additional draw to help with the Second Sun win. Banishing Light aplenty as I'm not very sure what the current meta is.
I haven't tried Second Sun as a win condition. How is that working out for you in testing? Have you considered Emrakul, the Aeons Torn? It's expensive, but it's very good against control decks and it also protects you against those random Grindstone/mill decks that sometimes pop up. Words of War is also a good win-con to consider, but it's better suited for a more prison play style.
Here are some random comments that I have about the deck list:
I feel like 5 plains is too much. I think this is why you have trouble with your sprawls! If possible, I'd cut it down to 2, and play a Savannah (or temple garden if you don't have one). You really need green early to set up your draw engine.
Instead of Sun and Moon, try consider Rest in Peace? Some people add in Helm of Obedience with RiP as a win combo. Apparently, if you Helm of Obedience with a Sun and Moon out, the game ends in a draw. ;p
Is there a reason for the 1 Green Sun Zenith? I think you'll need more targets with the Zenith, otherwise it's just a 5th Argothian. I run 3 GSZ in my deck, but I also run 1 Dryad Arbor and utility green creatures (ie. Gaddock Teeg and Sigarda, Host of Herons) in my sideboard. I feel like you should either cut it or run 3-4 Zenith's.
If possible, replace the Open the Vaults with Replenish. Open the Vaults is a bit too expensive and can randomly help your opponent.
Leyline of Sanctity is a pretty important sideboard card. Especially against storm and other combo decks. Otherwise Enchantress is just too slow to compete with them. It'll depend on your meta whether to include them.
Once you start playing games at a store, you'll get a feel for what your deck is lacking. If there's a lot of aggro, maybe 4 elephant grass + 3 Confinements are needed. If there's a lot of graveyard things, and Ground Seal isn't enough, add in some Rest in Peace.
Hope this helps! Let us know if you have any specific questions!
That would be an average mana base. Heath is needed to give you access to plains when you need it. It also helps thin the deck when your engine is running. The engine revolves around green, the win needs white. Temple garden is garbage when you have savannah.
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Just came back from my first Legacy game night and here's what I found:
Apparently, Enchantress Decks were not that common in my legacy meta.
The Second Sun Win Con was quite a fresh addition to the legacy group in my area so it kinda surprised many. Generated quite a bit of laughs too
Had a pretty close fight with Elves Aggro. Miracle/Brainstorm deck was no match for the green ladies. And the game with Storm was a total disaster.
Will definitely consider some of the upgrade necessities and also the recommended land options above!
New to this forum which I have followed a lot especially this thread. I have been working on a solitary enchantress deck now for about 2 years, testing against varous decks but mostly delver (various forms), S&T, reanimator, burn, etc.
From last June - July I became increasignly frustrated with our current list as vs delver lists and other aggros as. Typical plays for the first 3 turns is we pt a mana accelerator or a mirri's guile depending on hand, getting beat by a delver thing for 3 turns, we're down to around 10 (even 9-8 with fetch), get dazed our enchantress as we have to put it on in a rush... The game is basically over before we even start it. I won't even go through the ones with discard...
Our only defense is good old elephant grass which, against black creatures works fine, but against other who can simply afford to pay 2 and beat with something that deals 3 or more (delver, reanimator creature, stoneforge equipped...), our cumulative upkeep ends up working against us.
So... TO overcome these challenges & frustration I started to think about a radically new build. I looked at the cards we play for our turns 1-2-3: mana ramp, mirri's guile, elephant, enchantress, and clearly something jumped out to me:
- no interaction (appart from elephant grass that can force a tax through, but with a cumulative upkeep)
- no protection whatsoever
- more crucially our turn 1 is always a joke and we cannot, even on the draw, put up a significant threat on the field on turn 1 or protect ourselves from a significant threat (we have no counter, no discard).
How do we hope to win in legacy with that sort of strategy?
Moreover, after having played against the deck to test my assumptions (I used a delver u/r that I have), I noticed that any savy player against our deck will be able to take some more risky hands with no counter magic, knowing that he has basically 2-3 turns to find a FoW as we only start to put real threats at 3 mana. This also means that when we drop our key threat we are already under pressure on life, which means we cannot usually afford to make the opponent spend his counter on baits such as city of solitude, choke, etc. We have to drop the enchantress effect (the second one) and the confinement to survive! A simple FoW and after that it doesn;t matter that we get to play a choke, the opponent has us down to 6-7, we're dead.
So this led me to restructure my build and simply get rid of all my inefficient 1 drops for chalice of the void. That, at least, is a serious turn 1 threat. Yes it can get countered, but if does then that's 1 FoW less to worry about. Also having this in the deck meant that I put Ancient tomb & petal, which means that from turn 1 (with a good hand) I can also drop a choke, a city of solitude, etc. You might say what about the damages from ancient tomb? I have found that being able to drop serious threats turn 1 – 2 is well worth these damages. With aggressive mulligan I can usually play a turn 1 chalice or city of solitude or enchantress, turn 2 similar but with very high chance of success if turn 1 was countered (and if it wasn’t it is game over – a chalice + a choke or enchantress or a city of solitude is really the end for most blue based decks).
In terms of win wons, I have am trying a word of war + sigil + emmy, but thinking of dumping sigil. We don’t need endless win cons on this deck and I feel that I would be better of running another enlightened tutor for instance.
My list as of now, still testing and polishing but as explained my aggros & combos matchs ups are drastically improved:
4 lotus petal
4 chalice of the void
4 enchantress presence
4 argothian enchantress
4 city of solitude
4 solitary confinement
3 sterling grove
3 enlightened tutor
2 runed halo
2 rest in peace
2 banishing light
1 helm of obedience
1 words of war
Sideboard is very much meta-dependant but I usually run:
1 suppression field
4 leyline of sanctity
3 swords to plowshare
I think something like the tezzeret decks. Use both artefact and enchantment prison cards. I would use mox diamond over lotus petal and have both city of traitors and ancient tomb. Rip helm combo for the win. However I think if you do go this way you might as well be playing tezz.