just played a local tourney, went 3-1 with 7 game wins and 2 game losses
1-2 vs high tide-had to mulligan down to 4 game 1, game 2 he scooped to choke and game 3 was close
2-0 vs bant stoneblade- 2 early rip/helm combos, game set match
2-0 vs deathblade - game 1 emrakul, game 2 was dragged out but had total control rip/helm win.
2-0 vs both games had lots of 0-rings and krosan grips to play around trinisphere-chalice, both wins were rip/helm
o-ring was the MVP and I play 3 maindeck, also serra's sanctum allowed me to combo off very early quite a bit.
in my version of enchantress I play 3 O-rings and 2 plains. I think i will cut one o-ring to play Quarantine field, if we can get 15 mana to play emrakul we can run this card. worth a try. nice to see an enchantress deck top8 its been a while, gives us all a little hope.
the last 2 legacy tournaments i sleeved up maverick and played. at no point did i feel confident or comfortable playing, not like when i play enchantress.dont get me wrong if you go up against belcher,storm or any other combo that goes off turn 1, what can ya do. but against anything else i feel so confident that i can win, i love playing enchantress sooo much. every oher deck seems to get a card boost or upgrade more often, but when do we get an upgrade?
ok concordant lets end this little lovers quarrel. maybe i spoke to soon when i said i dont make mistakes and feel like i have a chance to win every match i play. to be honest i started playing this deck 2 months ago. i studied this deck for months before building it. reading this forum and the fourm on Source, twice each. i picked up how to play the deck very fast and very effectivly. im sure im gonna run into some bad matches and bad luck along the way. i just love this deck and how fun it is to play, i really do feel like i have a chance every time i sleeve up. can we just hug and make up, agree that we are 1 or 2 cards away from being teir 1 again.
concordant, you are kind of getting off track here. in your first post you said it was turn 2 and we were on the draw 3 mana, 18 life. if its turn 2 we have at 7 cards in hand 3 of them you mentioned which leaves 4 unknown cards. those 4 cards do matter in the decision making process. at the end of the day we all agree we play a draw card engine then next turn we draw and play confinement. we play argothian he may have an answer (you mentioned some cards) we play pressence he may an answer (wear and tear). in my earlier post i mentioned that my coin flip decisions have been working out for me lately. i played against goblins and well E-Grass is the MVP and if you lost to goblins maybe you are the one who doesnt know how to play the deck or have a sub-par build. i draw as many cards as fast as i can to get my win-cons, no free turns for my opponent i want the win as fast as possible.
knowing the full story, i think i still play the same way. most of the time it will work in our favor.if he has the answer that early in the game, it's a one in a million (exeratation of course) you say good game and move on. goblins is a favorable match up for us, so hopefully you won that match in 3.
didnt stand a chance against elves he combo'ed off on turn 2 and turn 3. what are our weapons against elves?
ANT didnt stand a chance: game 1, turn 2 Teeg then game 2, turn 2 choke
infect was a grindy match and maybe i sideboarded too much on game 3
exalted triggers are so good.
here is the million dollar question: what do we play turn 1, mother of runes or mana dork?
wepon X i agree, GSZ looses its value instantly, once the draw engine is online thats 3 cards that have no value, or do they?
the GSZ allows you to mulligan less, so important
in the early stages of the the draw engine, its an easy decision to discard to confinement and too many cards in hand
also i always know what sideboard cards i want in, but always have a hard time deciding what to take out.
commune with gods, kruphix insight puts it in hand. GSZ into play. wayyyy better.
i just dont like splashing a 3rd color opens you up to lots of bad hands/wasteland/stifle/port. etc etc
K.I.S.S keep it simple stupid
at the end of the day build what you like and understand your meta
there are some versions that run red, but i dont recommend it. by splashing a 3rd color that opens you up for bad draws and the usage of more non-basic lands. we run a low non-basic land count for a reason, makes the deck run smoother and stears clear of wasteland. you dont want a wild growth or a utopia sprawl on a duel land only to get it wastelanded (2 for 1ed). the main reason to splash red is for words of war as a win-con, but we dont need it anymore. city of solitude can be run main deck but i bring it in out of the sideboard along with choke.
turn 1 mana ramp
turn 2 enchantress
turn 3 go off
thats how the deck plays
I find with enchantress: once you get your draw engine going and the soft lock with confinement, I want to end the match as quickly as possible, with that being said I do run the Helm/RIP combo.
I don't like waiting around and giving my opponent turns until I hit a Sigil or Emrakul. although, they are both important to the deck. if a opponent has a creature with annihilator and we have a confinement out, yes the annihilator still triggers. if you are looking for suggestions? here are mine.
mirri's guile in multiples very important
if you are going to play HELM/RIP , a couple sterling groves and at least 1 enlightened tutor.
I also run 3 0-rings, some may say that's a little excessive.
at least 3 serras sanctum and if you can afford it a Karakas
I personally love this deck and it is so fun to play, combo is our worst enemy.
4x nacatl
3x kird ape
3x loam lion
4x pridemage
2x lavamancer
3x ghor-clan
4x tarmo
4x goblin guide
4x lightning bolt
4x chain lightning
2x ataraka command
3x path
1x sylvian library
1x savannah
1x tiaga
1x plateau
1x stomping ground
1x sacred foundry
3x heath
4x foothills
2x mesa
1x mountain
1x plains
1x forest
2x horizon canopy
1-2 vs high tide-had to mulligan down to 4 game 1, game 2 he scooped to choke and game 3 was close
2-0 vs bant stoneblade- 2 early rip/helm combos, game set match
2-0 vs deathblade - game 1 emrakul, game 2 was dragged out but had total control rip/helm win.
2-0 vs both games had lots of 0-rings and krosan grips to play around trinisphere-chalice, both wins were rip/helm
o-ring was the MVP and I play 3 maindeck, also serra's sanctum allowed me to combo off very early quite a bit.
4-0 p.jund-1 sigil-1 emrakul-2 r/h
2-0 alluren-1 r/h-1 emrakul
1-2 d.taxes-1 r/h
2-0 post-1 r/h-1 sigil
2-0 goblins-1 r/h-1 sigil
3-2 miracles-2 emrakul-1 sigil
2-4 mud-2 r/h
1-2 tez-1 sigil
2-0 stoneblade-1 emrakul-1 r/h
0-2 slivers
1-2 mbc-1 sigil
2-1 elves-2 r/h
kinda hard to read but its all there
42 games
17 matches
9 match wins
8 match losses
24 game wins
18 game losses
of the 24 game wins
12 with rip/helm
6 with emrakul
6 with sigil
what does this tell us? the combo is defently the MVP and should we go in a direction that maxamizes it? and if so, how? the meta is very diverse.
0-2 vs elves
2-0 vs ANT
1-2 vs U/G infect
didnt stand a chance against elves he combo'ed off on turn 2 and turn 3. what are our weapons against elves?
ANT didnt stand a chance: game 1, turn 2 Teeg then game 2, turn 2 choke
infect was a grindy match and maybe i sideboarded too much on game 3
exalted triggers are so good.
here is the million dollar question: what do we play turn 1, mother of runes or mana dork?
the GSZ allows you to mulligan less, so important
in the early stages of the the draw engine, its an easy decision to discard to confinement and too many cards in hand
also i always know what sideboard cards i want in, but always have a hard time deciding what to take out.
commune with gods, kruphix insight puts it in hand. GSZ into play. wayyyy better.
i just dont like splashing a 3rd color opens you up to lots of bad hands/wasteland/stifle/port. etc etc
K.I.S.S keep it simple stupid
at the end of the day build what you like and understand your meta
turn 1 mana ramp
turn 2 enchantress
turn 3 go off
thats how the deck plays
you want green sun's zenith as well
I find with enchantress: once you get your draw engine going and the soft lock with confinement, I want to end the match as quickly as possible, with that being said I do run the Helm/RIP combo.
I don't like waiting around and giving my opponent turns until I hit a Sigil or Emrakul. although, they are both important to the deck. if a opponent has a creature with annihilator and we have a confinement out, yes the annihilator still triggers. if you are looking for suggestions? here are mine.
mirri's guile in multiples very important
if you are going to play HELM/RIP , a couple sterling groves and at least 1 enlightened tutor.
I also run 3 0-rings, some may say that's a little excessive.
at least 3 serras sanctum and if you can afford it a Karakas
I personally love this deck and it is so fun to play, combo is our worst enemy.