Definitely agree on the Spiritdancer and the Enchantress. It feels like you need some more creatures that can turn sideways for the win - adding green for things like Aura Gnarlid or Rabid Wombat seems like the best choice (since it also opens you up for things like Rancor and Armadillo Cloak), but if you don't want to do that, Skyrider Trainee seems viable, and maybe Umbra Mystic. 20 lands also doesn't feel like quite enough - I would play 22 at least, maybe 24, depending on playtesting.
Island Sanctuary is significantly better with Enchantress effects, however. A flying creature of 5/5 or higher (Baneslayer for example) means you're on a limited time frame to deal with it, which may be difficult if you're not able to draw new cards to keep the grounded creatures from killing you in a pinch.
Honestly, I'd just opt for Sphere of Safety and toss the Enchantress package in as well. It stops fliers and grounded creatures alike, keeping things like Emrakul, Aeons Torn from breaking your face (which an Emrakul puts you at a severe disadvantage from attacking even a single time, but people who plop Emrakul into play early via things like Hypergenesis may not be able to pay the cost for all of your enchantments to allow him to attack and trigger Annihilator). Ghostly Prison is an alternative, as is Elephant Grass if you go green (though I'd recommend the 1 mana accelerators listed below if you do that, or at least Serra's Sanctum). If you do the enchantress package, you can stop creatures and burn alike with Solitary Confinement, but the enchantress package is required there simply because you need to draw at least 1 card a turn outside your draw step to upkeep it, and at least 1 additional card to gather resources with which to win.
It's severely hard to control the game, however, when you don't have enough cards, especially when your enchantment's control effects are 1 for 1 (Temporal Isolation, Faith's Fetters: Each of these only stave off one threat at the expense of one card, therefore decks that can put out multiple threats at an equal or lower cost of your removal will eventually win the game). Even your combo with Soulsculptor results in neutral card advantage with anything but Nikko Onna.
You need cards to win, bro. Hence the strong suggestion to add an Enchantress effect or two to the deck, even if it means moving off of monowhite.
Also, if you're absolutely determined to stick to auras, Ancestral Mask if WG doesn't sound so terrible. If it does sound terrible then... well, I guess your only real option would be Ethereal Armor or Daybreak Coronet.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
I know this sounds crazy, and these cards everyone is bring up is great for an enchant my creatures deck but i really want this to be control. even if that makes my win condition difficult this deck it design for locking your butt down. Every enchant my own create card i have could be a enchant oppenent player/create card instead
Whatever direction you take, if you stick with monowhite enchantments, you almost certainly need Mesa Enchantress. If you can't draw the cards you need, you can't win. If you're trying to lock your opponent out, you definitely need Ghostly Prison, as someone suggested above - it's better than the muse, as it's not as vulnerable to removal. Island Sanctuary is really good, too, even though it doesn't enchant your opponent, it locks out anyone without fliers or islandwalkers, and it works well with the Enchantress.
I wasn't suggest you make an aura deck, sir. I was suggesting you make modifications to enhance the control elements and allow you to stave away multiple threats with a single card (Sphere of Safety, Ghostly Prison, Sterling grove, Solitary Confinement) and include enchantress effects to make this deck capable of holding its own in the early, mid and late game.
You might check out the Legacy Enchantress thread if you don't believe the effectiveness of my suggestions.
if you want control- Cessation would be up your alley.
Private Mod Note
():
Rollback Post to RevisionRollBack
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
I know this sounds crazy, and these cards everyone is bring up is great for an enchant my creatures deck but i really want this to be control. even if that makes my win condition difficult this deck it design for locking your butt down. Every enchant my own create card i have could be a enchant oppenent player/create card instead
Sooo here it goes. You should be able to figure it out by reading cards
Plains X 20
Disenchant X 4
Sigil of the Empty Throne X 1
Faith's Fetters X 4
Temporal Isolation X 4
Winding Canyons X 1
Retether X 1
Celestial Mantle X 1
Prison Term X 4
Nikko-Onna X 4
Nomad Mythmaker X3
Three Dreams X 1
Enlightened Tutor X 1
Journeyer's Kite X 1
Tallowisp X4
Soul Sculptor X 3
Windborn Muse X 1
Citanul Flute X 1
Waxmane Baku X 4
Yeah it has changed so much it started with all x4 cards and slowing it changed. Let me know what you think
Since you aren't splashing green for all of it's awesomeness with enchantments, I suggest you add Ethereal Armor!
If Island Sanctuary is used, it almost must be used with Argothian Enchantress, Enchantress's Presence, Verduran Enchantress, Mesa Enchantress so that way you can still continue to gain ridiculous card advantage while also being protected.
Honestly, I'd just opt for Sphere of Safety and toss the Enchantress package in as well. It stops fliers and grounded creatures alike, keeping things like Emrakul, Aeons Torn from breaking your face (which an Emrakul puts you at a severe disadvantage from attacking even a single time, but people who plop Emrakul into play early via things like Hypergenesis may not be able to pay the cost for all of your enchantments to allow him to attack and trigger Annihilator). Ghostly Prison is an alternative, as is Elephant Grass if you go green (though I'd recommend the 1 mana accelerators listed below if you do that, or at least Serra's Sanctum). If you do the enchantress package, you can stop creatures and burn alike with Solitary Confinement, but the enchantress package is required there simply because you need to draw at least 1 card a turn outside your draw step to upkeep it, and at least 1 additional card to gather resources with which to win.
It's severely hard to control the game, however, when you don't have enough cards, especially when your enchantment's control effects are 1 for 1 (Temporal Isolation, Faith's Fetters: Each of these only stave off one threat at the expense of one card, therefore decks that can put out multiple threats at an equal or lower cost of your removal will eventually win the game). Even your combo with Soulsculptor results in neutral card advantage with anything but Nikko Onna.
You need cards to win, bro. Hence the strong suggestion to add an Enchantress effect or two to the deck, even if it means moving off of monowhite.
Heck, going WG gives you Sterling Grove, Utopia Sprawl for mana acceleration and color fixing, Wild Growth, Elephant Grass, Mirri's Guile, etc.. Greater Auramancy is an alternative to Sterling Grove, but it's lacking the tutor effect though it can protect enchanted creatures, as well.
Also, if you're absolutely determined to stick to auras, Ancestral Mask if WG doesn't sound so terrible. If it does sound terrible then... well, I guess your only real option would be Ethereal Armor or Daybreak Coronet.
Sig and Avatar drawn by me.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
You might check out the Legacy Enchantress thread if you don't believe the effectiveness of my suggestions.
Sig and Avatar drawn by me.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
pacifism effects
marshal's orders effects
Ring of Oblivion effects
You'll still need a beatstick, and I still suggest it be Kor Spiritdancer and Ethereal Armor.
If you REALLY want to go control with enchantments, splash blue for stuff like Detention Sphere, Archon of Triumvirate, Azorius Charm, and so on. *cough*cough*Isperia, Supreme Judge*cough*fart* I can't think of any rtr u/w enchantments atm lol