I'm not sure if this was suggested to you yet or not, but one of my favorite cards in my Doran Deck is Pernicious Deed . It's great for blowing up board strategies or just swinging the board influence in your favor and ruins token deck that rely both on 0 cost tokens, but also largely on enchantments to give them a helping hand. It also can be brought by Sun Titan which is just a bonus and another card that would be great for your deck, especially with the swords and a general that is a 3 drop I think Sun Titan is a must. I also really like the card Crime/Punishment for similar reasons. It has the ability to pick apart the board like Void or you can use it to bring back a good card from an opponent's Graveyard.
Intro: I loved the idea of a Doran deck right from the start because of being able to abuse cheap creatures that have high defense and at the same time rendering other great cards nearly useless like Rancor. The colors also provide plenty of remove against any other deck structure. I didn’t choose to go with using the swords like several other decks I’ve seen, I find them a little clunky and when you draw into a sword that doesn’t have a protection color on it of a color that your opponent has, then it’s even more of a dead card. I prefer lots of creatures with good abilities and large damage early with plenty of control for the late game. I built my deck to be more like rock of EDH. I use this deck to playtest against the new decks that I build to see if they have merit because I feel this deck has a little bit of something for every deck style. Enough agro to keep control struggling and enough control to handle those big bombs that hit the board. It has a bit of tribal in it, because of some of the heavy hitters that Treefolk provide. As always, I view my decks as a work in progress, so if you have any critiques or input I’m always up for suggestions. Your comments would be appreciated.
I did have more proliferate in there at one time, but Slowly took it out. Though I really want to find room for Inexorable Tide again. I'm also thinking of trying to fit lux cannon into it as well because it's just a mean card and with tezzeret and some proliferate it's that much better. As far as pillow fort strats go, I think cards like Ensnaring Bridge and Collective Restraint work rather well. You could also try Primal Surge with the ramp you have. I'm sure that could be a huge card with all the permanents you tend to have in that style of deck.
Intro: This Deck is obviously based on 5 color control with planeswalkers. It’s really a fun deck because of the shear amount of options that you have. The first thing you might notice is that there are no creatures except for the general. That was a style choice and I toyed with the idea of using just Phage in the deck for the bribery lovers of the EDH world but I figure my play group would catch on really quick. I find that I end up making my opponents scoop from having an ugly ultimate go off or killing them with general damage. In multiplayer I’ve also kicked many of my opponents threw the door ftw. Any Input you may have would be nice. I look at all my decks as a work in progress.
Intro: This Deck is obviously based on 5 color control with planeswalkers. It’s really a fun deck because of the shear amount of options that you have. The first thing you might notice is that there are no creatures except for the general. That was a style choice and I toyed with the idea of using just Phage in the deck for the bribery lovers of the EDH world but I figure my play group would catch on really quick. I find that I end up making my opponents scoop from having an ugly ultimate go off or killing them with general damage. In multiplayer I’ve also kicked many of my opponents threw the door ftw. Any Input you may have would be nice. I look at all my decks as a work in progress.
I have a very non-budget 5 color Planeswalker deck and one of the cards that is amazing in the deck is Maelstrom Nexus and for me since the only creature in my deck is the general Ward of Bones is also amazing. I also run Door to Nothingness. My deck is basically 5 color control with Lots of planeswalkers and removal. I run cards like Moat, Spirit of Resistance, Legacy Weapon, and Decimate is really good with a large play group. I run the main mana doublers and fixers like Mirari's Wake, Prismatic Omen, Mana Reflection, Chromatic Lantern. I'm not sure what you can afford, but all of those cards are really helpful in my deck and not all of those are that spendy. Just a few suggestions for ya.
I just thought I would throw a few suggestions out there that you didn't mention. I have a karador deck that is based on recurring creatures from the graveyard as well, I think cards like Duplicant are nice for indestructible creatures or just big fatties that you can't deal with. I also think that Yawgmoth's Will aka Yawgmoth's Win is a great card. I also think that Soul Foundry is amazing with just about any good Enter the battlefield ability.
Also I find that Living Death is a huge card if you dump creatures with survival and sometimes you can win with it so fast because of your ability to discard to the graveyard. It can also double as an early wrath effect especially against indestructible.
I know you didn't like 1 time use reanimate effects but I really like Marshal's Anthem because of it's multikicker and it stays out and pumps your creatures so it keeps helping you. It's a great card late game especially.
Again these are just things that I've found amazing in my deck, but your deck looks very solid.
I myself made a Bant enchantment deck and I have had it for a while. Some other great enchantment combos I run and like in the deck are Enchanted Evening + Aura Thief. With Enchanted Evening you could also run Opalescense which makes everyone lose their lands unless you have a Mirari's Wake or something else that gives creatures +1/+1. If you run Opalescence then you could also run Parallax Wave because that allows you to exile any number of creatures on the board so long as they can be targeted. I would also recommend running Mesa Enchantress and Verduran Enchantress. Any Enchantress on the board plus Omniscience is usually a win con.
I forgot about Garruk Wildspeaker, he could be useful for both helping your curve and if you play him turn 4 and untap 2 lands, you could use his ability turn 5 which is hopefully when your general hits the board and you could give him trample and 3/3 or make beast tokens.
One of the things I've noticed about this deck is that the general does get big fast, but without trample, he's not nearly as effective so I would suggest something like Grull War Plow. Most people won't view it as a threat until it's too late. Another card that is also great for both token generation and trample is Fists of Ironwood. You could both use it to give your general trample and/ or make tokens with it early game. I used it forever in my Rhys deck, but ultimately cut it for a card that is the same only it's an instant because I don't need trample >.< This deck also seems like it would benifit from a Ulasht, the Hate Seed. Saproling Burst seems like a no brainer in this deck also because with doubling season or parallel lives, it's usually a win without needing your general. Lastly, if it was my deck, I would pull Yavimaya Dryad for Yavimaya Elder mostly because even though the land goes to your hand, it gives you two and can replace itself by paying 2 to draw, which is well worth it for the same cost IMO. I hope that helps.
How often do you actually win with the Palinchron combo? It seems expensive for a deck with so little ramp. In my Azame list, I've cut every six+ CMC spell except for Mind Over Matter, simply because they're too slow. If you do hit enough mana to be casting such huge spells, wouldn't you be better off casting multiple spells a turn, or leaving up countermagic? In my group, at least, Azame draws so much hate that I simply can't run her out until I hit seven mana to have counter backup.
Also, Kira, Great Glass-Spinner and Lightning Greaves seem like a bit of a non-bo with your general, given that a key win condition is MoM. True, if you have Mind Over Matter you can combo off through a Kira by discarding a card, but it seems clunky. In my experience, many games are won or lost by having the one extra card to either untap a land and counter a spell, or else combo out over top of whatever is on the stack that I don't want to deal with.
Lastly, have you considered upping the land count? I've found that, even with a curve that ends at six, Azame always seems to want more land. If you can hit 5-7 mana on curve, that is fantastic. If not, you still want to hit it as fast as possible, and then keep going to be able to cast all of the lovely spells you'll be drawing into.
I appreciate the feed back on this, but let me start with palinchron, IMO this card is a blue staple. even if I don't have a mana doubler using colorless artifact mana to untap blue lands is never bad. You can leave mana open to block and bounce if you need to block those pesky flyers and if you do have a mana doubler, which I think there are 4 in this deck is all it's a win. I think it's worth running in most blue decks for these reasons. Second, Kira, Great Glass-Spinner with as many creatures as I have makes it so you don't need to leave counter magic open really, and the majority of the counter spells I run in this deck can be played w/o having any mana open anyways. Plus I can counter with creatures like daring apprentice, or patron wizard which will pretty much hault the game if you get patron wizard out, because it forces your opponents to play bait spells alot. Personally, I've never found it to be a problem with Kira on the board when I draw into MoM because I have other win cons. Plus, Kira doesn't hurt your curve at all. Lastly, the lands situation I would normally agree with you because I like to run about 37+ lands, but with it being mono, and having the artifact mana that I have in this deck, I haven't found it to be a problem.
Intro: This Deck was designed to combo out fast and in doing so beat all of your opponents and once. Like all combo decks, this one also requires a few cards together to do the job, however; with the amount of control and card draw you have in this deck, the odds are in your favor that you are going to combo out before someone else can or control the board so bad, you make your opponents scoop. Input and Insight always helpful.
Combos: Azami + Mind over matter, infinite draw + Laboratory Maniac. Palinchron + any mana doubler = infinite mana. Words of wind + Spellbook and wizards = bounce. Intruder alarm + wizards = a crazy amount of draw. Omniscience + Azami and a few other wizards = win
Your not the first one to suggest that to me, I'm thinking I could probably pull overrun out for it and try it in this deck. I think it's probably going to be a win when I play it so good suggestion, thank you.
[DECK]Commander:
1 Doran, the Siege Tower
Creatures (28):
1 Birds of Paradise
1 Blinding Angel
1 Deadwood Treefolk
1 Divinity of Pride
1 Eight-and-a-Half-Tails
1 Elesh Norn, Grand Cenobite
1 Eternal Dragon
1 Exalted Angel
1 Genesis
1 Indomitable Ancients
1 Jareth, Leonine Titan
1 Kitsune Loreweaver
1 Oathsworn Giant
1 Ohran Viper
1 Phantom Nishoba
1 Pristine Angel
1 Qasali Pridemage
1 Reveillark
1 Sapling of Colfenor
1 Silklash Spider
1 Spiritmonger
1 Sun Titan
1 Sylvan Primordial
1 Timber Protector
1 Treefolk Harbinger
1 Tree of Redemption
1 Verdeloth the Ancient
1 Weathered Wayfarer
Artifacts (4):
1 Lightning Greaves
1 Sensei’s Divining Top
1 Slagwurm Armor
1 Sol Ring
Enchantments (5):
1 Debtors’ Knell
1 Defense of the Heart
1 Oblivion Ring
1 Pernicious Deed
1 Privileged Position
Instants (8):
1 Condemn
1 Diabolic Edict
1 Eladamri’s Call
1 Mortify
1 Putrefy
1 Swords to Plowshares
1 Unmake
1 Wing Shards
Sorceries (17):
1 Akroma’s Vengeance
1 Austere Command
1 Chainer’s Edict
1 Crime/Punishment
1 Cruel Edict
1 Damnation
1 Demonic Tutor
1 Final Judgment
1 Harmonize
1 Maelstrom Pulse
1 Merciless Eviction
1 Mind Twist
1 Rout
1 Sylvan Tutor
1 Tooth and Nail
1 Vindicate
1 Wrath of God
Land (36):
1 Bayou
1 Brushland
1 Cavern of Souls
1 Caves of Koilos
1 Dust Bowl
1 Eiganjo Castle
1 Fetid Heath
1 Flagstones of Trokair
1 Forbidding Watchtower
1 Forest
1 Godless Shrine
1 Horizon Canopy
1 Krosan Verge
1 Llanowar Wastes
1 Marsh Flats
1 Maze of Ith
1 Murmuring Bosk
1 Overgrown Tomb
3 Plains
1 Reflecting Pool
1 Rishadan Port
1 Savannah
1 Scrubland
1 Strip Mine
1 Swamp
1 Temple Garden
1 Thespian’s Stage
1 Thran Quarry
1 Treetop Village
1 Urborg
1 Vesuva
1 Wasteland
1 Windswept heath
1 Wooded Bastion
Planeswalkers:
1 Garruk Wildspeaker
[DECK]Commander:
1 Progenitus
Artifacts (8):
1 Chromatic Lantern
1 Contagion Engine
1 Door to Nothingness
1 Legacy Weapon
1 Mindslaver
1 Rings of Brighthearth
1 Sol Ring
1 Ward of Bones
Enchantments (9):
1 Doubling Season
1 Maelstrom Nexus
1 Mana Reflection
1 Mirari’s Wake
1 Moat
1 Oblivion Ring
1 Pernicious Deed
1 Prismatic Omen
1 Spirit of Resistance
Instants (5):
1 Enlightened Tutor
1 Mortify
1 Mystical Tutor
1 Realms Uncharted
1 Vampiric Tutor
Sorceries (19):
1 Austere Command
1 Conflux
1 Damnation
1 Decimate
1 Demonic Tutor
1 Dreadbore
1 Final Judgement
1 Hull Breach
1 Maelstrom Pulse
1 Recross the Paths
1 Rout
1 Shard Convergence
1 Supreme Verdict
1 Time Spiral
1 Urban Evolution
1 Vindicate
1 Violent Ultimatum
1 Void
1 Wrath of God
Planeswalkers (21):
1 Ajani Vegeant
1 Chandra Nalaar
1 Chandra, the Firebrand
1 Elspeth, Knight-Errant
1 Elspeth Tirel
1 Garruk, Primal Hunter
1 Garruk Wildspeaker
1 Gideon, Champion of Justice
1 Jace Beleren
1 Jace, Memory Adept
1 Jace, the Mind Sculptor
1 Karn Liberated
1 Liliana Vess
1 Nicol Bolas, Planeswalker
1 Sarkhan Vol
1 Sorin, Lord of Innistrad
1 Sorin Markov
1 Tamiyo, the Moon Sage
1 Tezzeret the Seeker
1 Venser, the Sojourner
1 Vraska the Unseen
Land (37):
1 Arcane Sanctum
1 Arid Mesa
1 Badlands
1 Bayou
1 Blood Crypt
1 Breeding Pool
1 Command Tower
1 Crumbling Necropolis
1 Crystal Quarry
1 Darigaaz’s Caldera
1 Exotic Orchard
1 Forbidden Orchard
1 Godless Shrine
1 Graven Cairns
1 Grove of the Burnwillows
1 Hallowed Fountain
1 Jungle Shrine
1 Overgrown Tomb
1 Plateau
1 Polluted Delta
1 Reflecting Pool
1 Sacred Foundry
1 Savage Lands
1 Savannah
1 Scrubland
1 Seaside Citadel
1 Steam Vents
1 Stomping Ground
1 Taiga
1 Temple Garden
1 Tropical Island
1 Tundra
1 Undergroud Sea
1 Volcanic Island
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
1 Moat
[DECK]Commander:
1 Progenitus
Artifacts (8):
1 Chromatic Lantern
1 Contagion Engine
1 Door to Nothingness
1 Legacy Weapon
1 Mindslaver
1 Rings of Brighthearth
1 Sol Ring
1 Ward of Bones
Enchantments (9):
1 Doubling Season
1 Maelstrom Nexus
1 Mana Reflection
1 Mirari’s Wake
1 Moat
1 Oblivion Ring
1 Pernicious Deed
1 Prismatic Omen
1 Spirit of Resistance
Instants (5):
1 Enlightened Tutor
1 Mortify
1 Mystical Tutor
1 Realms Uncharted
1 Vampiric Tutor
Sorceries (19):
1 Austere Command
1 Conflux
1 Damnation
1 Decimate
1 Demonic Tutor
1 Dreadbore
1 Final Judgement
1 Hull Breach
1 Maelstrom Pulse
1 Recross the Paths
1 Rout
1 Shard Convergence
1 Supreme Verdict
1 Time Spiral
1 Urban Evolution
1 Vindicate
1 Violent Ultimatum
1 Void
1 Wrath of God
Planeswalkers (21):
1 Ajani Vegeant
1 Chandra Nalaar
1 Chandra, the Firebrand
1 Elspeth, Knight-Errant
1 Elspeth Tirel
1 Garruk, Primal Hunter
1 Garruk Wildspeaker
1 Gideon, Champion of Justice
1 Jace Beleren
1 Jace, Memory Adept
1 Jace, the Mind Sculptor
1 Karn Liberated
1 Liliana Vess
1 Nicol Bolas, Planeswalker
1 Sarkhan Vol
1 Sorin, Lord of Innistrad
1 Sorin Markov
1 Tamiyo, the Moon Sage
1 Tezzeret the Seeker
1 Venser, the Sojourner
1 Vraska the Unseen
Land (37):
1 Arcane Sanctum
1 Arid Mesa
1 Badlands
1 Bayou
1 Blood Crypt
1 Breeding Pool
1 Command Tower
1 Crumbling Necropolis
1 Crystal Quarry
1 Darigaaz’s Caldera
1 Exotic Orchard
1 Forbidden Orchard
1 Godless Shrine
1 Graven Cairns
1 Grove of the Burnwillows
1 Hallowed Fountain
1 Jungle Shrine
1 Overgrown Tomb
1 Plateau
1 Polluted Delta
1 Reflecting Pool
1 Sacred Foundry
1 Savage Lands
1 Savannah
1 Scrubland
1 Seaside Citadel
1 Steam Vents
1 Stomping Ground
1 Taiga
1 Temple Garden
1 Tropical Island
1 Tundra
1 Undergroud Sea
1 Volcanic Island
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
1 Moat
Also I find that Living Death is a huge card if you dump creatures with survival and sometimes you can win with it so fast because of your ability to discard to the graveyard. It can also double as an early wrath effect especially against indestructible.
I know you didn't like 1 time use reanimate effects but I really like Marshal's Anthem because of it's multikicker and it stays out and pumps your creatures so it keeps helping you. It's a great card late game especially.
Again these are just things that I've found amazing in my deck, but your deck looks very solid.
With all the 3 drops or less permanents I would recommend Sun Titan especially with cards like Seal of Cleansing, Seal of Primordium, or Sterling Grove.
Also I like Privileged Position for protection and Abundance for mana fix.
I'm a big fan of Future Sight as well, especially with things like Solitary Confinement and an enchantress on the board.
I appreciate the feed back on this, but let me start with palinchron, IMO this card is a blue staple. even if I don't have a mana doubler using colorless artifact mana to untap blue lands is never bad. You can leave mana open to block and bounce if you need to block those pesky flyers and if you do have a mana doubler, which I think there are 4 in this deck is all it's a win. I think it's worth running in most blue decks for these reasons. Second, Kira, Great Glass-Spinner with as many creatures as I have makes it so you don't need to leave counter magic open really, and the majority of the counter spells I run in this deck can be played w/o having any mana open anyways. Plus I can counter with creatures like daring apprentice, or patron wizard which will pretty much hault the game if you get patron wizard out, because it forces your opponents to play bait spells alot. Personally, I've never found it to be a problem with Kira on the board when I draw into MoM because I have other win cons. Plus, Kira doesn't hurt your curve at all. Lastly, the lands situation I would normally agree with you because I like to run about 37+ lands, but with it being mono, and having the artifact mana that I have in this deck, I haven't found it to be a problem.
Combos: Azami + Mind over matter, infinite draw + Laboratory Maniac. Palinchron + any mana doubler = infinite mana. Words of wind + Spellbook and wizards = bounce. Intruder alarm + wizards = a crazy amount of draw. Omniscience + Azami and a few other wizards = win
1 Azami, Lady of Scrolls
Creatures (32):
1 Ambassador Laquatus
1 Aphetto Grifter
1 Arcanis the Omnipotent
1 Beguiler of Wills
1 Daring Apprentice
1 Ertai, Wizard Adept
1 Fatespinnerl
1 Fatestitcher
1 Glen Elendra Archmage
1 Graceful Adept
1 Inspired Sprite
1 Jushi Apprentice
1 Kira, Great Glass-Spinner
1 Laboratory Maniac
1 Lighthouse Chronologist
1 Magus of the Future
1 Meloku the Clouded Mirror
1 Palinchron
1 Patron Wizard
1 Riptide Director
1 Roil Elemental
1 Sower of Temptation
1 Stonybrook Banneret
1 Supreme Inquisitor
1 Surgespanner
1 Teferi, Mage of Zhalfir
1 Temporal Adept
1 Tidespout Tyrant
1 Vedalken Archmage
1 Venser, Shaper Savant
1 Voidmage Husher
1 Voidmage Prodigy
1 Caged Sun
1 Cloud Key
1 Coat of Arms
1 Extraplanar Lens
1 Gauntlet of Power
1 Grim Monolith
1 Lightning Greaves
1 Mana Vault
1 Memnarch
1 Phyrexian Metamorph
1 Psychosis Crawler
1 Sapphire Medallion
1 Scroll Rack
1 Sensei’s Diving Top
1 Sol Ring
1 Spellbook
1 Thran Dynamo
1 Urza’s Incubator
Enchantments (6):
1 Counterbalance
1 Intruder Alarm
1 Mind Over Matter
1 Omniscience
1 Treachery
1 Words of Wind
1 Counterspell
1 Cyclonic Rift
1 Foil
1 Force of Will
1 High Tide
1 Mindbreak Trap
Sorceries (2):
1 Mind’s Desire
1 Rite of Replication
Land (35):
1 Cavern of Souls
28 Island
1 Minamo, School at Water’s Edge
1 Mishra’s Workshop
1 Reliquary Tower
1 Riptide Laboratory
1 Terrain Generator
1 Tolaria West