I enjoy weird decks. It is incredible how many powerful and exciting cards linger in the dollar bin, lonely, overlooked and underplayed, while overhyped "staples" are an automatic include in every deck that runs its colors. Consequently, I've always been impressed by people who come up with novel ideas and have the patience to develop them into functional, breathing decks. I tried too.
My first deck, Grixis Vampires with Garza Zol, Plague Queen as its general, was a bit too slow but OK. My next deck, Treefolk and Shamans with Doran, the Siege Tower, had better synergies, but lacked the depth I wanted. And then I decided to build... a creatureless deck. Failing to grab my inspiration, I left the work on that deck halfway. If you're pushing the boundaries, push them all the way! The Enchanted Realms was born.
I enjoy weird decks, but I also enjoy winning. You might recognize me as a mixture of Johnny and Spike with a hint of Timmy. So, naturally, I want to make my decks good. No matter how creative a deck is, if it loses week after week, the interest evaporates quickly. With your help, Enchanted Realms is getting better and better every day without delivering the groin kick of broken "staples." Thank you!
What is the purpose of the deck?
The purpose of this deck is to have a single type of spells. Of course, the task would be much easier if I only included those 3 creatures and those 4 artifacts... But then it's going to be just another EDH deck, isn't it? Limitations breed creativity, not to mention how many new and obscure cards you discover.
While Enchanted Realms is not a turn two combo deck, it is a fully functional 5-color deck that you could play in a casual group, have fun and have very good chances to win with. Now, you should be warned: This deck is not for constant play in a casual group, because it can lock the board pretty hard. Play it once in a while so that people appreciate the creativity, but not hate you. Impress them and then go back to your regular brew.
What does this deck do?
It controls the realm. Through powerful synergies the deck takes a grip over the battlefield until no part of the realm is beyond the grasp of Genju. The deck builds a pillow fort, while in the same time disabling all threats. Generating card advantage behind impenetrable fence, it wins the game through overwhelming the opponents with flying angels, terrorizing them with vicious shadows, feeding the flame of a helix pinnacle, or enduring a test of naked men (sorry for the horrible visual).
The five-color legends are only handful and all but Genju of the Realm feel awkward leading the deck. From a practical point of view, Genju gives access to all five colors which is great since we already work with limited pool of cards. He also can enchant a land, providing a sizable body with trample. Last, but not least, he is resilient to board wipes and sorcery-speed creature removal as the land turns into a creature only when he is swinging. If, nevertheless, the land Genju is enchanting gets killed, you can return him to your hand and recast him for his original cost.
From a flavor point of view, a deck without creatures shouldn't have a creature as its commander. What better choice to throw your opponents in a state of humility than the world-size spirit of devastation. If, for some reason, your playgroup objects to putting Genju at the helm, you can use any other 5-color general.
Quick game likeness: 4/10 - Low. The deck is slower, controlling. Newbie feasibility: 3/10 - Low. The deck has multiple triggers with complicated interaction. Commander dependency: 2/10 - Very Low. 'Scare' Ranking: 5/10 - Moderate. The deck is not aggressive, but once your opponents realize what you're doing it will get hot. Multiplayer mode: 10/10 - Very High. The bigger groups, the better. Deck cost: 6/10 - Moderate. The deck has a few 15-20 $ cards, but the vast majority are less than 1-2 $.
Game Play Attributes
Acceleration: 6/10 - Moderate. Library Manipulation: 5/10 - Moderate. Board Control: 10/10 - Extreme. Every spell affects the board profoundly. Spell Control: 8/10 - High. You control through taxing. Card Advantage: 10/10 - Extreme. You have 12 sources of resilient, repeatable card draw or filtering. Consistency: 8/10 - High. You can lock the board with a variety of spells. Combo potential: 6/10 - Moderate. Several combos and many synergies.[/LEFT]
You like hardcore control, but dislike counterspells. You enjoy having everything under control, making yourself untouchable and then patiently win the game.
You like unusual interactions. You like to play cards people haven't seen and you like killing people with them.
You don't like infinite combos. There are none here.
You like stacking multiple triggers of every kind. This deck runs so many effects that your playgroup might get confused at some point. Smile and explain the the Oracle rules.
You like each spell you play to be a game changer. Enough of durdling around with mana rocks and utility creatures - drop Stony Silence and Humility and make them shuffle for the next game.
You like repeatable card draw. Did you just draw 3 cards? Well, I am drawing 7 per turn, thank you very much.
You like creative, weird decks. Sick of re-sleeving Sol Ring and Eternal Witness? Welcome to the club!
Your're old school and like Legacy Enchantress. You want to get a taste of Legacy or have nostalgia to cards players nowadays don't recognize? Come on board!
Enchanted Realms can be a bit unfriendly. This deck is fun and crazy, but don't play it too much or people will hate you.
You are attached to creatures or artifacts. There are none here.
You like to simply untap, draw, play a spell and swing with creatures. Not only you will not see creatures, but you will have to deal with multiple upkeep, draw and main phase triggers.
You're afraid of that card. Every strategy has its answers. This doesn't mean we should stop playing Magic.
WUBRG
THINGS I AM CONSIDERING REALLY HARD RIGHT NOW (Please, give suggestions)
Figuring out a spot for Glacial Chasm and if it is needed.
[LEFT]Why would you make an enchantments-only deck?
The short answer is because I want to. The other short answer is that you would know if you've read the Introduction. The long answer is that a lot of EDH decks I see are lacking the "Wow!" factor. They all run the same cards (Sol Ring, I'm looking at you!) and they do pretty much the same. It's rare I see something new, though recently my playgroup came up with some entertaining decks.
But still, why won't you run this or that artifact, creature, instant or sorcery?
Because that's not the purpose of the deck. Limitations breed creativity.
Wait, your general is not a creature!?
Most people wont mind Genju of the Realm when you explain it is there for flavor reasons. Nevertheless, bring an alternative 5-color general for those rare cases. Offering to play with Progenitos instead might make them more willing to let you use Genju.
OK, then, how "good" your deck is?
I try to make the deck fun and, in the same time, with enough of a chance to win. The enchantments Wizards gave us are powerful enough, I'm trying to make them work together. Now, this is clearly not something you might want to bring to an SCG side event where people combo off or reanimate Jin Gitaxis on turn two.
So, where are Stasis and Necropotence?
While this deck has a lot of tax and prison effects, I try to stay clear of the cards that are simply broken. I prefer breaking cards that look innocent than using those that are proven to be crazy.
What are you looking in an enchantment?
Few things:
Power. The card should do something and do it good. I don't need cards that are broken by themselves, but I am actively searching for enchantments that the deck can break.
Repeatability. The advantage enchantments have over sorceries is that the enchantments' effect affects the battlefield every turn. The cards I want to include should be able to do their thing over and over again.
Synergy. The card should be able to play with others. It doesn't have to be synergistic with every other enchantment, but at least with a good number of them.
Role. If the card can fill a hole in the deck, it is more than welcome.
Color Cost. This is a 5-color deck with White, Blue and Green as the main colors, Black as a secondary color, and Red as a tiny splash. Cards that requre BB should be really good, while RR will be a very late game bomb that's obviously insane. Similarly, no matter how much I love Invoke Prejudice, UUUU will probably not make the cut.
More often than not this deck will get you a fine hand, so that you won't need to mulligan most of the time.
Your opening hand should have a source of W and G.One land is always a mulligan, while two-landers will usually be bad, but sometimes playable. Ideally, you want three or four lands with one or two ramp enchantments and a cheap spell that draws you cards or filters through the library. The leylines are auto-include, while you should almost always keep cards like Land Tax and Mirri's Guile that are both cheap and let you dig for lands or ramping land enchantments. Pure draw cards like Insight and Compost are great as well, while starting with Enchantress's Presence is simply nuts. On the ramping side, spells like Wild Growth, Trace of Abundance and Carpet of Flowers are great mana generators. The deck becomes completely broken with Serra's Sanctum, which is an automatic keep in all hands, without exception.
You should send back all of your win conditions and, usually, all of your cards with CMC more than 4. You're better off with keeping a hand of cheap spells rather than stuff you might not be able to play for a while. By the time you want to play these spells you will be able to find them via your draw or tutor engines. If two cards share a similar function, you will probably want to ship one of them, usually, but not always, the more expensive one.
Great Hands:
Plains, Plains, Brushland, Mirrari's Wake, Priviledged Position, Serra's Sanctum, Greater Auromancy
This is an insane hand! You can play everything in the hand, your enchantments have double protection and you have double G and all the W you'll ever need. Hopefully, the next 4 draws will get you access to your other colors and/or some action spells.
In the first few turns of the game you want to achieve three goals: 1) reach five mana, 2) set up a card drawing or filtering engine, and 3) get access to W, U, B, and G.
You want to get to five mana, because then you'll be able to play virtually all of your spells. There is a variety of ways you can get to this magic number: through ramping land enchantments like Wild Growth, through mana-producers like Carpet of Flowers, through digging for lands via cards like Mirarri's Guile and Land Tax, or through hitting your land drops naturally. Serra's Sanctum is invaluable here.
Setting up a card drawing engine at this stage is incredible as it helps you with finding the lands you need and the colors you're lacking. Mirri's Guile is an excellent Turn 1 play, while Compost, Insight, Rystic Study, Sylvan Library and, particularly, Enchantress's Presence are solving all your problems on Turn 2 or 3. The earlier you can set up a card drawing engine, the better you'll come out of the opening phase.
Finally, getting your major colors allows you to cast any spell you have. You will only need R relatively early if you have Wild Research in your opening hand, so don't worry about it at this stage. An early Prismatic Omen fixes all your colored needs.
THE MIDGAME: FENCING OFF THE PROPERTY
This is the main phase of the game and the time you will do all the cool stuff. Your strategy will vary depending what types of threats you're facing and what was were your opening hand and the first few turns, but usually you want to: 1) get multiple card drawing and filtering engines, 2) set up your pillow fort, and 3) establish some sort of protection for your enchantments.
While having a working Sylvan Library is nice, digging deeper and drawing even more cards finds you the elements you're missing, the answers you need and gets you closer to the endgame. In this phase you want to stack your library or naturally draw into things like Wild Research, Future Sight and Greed so that you can draw multiple cards per turn. Enchantress's Presence, Insight and Compost remain premium spells so finding them out is also a priority.
If you're worried by direct damage, including infinite combos targeting players, Leyline of Sanctity, Dovescape or any "you-can't-be dealt-damage combo" will work miracles for you. If you still have problems in the meta, I would suggest bringing in Solitaire Confinement from the "sideboard" for next games. Leyline of Sanctity also stops discards and things like Mindslaver, but if you still need more help, feel free to add Imperial Mask from the "sideboard."
Mill might be a problem, thought it depends how they mill you. The deck is resistant to opponents making you draw too many cards because you can replace that draw via Words of Wind, Words of Worship, Pursuit of Knowledge and Abundance. The last two work pretty well against infinite card drawing too. If you fear regular mill, feel free to bring Wheel of Sun and Moon from the "sideboard."
You have several awesome ways of protecting your toys. Sterling Grove, Greater Auromancy and Priviledged Position make your enchantments resistant to spot removal, while Karmic Justice will discourage people from using Austere Command on you or there will be "Bye, bye, lands!" Dovescape shuts off all noncreature spells and should be used carefully and with a good plan in mind.
While it is true that the best defense is the offense, sometimes you just can't attack or you don't want to go into the red zone. Thus, it is good to be aware of what makes a pillow fort good. As a result, The Philosophy of the Pillow Fort was born (I await nominations for the Nobel Peace Prize).
The Philosophy of The Pillow Fort
Each card participating in the pillow fort should do one of the following, in order from highest priority to lower priority:
Prevent any kind of damage. Effects like Energy Field make people attack other people. Why wouldn't they use their creatures on our other opponents when they can't reach us? It also saves us from Fireball-type effects.
Discourage people from attacking us. Effects like Ghostly Prison make player think if they really want to spend their valuable resources on you. In this way you encourage the guy with the Godo, Bandit Warlord to attack The Mimeoplasm guy, rather than you. Not only are you better protected, but your opponents are weaken.
Completely shut down all creatures. While this is the ultimate creature-based damage defense, this is also your opponents' first target. They will want to kill Humilty and they will want to kill you after that.
Punish people for doing damage to us. This is the weakest form of pillow for defense. Exemplified by No Mercy-type effects, this function lets them chip your life totals and bring you closer to death. If one or more players decide to go after you, No Mercy and the likes won't help you.
THE ENDGAME: TAKING OVER THE NEIGHBORS
Once you're the king of your pillowfort and feel invulnerable, it it time to make a move. You have to do two things: 1) find and play a win condition, and 2) protect it until it wins you the game.
If you haven't found your win condition yet, you should have ways to dig for it by now. You'll have card drawing engines running by now and stumbling upon Wild Research or Sterling Grove significantly eases the task. Don't fear making your opponents draw a card from Mikokoro, Center of the Sea as your locks will render the card they drew most likely useless.
Once you find your win condition, make sure you have ways to protect it before playing it. It is best if you play both in the same turn or the protection before the win condition. The ultimate protection here is Dovescape, which shuts down all non-creature spells. Keep in mind that with Words of Wind you can bounce it back to your hand, play a spell and return Dovescape on the battlefield again on the same turn, avoiding any sorcery-speed removal (Austere Command, I'm looking at you).
Your win condition will probably need a few turns before it wins you the game, so be patient and protect it well. Once this is done, you've won the game. Good job!
[LEFT]Abundant Growth + Words of Wind
For 1G each opponent bounces one of his permanents. Instead of drawing from Abundant Growth, activate Words of Wind's ability for 1 and then replay Abundant Growth for G. If the Growth was already on the field, you have to skip a card draw (like during your draw phase).Adding Enchantress's Presence to the mix, it becomes "1G: Each of your opponents bounces a permanent and you draw a card."
Dueling Grounds + Kor Haven
You can't take combat damage in this battle step. If you have Deserted Temple or Minamo, School at Water's Edge, you can't take combat damage during the next opponent's battle step too. The fun really starts if you have all those three lands in play.
Energy Field + Rest in Peace
You cannot receive any damage as your cards are exiled rather than go into the graveyard and Enregy Field stays permanently on... the field.
Insight + Words of Wind
For the price of 1 you get protection from targeted green enchantment removal, with the exception of Krosan Grip. They play Naturalize targeting something. In response, Insight triggers making you draw a card, but you replace it with the effect of Words and return the targeted enchantment to your hand.
Luminarch Ascension (with 4+ counters) + Spreading Plague
For 1W you get "Make a 4/4 Angel and destroy all other white creatures. They can't be regenerated." Bonus points if you have Vicious Shadows out.
Serra's Sanctum + Words of Wind
If you need tons of mana, you can tap the Sanctum for mana, pay 1 and skip drawing a card through Words, making your opponents bounce a permanent and you replay Sanctum, tapping it again for mana. You can play this on your main and use it to dump a ton of enchantments. Alternatively, you can use the mana of Sanctum during your upkeep, then skip a draw at your draw phase, replay Sanctum and you have tons of mana available again.
Sigil of the Empty Throne or Enchantress's Presence or Blind Obedience + Dovescape
Even though your enchantment spell is countered by Dovescape, since you casted it, the Sigil's, the Enchantress' and the Obedience's trigger happen, so you either put an angel, draw a card, or extort (bonus points if you do more than one).
Spirit of Resistance + Genju of the Realm
Since Genju is always waiting in the command zone, this effectively becomes a 1-card, you can't be dealt damage combo.
Sylvan Library + Pursuit of Knowledge
Skip your normal draw and add a counter on Pursuit. Choose to draw the two additional cards from Sylvan Library. Then use the replacement effect of Pursuit of Knowledge to replace the draw with putting counters on Pursuit. Since you haven't actually drawn any cards this turn, you don't lose life. Crack open Pursuit and draw seven.
Sylvan Library + Pursuit of Knowledge +Holistic Wisdom
Now, this combo is the pinnacle of card advantage. Do the pervious combo, then pay 2 and exile an enchantment to return Pursuit to your hand. Recast it. On your next turn you'll draw another seven, then you'll recur Persist again, etc. If you have 5W to spend each turn, you'll draw seven cards and exile 1 every turn.
Sylvan Library + Abundance
The same like the previous combos, but instead you get to fetch the three land or enchantment cards from the top of your deck without losing any life.
Sylvan Library + Words of Wind
This combo reads effectively: "3: Each Player bounces 3 permanents and you skip your draw step this turn" or "2, Pay 4 life: Each Player bounces 2 permanents."
Sylvan Library + Words of Worship
This synergy gives you the choice of "3: Gain 15 life and you skip your draw step," "2: Gain 6 life," or "1: Draw a card, lose 3 life."
Genju of the Realms - Wizards have given us 5-color generals, but unfortunately not 4-color ones. The general is not really important for the theme, but being an enchantment reinforces the theme.
Abundance - This card is an amazing filter. It gets you land when you need lands and enchantments when you need them. It is also broken with Sylvan Library.
Abundant Growth - This RtR enchantment creates an interesting semi-combo with Words of Wind, where for 2 each player bounces a permanent. It also fixes your colors AND cantrips.
Aura of Silence - A taxation on opposing enchantments and artifacts. Aura of Silence could be a spot removal for the more problematic ones.
Blind Obedience - Slows down the opponents, especially those with hasty creatures, can gain you life when you have spare mana, AND slowly drains their life points.
Carpet of Flowers - One of the best, if not THE best, enchantment-based ramp spells.
Copy Enchantment - Copies you most valuable enchantments so that you can double their effect, or an opponent's one that you want to use.
Detention Sphere - Because sometimes you just need spot removal. Particularly good against tokens and, later in the game, can be used to feed Teferi's Care.
Dovescape - The ultimate protection for your enchantments in the late game. Shuts down Austere Command and pretty much any relevant enchantment removal. Keep in mind you can always bounce it back with Words of Wind.
Energy Field - You can't be dealt damage. It is broken in combination with Rest in Peace.
Rest in Peace - Punishes decks that relies only on graveyards. It is broken in combination with Energy Field.
Serra's Sanctum - This is the single, most important land in the deck. It's like Gaea's Cradle, but 10 times cheaper. It can often net you over 10 every turn. This gets ugly in combination with Deserted Temple and Minamo, School at Water's Edge.
Vicious Shadows- This is another new win conditions and I don't have many win conditions. Vicious Shadows also has tremendous synergy with the rest of the deck.
Wild Research - Repeatable enchantment tutor? Sign me up!
Words of Wind - Another role player. Like Teferi's Care, this card can bounce enchantments you no longer need on the board or create a soft lock in combination with Abundant Growth. While this card doesn't do something earth shattering, it is useful in so many ways that deserves to be in the deck.
Words of Worship - This is a powerful lifegain card that looks cute and cuddly, but that can do miracles if you have a card drawing engine deployed.
Why mot go balls out and run Genju of the Realm as your general? I once asked my group if they would have a problem with me running an enchantment as a general and they were cool with it but I never built it.
If you do end up breaking your all enchantment/lands theme (which I don't recommend, I rather like the idea and challenge of it!), I'd suggest adding Enduring Ideal, since it pretty much will get any locks/wincons you need when you have your pillowfort ready.
Why mot go balls out and run Genju of the Realm as your general? I once asked my group if they would have a problem with me running an enchantment as a general and they were cool with it but I never built it.
The Gengu were the first thing that popped into my head. It would allow for more interaction between the two card types you have, which I think would add flavor and enjoyment. For the land base, I think some more fetch would go a long way. I know the Onslaught fetches can be a $$, but Terramorphic Expanse is an easy choice.
You might want to add Artifacts and some sorceried/instants... Sorceries and instants gives you access to tutors and board sweepers. I understand that that would not be inetended but you can still say your deck is creatureless
Adding non-enchantments defeat the purpose of the deck, however.
Vicious Shadows seems like a good alternative win condition. I have to think about that enchantment. Adding red would not really be a problem because I already run 4 colors and already have 6 or 7 sources that produce mana of any color.
If you do end up breaking your all enchantment/lands theme (which I don't recommend, I rather like the idea and challenge of it!), I'd suggest adding Enduring Ideal, since it pretty much will get any locks/wincons you need when you have your pillowfort ready.
Opalescence seems like a nice win con that I play only on the way I plan to win. Playing it any earlier than that would make me vulnerable to sweepers. This is an interesting card that would definitely has to be considered.
I don't like Decree of Silence, however. Any time I've played it, it has been only active for less than a full turn around the table and is so costly.As for Standstill, there is much better card draw already.
Story Circle will go in my considered card selections, especially if there is a problem with non-permanent sources of life loss. The deck has enough ways, I think, to deal with permanents, but it can't interact that well with instants and sorceries.
Enduring Ideal is excellent for late game when I just have to find my win con. So many good ideas, I'll have to think really good about them. Keep them coming and thanks!
Private Mod Note
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Currently Building:
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
I agree, Decree was mentioned because i thought you had a way to remove counters from it, but you don't. So yea it's a real crappy card choice for this deck. (though it's an 8/8 with opalescence )
Painful Quandry it quite the juicy multiplayer card, however, much like most of your big enchantments, the timing for it must be right, as the target it paints on you is very large.
If you can figure out a hand replenish/GY replnish cycle for this deck, I'd run Solitary Confinement without a second thought (it can still buy time normally, but would be amazing with a way to keep your hand full). However I can't think of an enchantment-only combo with it off the top of my head.
Opalescence you'd NEVER play unless you were going to win btw. It is stricly a wincon/late game ender. You must time it well and your opponents will be weary of it for future matches.
Painful Quandry it quite the juicy multiplayer card, however, much like most of your big enchantments, the timing for it must be right, as the target it paints on you is very large.
If you can figure out a hand replenish/GY replnish cycle for this deck, I'd run Solitary Confinement without a second thought (it can still buy time normally, but would be amazing with a way to keep your hand full). However I can't think of an enchantment-only combo with it off the top of my head.
I've looked long and hard for enchantment graveyard recursion, but only found Holistic Wisdom. If only there were more...
On the other note, I switched The Abyss with Necrotic Plague because The Abyss is a 200$ card (!!) and because Necrotic Plague gives me a spot-removal of sorts and has similar repetitive effect.
I think Opalescence should definately go in, you can do some other evil things with it. Like destroy all lands and 0 cmc perms with Enchanted Evening. Then swing for the win. Enchanted evening also works well with all your ETB cards etc.
Also for repeatable removal, you can go real old school off the wall stuff like Spirit Mirror + Unnatural Selection (or if you add non-echants you can use Sheilds of Velis Val). This combo beccomes pay 1 to destroy target creature (Vel makes it pay W to destroy ALL creatures).
It's slow going when the only way to cook up theories is your own mind (most other resources beyond this site are blocked at my workplace). So sorry
I think Opalescence should definately go in, you can do some other evil things with it. Like destroy all lands and 0 cmc perms with Enchanted Evening. Then swing for the win. Enchanted evening also works well with all your ETB cards etc.
Enchanted Evening, I think, is making me more vulnerable and has little use besides the combos with Opalescence. On the other hand, it creates additional non-bos with other cards in the deck. My only ETB triggers that care about enchantments are Enchantress's Presence and Sigil of the Empty Throne and seeing that Enchanted Evening comes into play late, it would not be worth the effort.
Spirit Mirror is a cute card, especially in combination with Spreading Plague. The problem here is that Unnatural Selection is useless without the mirror. I have no other ways to interact with creature types.
Thanks, I always make these suggestions thinking there will be tons of tutor effects (since this is EDH) to assemble cooky combos right when you need them, not by chance. The no instants/sorceries clause is painful, but fun to think about.
On that note, stuff like Opal and Evening should not be thought of as 'play me any time' cards, they are just crucial combo pieces. Think of Evening like a enchantment wrath of god and Opal like a out of nowhere win con. Almost every enchantment you draw is going to not have uses all the time, decks like this are definately about getting some good synergy out and folating until you assemble a lock/wincon/combo to steal the game away. You are already at a severe deckbuilding disadvantage with this theme, you need to think about some cards that will not always have uses, but when they do, they can make or break a game for you.
Food for thought--the world enchantments from Legends block offer some of the most unique, creative, or powerful effects in the entire game. You already run a few: In the Eye of Chaos, Arboria, formerly The Abyss before you cut it due to budget reasons.
Just don't forget that world enchantments have an extra mechanic similar to the Legend rule in which only 1 can be on the battlefield at a time (if a world enchantment enters the battlefield, all other world enchantments already in play are put into their owners' graveyards as a state-based action).
Sam,
I was writing this morning while walking my dog. I didn't get to write, that this is a wonderful idea and i love it. Will shoot some other ideas as i get them, but great list - looks fun, but a bit staxish (my playgroup has been scarred by Humility), but I like it.
Sam, I was writing this morning while walking my dog. I didn't get to write, that this is a wonderful idea and i love it. Will shoot some other ideas as i get them, but great list - looks fun, but a bit staxish (my playgroup has been scarred by Humility), but I like it.
Thanks! I know the deck is staxist, but it is more of pushing the boundaries of EDH than intended for regular play. I would come up in my group once in a while with it, so that the people enjoy its weirdness After game one, if I do anything meaningful, I will switch to another deck. By the way, I hate playing against Humility too...
I am not sold on Overburden, however. The bouncing effect is neat, but I already have enough anti-creature control and bouncing lands don't seem as fun as sacrificing them (Tainted AEther).
Thank you all! Keep 'em coming!
Private Mod Note
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Currently Building:
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
If your looking for ideas on how to do an enchantment based deck, check the deck in my sig.
I recommend that you should run one creature: Argothian Enchantress. The CA it can produce has won me games.
Creatures, however, defeat the whole purpose of the deck.
That's a nice decklist there! Thanks! These are cards I will have to take a good look at from your list: Vile Requiem as a good, albeit maybe a bit too slow removal. Ancient Runes as a win condition. Prismatic Omen if I have difficulties with the mana. Hidden Retreat is an alternative to Leyline of Sanctity.
One of those is my lists (I dont run hidden retreat)
Vile Requim is a card I always want to take out, but never gotten around to. It never seems to really work well. Ancient Runes is because sharuum can go burn in an unholy hell.
Why is there no Future Sight+Null Profusion/Recycle draw engines?
This seems like a very powerful engine. Since I honestly dislike the Sanguine Bond combo, Future Sight and Recycle might be a better inclusion. What would you say?
Yoi seem anti-creature, so I can sayf from my experience thay it won't work as well as you'd hope.
The purpose of this deck is to have no creatures. Of course, the task would be much easier if I only included those 3 creatures and those 4 artifacts... But then it's going to be just another EDH deck, isn't it? Limitations breed creativity and I've already found dozens of cards I've never even knew they existed. Enchanted Realms is not really a "competitive" deck, but more of an experiment in deckbuilding and pushing the boundaries of EDH. I'm trying to make it good too.
Private Mod Note
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Rollback Post to RevisionRollBack
Currently Building:
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
The purpose of this deck is to have no creatures. Of course, the task would be much easier if I only included those 3 creatures and those 4 artifacts... But then it's going to be just another EDH deck, isn't it? Limitations breed creativity and I've already found dozens of cards I've never even knew they existed. Enchanted Realms is not really a "competitive" deck, but more of an experiment in deckbuilding and pushing the boundaries of EDH. I'm trying to make it good too.
I think you misread what I wrote. I was refering to adding the creature making enchantments. from my experience, with a deck so anti-creature, it never really worked out for me.
An All-Enchantment Experiment In Brewing
WUBRG
Enchanted Realms: Spamming the Battlefield since 2013
WUBRG
I enjoy weird decks. It is incredible how many powerful and exciting cards linger in the dollar bin, lonely, overlooked and underplayed, while overhyped "staples" are an automatic include in every deck that runs its colors. Consequently, I've always been impressed by people who come up with novel ideas and have the patience to develop them into functional, breathing decks. I tried too.
My first deck, Grixis Vampires with Garza Zol, Plague Queen as its general, was a bit too slow but OK. My next deck, Treefolk and Shamans with Doran, the Siege Tower, had better synergies, but lacked the depth I wanted. And then I decided to build... a creatureless deck. Failing to grab my inspiration, I left the work on that deck halfway. If you're pushing the boundaries, push them all the way! The Enchanted Realms was born.
I enjoy weird decks, but I also enjoy winning. You might recognize me as a mixture of Johnny and Spike with a hint of Timmy. So, naturally, I want to make my decks good. No matter how creative a deck is, if it loses week after week, the interest evaporates quickly. With your help, Enchanted Realms is getting better and better every day without delivering the groin kick of broken "staples." Thank you!
What is the purpose of the deck?
The purpose of this deck is to have a single type of spells. Of course, the task would be much easier if I only included those 3 creatures and those 4 artifacts... But then it's going to be just another EDH deck, isn't it? Limitations breed creativity, not to mention how many new and obscure cards you discover.
While Enchanted Realms is not a turn two combo deck, it is a fully functional 5-color deck that you could play in a casual group, have fun and have very good chances to win with. Now, you should be warned: This deck is not for constant play in a casual group, because it can lock the board pretty hard. Play it once in a while so that people appreciate the creativity, but not hate you. Impress them and then go back to your regular brew.
What does this deck do?
It controls the realm. Through powerful synergies the deck takes a grip over the battlefield until no part of the realm is beyond the grasp of Genju. The deck builds a pillow fort, while in the same time disabling all threats. Generating card advantage behind impenetrable fence, it wins the game through overwhelming the opponents with flying angels, terrorizing them with vicious shadows, feeding the flame of a helix pinnacle, or enduring a test of naked men (sorry for the horrible visual).
WHY GENJU OF THE REALMS?
The five-color legends are only handful and all but Genju of the Realm feel awkward leading the deck. From a practical point of view, Genju gives access to all five colors which is great since we already work with limited pool of cards. He also can enchant a land, providing a sizable body with trample. Last, but not least, he is resilient to board wipes and sorcery-speed creature removal as the land turns into a creature only when he is swinging. If, nevertheless, the land Genju is enchanting gets killed, you can return him to your hand and recast him for his original cost.
From a flavor point of view, a deck without creatures shouldn't have a creature as its commander. What better choice to throw your opponents in a state of humility than the world-size spirit of devastation. If, for some reason, your playgroup objects to putting Genju at the helm, you can use any other 5-color general.
5 Genju of the Realm
Ramp, Doubling and Fixing (9)
-----
1 Abundant Growth
1 Carpet of Flowers
2 Fertile Ground
1 Land Tax
6 Mana Reflection
5 Mirari's Wake
2 Prismatic Omen
2 Trace of Abundance
1 Wild Growth
General Protection (12):
-----
6 Dovescape
2 Energy Field
3 Ghostly Prison
2 Greater Auramancy
3 Karmic Justice
4 Leyline of Sanctity
5 Privileged Position
2 Protective Sphere
3 Roots of Life
3 Spirit of Resistance
2 Sterling Grove
3 Words of Worship
Anti-Creature Defense (10)
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4 Collective Restraint
3 Dueling Grounds
4 Humility
4 Leyline of Singularity
4 Night of Souls' Betrayal
4 Pendrell Mists
2 Planar Collapse
5 Sphere of Safety
5 Spreading Plague
4 Tainted AEther
-----
3 Arenson's Aura
3 Aura of Silence
3 Detention Sphere
3 Energy Flux
2 Rest in Peace
2 Stony Silence
3 Teferi's Care
Card Draw and Filtering (12):
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4 Abundance
2 Compost
3 Dark Tutelage
3 Enchantress's Presence
5 Future Sight
4 Greed
3 Insight
1 Mirarri's Guile
3 Phyrexian Arena
4 Pursuit of Knowledge
3 Rhystic Study
2 Sylvan Library
Utility (7):
-----
2 Blind Obedience
2 Copy Enchantment
5 Enchanted Evening
3 Holistic Wisdom
4 Leyline of Anticipation
3 Wild Research
3 Words of Wind
Main Win Conditions (5):
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1 Helix Pinnacle
2 Luminarch Ascension
5 Sigil of the Empty Throne
4 Test of Endurance
7 Vicious Shadows
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1x Deserted Temple
1x Kor Haven
1x Krosan Verge
1x Mikokoro, Center of the Sea
1x Minamo, School at Water's Edge
1x Reliquary Tower
1x Serra's Sanctum
1x Tolaria West
1x Urborg, Tomb of Yawgmoth
Normal Lands (28):
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1x Breeding Pool
1x Brushland
1x City of Brass
1x Command Tower
1x Evolving Wilds
1x Exotic Orchard
1x Fetid Heath
1x Flooded Grove
1x Forbidden Orchard
3x Forest
1x Glacial Fortress
1x Godless Shrine
1x Hallowed Fountain
1x Hinterland Harbor
2x Island
1x Llanowar Wastes
1x Overgrown Tomb
3x Plains
1x Reflecting Pool
1x Sungrass Prairie
1x Swamp
1x Temple Garden
1x Terramorphic Expanse
DECK STATS:
[LEFT]
Borrowing, from the thread by danissimus
General Attributes
Quick game likeness: 4/10 - Low. The deck is slower, controlling.
Newbie feasibility: 3/10 - Low. The deck has multiple triggers with complicated interaction.
Commander dependency: 2/10 - Very Low.
'Scare' Ranking: 5/10 - Moderate. The deck is not aggressive, but once your opponents realize what you're doing it will get hot.
Multiplayer mode: 10/10 - Very High. The bigger groups, the better.
Deck cost: 6/10 - Moderate. The deck has a few 15-20 $ cards, but the vast majority are less than 1-2 $.
Game Play Attributes
Acceleration: 6/10 - Moderate.
Library Manipulation: 5/10 - Moderate.
Board Control: 10/10 - Extreme. Every spell affects the board profoundly.
Spell Control: 8/10 - High. You control through taxing.
Card Advantage: 10/10 - Extreme. You have 12 sources of resilient, repeatable card draw or filtering.
Consistency: 8/10 - High. You can lock the board with a variety of spells.
Combo potential: 6/10 - Moderate. Several combos and many synergies.[/LEFT]
WHY YOU WANT TO PLAY ENCHANTED REALMS:
WHY YOU MIGHT NOT WANT TO PLAY ENCHANTED REALMS:
THINGS I AM CONSIDERING REALLY HARD RIGHT NOW (Please, give suggestions)
FREQUENTLY ASKED QUESTIONS
[LEFT]Why would you make an enchantments-only deck?
The short answer is because I want to. The other short answer is that you would know if you've read the Introduction. The long answer is that a lot of EDH decks I see are lacking the "Wow!" factor. They all run the same cards (Sol Ring, I'm looking at you!) and they do pretty much the same. It's rare I see something new, though recently my playgroup came up with some entertaining decks.
But still, why won't you run this or that artifact, creature, instant or sorcery?
Because that's not the purpose of the deck. Limitations breed creativity.
Wait, your general is not a creature!?
Most people wont mind Genju of the Realm when you explain it is there for flavor reasons. Nevertheless, bring an alternative 5-color general for those rare cases. Offering to play with Progenitos instead might make them more willing to let you use Genju.
OK, then, how "good" your deck is?
I try to make the deck fun and, in the same time, with enough of a chance to win. The enchantments Wizards gave us are powerful enough, I'm trying to make them work together. Now, this is clearly not something you might want to bring to an SCG side event where people combo off or reanimate Jin Gitaxis on turn two.
So, where are Stasis and Necropotence?
While this deck has a lot of tax and prison effects, I try to stay clear of the cards that are simply broken. I prefer breaking cards that look innocent than using those that are proven to be crazy.
Don't you die to Austere Command or Back to Nature?
Sure, I also die to 26 other cards. I'll bite the bullet. There is Karmic Justice and Enchanted Evening in the list, however, which might discourage these effects and Dovescape is able to counter them.
What are you looking in an enchantment?
Few things:
WUBRG
STRATEGY: PLAYING ENCHANTED REALMS
THE MULLIGAN
More often than not this deck will get you a fine hand, so that you won't need to mulligan most of the time.
Your opening hand should have a source of W and G.One land is always a mulligan, while two-landers will usually be bad, but sometimes playable. Ideally, you want three or four lands with one or two ramp enchantments and a cheap spell that draws you cards or filters through the library. The leylines are auto-include, while you should almost always keep cards like Land Tax and Mirri's Guile that are both cheap and let you dig for lands or ramping land enchantments. Pure draw cards like Insight and Compost are great as well, while starting with Enchantress's Presence is simply nuts. On the ramping side, spells like Wild Growth, Trace of Abundance and Carpet of Flowers are great mana generators. The deck becomes completely broken with Serra's Sanctum, which is an automatic keep in all hands, without exception.
You should send back all of your win conditions and, usually, all of your cards with CMC more than 4. You're better off with keeping a hand of cheap spells rather than stuff you might not be able to play for a while. By the time you want to play these spells you will be able to find them via your draw or tutor engines. If two cards share a similar function, you will probably want to ship one of them, usually, but not always, the more expensive one.
Great Hands:
Plains, Plains, Brushland, Mirrari's Wake, Priviledged Position, Serra's Sanctum, Greater Auromancy
This is an insane hand! You can play everything in the hand, your enchantments have double protection and you have double G and all the W you'll ever need. Hopefully, the next 4 draws will get you access to your other colors and/or some action spells.
Compost, Urborg, Tomb of Yawgmoth, Rest in Peace, Overgrowth, Leyline of Anticipation, Forbidden Orchard, Flooded Grove
This is another very good hand. You have access to all colors, including double U and multiple G and B. You have card draw, a ramp enchantment and a leyline. I would keep all of it.
Rhystic Study, Breeding Pool, Greed, Overgrown Tomb, Trace of Abundance, Hallowed Fountain, Sylvan Library
This is a great hand with plenty of card draw, has access to multiple mana of every color and a ramp spell.
Horrible Hands:
No Mercy, Flooded Grove, Pursuit of Knowledge, Aura of Silence, Leyline of Sanctity, Priviledged Position, Serra's Sanctum
This is truly a horrible hand! You can't play anything - even your lands don't produce mana! Keep Serra's Sanctum, Flooded Grove and the leyline and ship the other.
Dovescape, Breeding Pool, Stony Silence, Deserted Temple, Priviledged Position, Forest, Holistic Wisdom
This hand is better than the previous one as your lands tap for mana, but it is unplayable as you don't have access to W and you have too many expensive stuff. You don't need Deserted Temple right now, so keep Breeding Pool and the Forest and ship back the rest.
THE OPENING: WORKING THE LAND
In the first few turns of the game you want to achieve three goals: 1) reach five mana, 2) set up a card drawing or filtering engine, and 3) get access to W, U, B, and G.
THE MIDGAME: FENCING OFF THE PROPERTY
This is the main phase of the game and the time you will do all the cool stuff. Your strategy will vary depending what types of threats you're facing and what was were your opening hand and the first few turns, but usually you want to: 1) get multiple card drawing and filtering engines, 2) set up your pillow fort, and 3) establish some sort of protection for your enchantments.
Mill might be a problem, thought it depends how they mill you. The deck is resistant to opponents making you draw too many cards because you can replace that draw via Words of Wind, Words of Worship, Pursuit of Knowledge and Abundance. The last two work pretty well against infinite card drawing too. If you fear regular mill, feel free to bring Wheel of Sun and Moon from the "sideboard."
The Philosophy of The Pillow Fort
Each card participating in the pillow fort should do one of the following, in order from highest priority to lower priority:
THE ENDGAME: TAKING OVER THE NEIGHBORS
Once you're the king of your pillowfort and feel invulnerable, it it time to make a move. You have to do two things: 1) find and play a win condition, and 2) protect it until it wins you the game.
Your win condition will probably need a few turns before it wins you the game, so be patient and protect it well. Once this is done, you've won the game. Good job!
WUBRG
NOTABLE INTERACTIONS
In alphabetical order, will be updated frequently
For 1G each opponent bounces one of his permanents. Instead of drawing from Abundant Growth, activate Words of Wind's ability for 1 and then replay Abundant Growth for G. If the Growth was already on the field, you have to skip a card draw (like during your draw phase).Adding Enchantress's Presence to the mix, it becomes "1G: Each of your opponents bounces a permanent and you draw a card."
Collective Restraint + Prismatic Omen
You max out the defense potential of Restraint.
Detention Sphere + Teferi's Care or Arenson's Aura
With the Sphere's trigger on the stack, sacrifice it to Teferi's Care to blow an enchantment and exile the sphere's targets forever.
Dovescape + Vicious Shadows + Leyline of Singularity, Tainted Aether, Spreading Plague, Night of Soul's Betrayal, or Pendrell's Mist
Each enchantment spells turns into burn.
Dueling Grounds + Kor Haven
You can't take combat damage in this battle step. If you have Deserted Temple or Minamo, School at Water's Edge, you can't take combat damage during the next opponent's battle step too. The fun really starts if you have all those three lands in play.
Enchanted Evening + Arenson's Aura or Teferi's Care
Universal removal for any kind of permanent.
Enchanted Evening + Copy Enchantment
You can copy anything you want.
Energy Field + Rest in Peace
You cannot receive any damage as your cards are exiled rather than go into the graveyard and Enregy Field stays permanently on... the field.
Humility + Night of Souls' Betrayal
The ultimate anti-creature lock. Creatures come into play as 1/1 vanilas and instantly die.
Insight + Words of Wind
For the price of 1 you get protection from targeted green enchantment removal, with the exception of Krosan Grip. They play Naturalize targeting something. In response, Insight triggers making you draw a card, but you replace it with the effect of Words and return the targeted enchantment to your hand.
Luminarch Ascension (with 4+ counters) + Spreading Plague
For 1W you get "Make a 4/4 Angel and destroy all other white creatures. They can't be regenerated." Bonus points if you have Vicious Shadows out.
Roots of Life + Urborg, Tomb of Yawgmoth
Whenever an opponent taps a land for mana, you gain 1 life provided you chose Swamp when Roots of Life resolved. If not, you can bounce it with Words of Wind and reset it. Alternatively, you can sacrifice Roots of Life with Teferri's Care to kill an opponent's enchantment, exile an enchantment to Holistic Wisdom to return Roots to your hand and replay Roots.
Serra's Sanctum + Your deck
Simply tap the land for WWWWWWW+
Serra's Sanctum + Enchanted Evening
Now your lands produce an extra W and your 4/4 Angels also contribute.
Serra's Sanctum + Deserted Temple or Minamo, School at Water's Edge
Tap the Sanctum and use 1 to untap it and tap it again for insane amounts of W.
Serra's Sanctum + Words of Wind
If you need tons of mana, you can tap the Sanctum for mana, pay 1 and skip drawing a card through Words, making your opponents bounce a permanent and you replay Sanctum, tapping it again for mana. You can play this on your main and use it to dump a ton of enchantments. Alternatively, you can use the mana of Sanctum during your upkeep, then skip a draw at your draw phase, replay Sanctum and you have tons of mana available again.
Sigil of the Empty Throne + Spreading Plague
Cast an enchantment, make an Angel, kill all other white creatures.
Sigil of the Empty Throne or Enchantress's Presence or Blind Obedience + Dovescape
Even though your enchantment spell is countered by Dovescape, since you casted it, the Sigil's, the Enchantress' and the Obedience's trigger happen, so you either put an angel, draw a card, or extort (bonus points if you do more than one).
Spirit of Resistance + Genju of the Realm
Since Genju is always waiting in the command zone, this effectively becomes a 1-card, you can't be dealt damage combo.
Sylvan Library + Pursuit of Knowledge
Skip your normal draw and add a counter on Pursuit. Choose to draw the two additional cards from Sylvan Library. Then use the replacement effect of Pursuit of Knowledge to replace the draw with putting counters on Pursuit. Since you haven't actually drawn any cards this turn, you don't lose life. Crack open Pursuit and draw seven.
Sylvan Library + Pursuit of Knowledge +Holistic Wisdom
Now, this combo is the pinnacle of card advantage. Do the pervious combo, then pay 2 and exile an enchantment to return Pursuit to your hand. Recast it. On your next turn you'll draw another seven, then you'll recur Persist again, etc. If you have 5W to spend each turn, you'll draw seven cards and exile 1 every turn.
Sylvan Library + Abundance
The same like the previous combos, but instead you get to fetch the three land or enchantment cards from the top of your deck without losing any life.
Sylvan Library + Words of Wind
This combo reads effectively: "3: Each Player bounces 3 permanents and you skip your draw step this turn" or "2, Pay 4 life: Each Player bounces 2 permanents."
Sylvan Library + Words of Worship
This synergy gives you the choice of "3: Gain 15 life and you skip your draw step," "2: Gain 6 life," or "1: Draw a card, lose 3 life."
CARD CHOICES:
Abundance - This card is an amazing filter. It gets you land when you need lands and enchantments when you need them. It is also broken with Sylvan Library.
Abundant Growth - This RtR enchantment creates an interesting semi-combo with Words of Wind, where for 2 each player bounces a permanent. It also fixes your colors AND cantrips.
Aura of Silence - A taxation on opposing enchantments and artifacts. Aura of Silence could be a spot removal for the more problematic ones.
Blind Obedience - Slows down the opponents, especially those with hasty creatures, can gain you life when you have spare mana, AND slowly drains their life points.
Carpet of Flowers - One of the best, if not THE best, enchantment-based ramp spells.
Compost - A pretty good card draw.
Copy Enchantment - Copies you most valuable enchantments so that you can double their effect, or an opponent's one that you want to use.
Detention Sphere - Because sometimes you just need spot removal. Particularly good against tokens and, later in the game, can be used to feed Teferi's Care.
Dovescape - The ultimate protection for your enchantments in the late game. Shuts down Austere Command and pretty much any relevant enchantment removal. Keep in mind you can always bounce it back with Words of Wind.
Energy Field - You can't be dealt damage. It is broken in combination with Rest in Peace.
Energy Flux, Pendrell Mists, Stony Silence - Taxation effects that punishes reliance on one type of spells. Use with care.
Ghostly Prison, Collective Restraint, Sphere of Safety - Those are detriments to people attacking you so that you can stay in the game against creatures. Sphere of Safety is particularly insane here, often requiring more than 8 per creature attacking you.
Dueling Grounds - A protection enchantments that kills token strategies.
Elemental Resonance, Fertile Ground, Land Tax, Mana Reflection, Mirari's Wake, Trace of Abundance, Wild Growth - Ramp, mana doubling or consistently getting your colors and/or lands.
Enchantress's Presence - The best card draw in the deck.
Greater Auramancy, Privileged Position, Sterling Grove - Protects your toys. Sterling Grove also allows you to tutor for anything but land in the deck.
Greed, Insight, Phyrexian Arena, Pursuit of Knowledge, Rhystic Study, Future Sight - Repeatable card draw. Because enchantments are good at it.
Grim Feast - The lifegain is always good to keep you alive.
Helix Pinnacle, Luminarch Ascension, Sigil of the Empty Throne - Win conditions. You need to have those.
Holistic Wisdom - Recurrence.
Humility - All people are equal. They are also 1/1. This completely shuts off creatures in combination with Night of Souls' Betrayal and has insane synergy with Lightmine Field.
Karmic Justice - A rattlesnake of massive proportions. Deters Austere Command second only to Dovescape.
Leyline of Anticipation - Makes all your enchantments instants.
Leyline of Singularity - Punishes strategies reliant on tokens alone.
Leyline of Sanctity - Mainly protection against non-creature combos, damage sources, and discard.
Night of Souls' Betrayal - Weakens creatures and tokens, in particular. The biggest reason for its inclusion is Humility.
Planar Collapse - A board wipe, albeit a slow one.
Rest in Peace - Punishes decks that relies only on graveyards. It is broken in combination with Energy Field.
Serra's Sanctum - This is the single, most important land in the deck. It's like Gaea's Cradle, but 10 times cheaper. It can often net you over 10 every turn. This gets ugly in combination with Deserted Temple and Minamo, School at Water's Edge.
Spirit of Resistance - With Genju of the Realm out, you can't be dealt damage at all.
Spreading Plague, Tainted AEther, - Repeatable creature destruction spells that require no maintenance. When you are ready to go off with Luminarch Ascension or Sigil of the Empty Throne, sacrifice these enchantment to Teferi's Care, or bounce them with Words of Wind.
Teferi's Care - A role player. This card can deal with opposing enchantments and also can get rid of those that you no longer need or stop your plan.
Test of Endurance - Another win condition. If you have Roots of Life, Grim Feast or Words of Worship, you should be winning very soon.
Vicious Shadows- This is another new win conditions and I don't have many win conditions. Vicious Shadows also has tremendous synergy with the rest of the deck.
Wild Research - Repeatable enchantment tutor? Sign me up!
Words of Wind - Another role player. Like Teferi's Care, this card can bounce enchantments you no longer need on the board or create a soft lock in combination with Abundant Growth. While this card doesn't do something earth shattering, it is useful in so many ways that deserves to be in the deck.
Words of Worship - This is a powerful lifegain card that looks cute and cuddly, but that can do miracles if you have a card drawing engine deployed.
CHANGE LOG
05/03 - Switched The Abyss with Necrotic Plague for purely monetary reasons - didn't notice The Abyss is a 200$ card!
05/03 - Switched Hum of the Radix for Vicious Shadows. This swap replaces a narrow hoser card for a new win conditions and I don't have many win conditions. Vicious Shadows also has tremendous synergy with the rest of the deck.
05/04 - Switched In the Eye of Chaos for Wild Research. The research is much more versatile.
05/04 - Slightly reworked mana base. The biggest difference is the addition of Thawing Glaciers.
05/05 - Scrapped the cheesy Exquisite Blood + Sanguine Bond combo in favor of the massive card advantage of Future Sight and Recycle.
05/05 - Replaced Vile Consumption with Leyline of Sanctity. The deck can already deal fine with creatures, but needed that extra help against non-creature combos, discard and direct damage.
05/06 - Removed a bit narrow cards like Necrotic Plague, Squeeze and Exploration with another win condition, Test of Endurance, and two cards to support it: Exquisite Blood and Words of Worship.
05/06 - Improved the Land base by taking out 1 Island and 1 Swamp and putting in Mikokoro, Center of the Sea and Minamo, School at Water's Edge.
05/07 - Replaced Dream Tides and Darkwater Catacombs with Roots of Life and Urborg, Tomb of Yawgmoth to strengthen the Test of Endurance win condition.
05/07 - Replaced Recycle with Karmic Justice for better protection.
05/07 - Replaced an Island with Mirarri's Guile for better digging into the library.
05/07 - Took out Test of Endurance, Words of Worship and Exquisite Blood in favor of more digging: Abundance, Soothsaying and Sylvan Library. I also took out a Plains and replaced it with an Island.
05/08 - Replaced Arboria with Spirit of Resistance because it provides better protection.
05/10 - Replaced Soothsaying, Steal Enchantment and another card I don't remember for Test of Endurance, Words of Worship and Dovescape.
05/13 - Replaced Lightmine Field, Propaganda, No Mercy, Overgrowth, with Protective Sphere, Collective Restraint, Prismatic Omen and Karma.
05/16 - Replaced Elemental Resonance with Dark Tutelage.
05/22 - Replaced Karma and Grim Feast with Enchanted Evening and Arenson's Aura.
05/25 - Replaced Thawing Glaciers with Tolaria West.
05/26 - Replaced a Forest with Exotic Orchard. Totally forgot about this land.
If you have any suggestions, critique or comments, please reply.
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
GBUWR - The Necrotic Teenager and its 1,000,000 Combos - GBUWR
A deck built around Necrotic Ooze and its many friends.
I collect pre-release Stone-Tongue Basilisk
Decree of Silence would be a decent rattlesnake. Though Standstill wouldn't be enough in this deck, since it'd be a horrible late game topdeck. Story Circle and Gossamer Chains could be nice.
If you do end up breaking your all enchantment/lands theme (which I don't recommend, I rather like the idea and challenge of it!), I'd suggest adding Enduring Ideal, since it pretty much will get any locks/wincons you need when you have your pillowfort ready.
:symu::symr::symw::symb::symg: Dream Halls :symu::symr::symw::symb::symg:
:symu::symw: U/W/x Landstill (now Miracles) :symu::symw:
:symu::symu: Merfolk :symu::symu:
contact me!
The Gengu were the first thing that popped into my head. It would allow for more interaction between the two card types you have, which I think would add flavor and enjoyment. For the land base, I think some more fetch would go a long way. I know the Onslaught fetches can be a $$, but Terramorphic Expanse is an easy choice.
Adding non-enchantments defeat the purpose of the deck, however.
Vicious Shadows seems like a good alternative win condition. I have to think about that enchantment. Adding red would not really be a problem because I already run 4 colors and already have 6 or 7 sources that produce mana of any color.
That's an insanely good suggestion! Thank you very much, I would immediately switch the general! Nobody would mind.
Opalescence seems like a nice win con that I play only on the way I plan to win. Playing it any earlier than that would make me vulnerable to sweepers. This is an interesting card that would definitely has to be considered.
I don't like Decree of Silence, however. Any time I've played it, it has been only active for less than a full turn around the table and is so costly.As for Standstill, there is much better card draw already.
Story Circle will go in my considered card selections, especially if there is a problem with non-permanent sources of life loss. The deck has enough ways, I think, to deal with permanents, but it can't interact that well with instants and sorceries.
Gossamer Chains is an interesting one. I already have similar effects, but what is curious here is the possibility of replaying the enchantment over and over again, interacting with Enchantress's Presence and Sigil of the Empty Throne.
Enduring Ideal is excellent for late game when I just have to find my win con. So many good ideas, I'll have to think really good about them. Keep them coming and thanks!
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
GBUWR - The Necrotic Teenager and its 1,000,000 Combos - GBUWR
A deck built around Necrotic Ooze and its many friends.
Painful Quandry it quite the juicy multiplayer card, however, much like most of your big enchantments, the timing for it must be right, as the target it paints on you is very large.
If you can figure out a hand replenish/GY replnish cycle for this deck, I'd run Solitary Confinement without a second thought (it can still buy time normally, but would be amazing with a way to keep your hand full). However I can't think of an enchantment-only combo with it off the top of my head.
Opalescence you'd NEVER play unless you were going to win btw. It is stricly a wincon/late game ender. You must time it well and your opponents will be weary of it for future matches.
:symu::symr::symw::symb::symg: Dream Halls :symu::symr::symw::symb::symg:
:symu::symw: U/W/x Landstill (now Miracles) :symu::symw:
:symu::symu: Merfolk :symu::symu:
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Definitely something interesting to consider. Perhaps I might replace the cheesy Exquisite Blood + Sanguine Bonds combo with this card and maybe Wound Reflection?
I've looked long and hard for enchantment graveyard recursion, but only found Holistic Wisdom. If only there were more...
On the other note, I switched The Abyss with Necrotic Plague because The Abyss is a 200$ card (!!) and because Necrotic Plague gives me a spot-removal of sorts and has similar repetitive effect.
I also included Vicious Shadows at the place of Hum of Radix - I think that fits the deck better.
Terramorphic Expanse will most likely make the cut. I am building a modern deck too, so I will probably get a few fetches.
Thanks for all the help and keep it coming!
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
GBUWR - The Necrotic Teenager and its 1,000,000 Combos - GBUWR
A deck built around Necrotic Ooze and its many friends.
Also for repeatable removal, you can go real old school off the wall stuff like Spirit Mirror + Unnatural Selection (or if you add non-echants you can use Sheilds of Velis Val). This combo beccomes pay 1 to destroy target creature (Vel makes it pay W to destroy ALL creatures).
It's slow going when the only way to cook up theories is your own mind (most other resources beyond this site are blocked at my workplace). So sorry
:symu::symr::symw::symb::symg: Dream Halls :symu::symr::symw::symb::symg:
:symu::symw: U/W/x Landstill (now Miracles) :symu::symw:
:symu::symu: Merfolk :symu::symu:
contact me!
Enchanted Evening, I think, is making me more vulnerable and has little use besides the combos with Opalescence. On the other hand, it creates additional non-bos with other cards in the deck. My only ETB triggers that care about enchantments are Enchantress's Presence and Sigil of the Empty Throne and seeing that Enchanted Evening comes into play late, it would not be worth the effort.
Spirit Mirror is a cute card, especially in combination with Spreading Plague. The problem here is that Unnatural Selection is useless without the mirror. I have no other ways to interact with creature types.
You're giving me awesome suggestions, thank you!
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
GBUWR - The Necrotic Teenager and its 1,000,000 Combos - GBUWR
A deck built around Necrotic Ooze and its many friends.
On that note, stuff like Opal and Evening should not be thought of as 'play me any time' cards, they are just crucial combo pieces. Think of Evening like a enchantment wrath of god and Opal like a out of nowhere win con. Almost every enchantment you draw is going to not have uses all the time, decks like this are definately about getting some good synergy out and folating until you assemble a lock/wincon/combo to steal the game away. You are already at a severe deckbuilding disadvantage with this theme, you need to think about some cards that will not always have uses, but when they do, they can make or break a game for you.
:symu::symr::symw::symb::symg: Dream Halls :symu::symr::symw::symb::symg:
:symu::symw: U/W/x Landstill (now Miracles) :symu::symw:
:symu::symu: Merfolk :symu::symu:
contact me!
, Stax's DesireBBJust don't forget that world enchantments have an extra mechanic similar to the Legend rule in which only 1 can be on the battlefield at a time (if a world enchantment enters the battlefield, all other world enchantments already in play are put into their owners' graveyards as a state-based action).
Legacy: GWR Enchantress <--That's my banner!
Casual: WB [[Primer]]Clerics Tribal; BU Affinity
EDH: ...U [[Primer]]Arcum Dagsson; BG Legal Stax; B Illegal Stax
Proxy: .WX TriniStax
Other stuff: [[Official]]Shuffling, Truth + Maths
I was writing this morning while walking my dog. I didn't get to write, that this is a wonderful idea and i love it. Will shoot some other ideas as i get them, but great list - looks fun, but a bit staxish (my playgroup has been scarred by Humility), but I like it.
Yeah, I was thinking about that but dumped it because I did not ran red. Now that Vicious Shadows is in, I can find a place for Wild Research...
Thanks for the remainder! I included initially Eye of Singularity too before I remembered about Leyline of Singularity. This is another strike in favor of switching In the Eye of Chaos for Wild Research, leaving me with only 1 world enchantments.
Thanks! I know the deck is staxist, but it is more of pushing the boundaries of EDH than intended for regular play. I would come up in my group once in a while with it, so that the people enjoy its weirdness
Bring on the ideas!
Leyline of Sanctity is an amazing ability and will, for the most part, offset the loss of In the Eye of Chaos. I am considering replacing Dream Tides with it as the Tides can be too taxing.
I am not sold on Overburden, however. The bouncing effect is neat, but I already have enough anti-creature control and bouncing lands don't seem as fun as sacrificing them (Tainted AEther).
Thank you all! Keep 'em coming!
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
GBUWR - The Necrotic Teenager and its 1,000,000 Combos - GBUWR
A deck built around Necrotic Ooze and its many friends.
I recommend that you should run one creature: Argothian Enchantress. The CA it can produce has won me games.
540 Peasant cube- Gold EditionSomething SpicyCreatures, however, defeat the whole purpose of the deck.
That's a nice decklist there! Thanks! These are cards I will have to take a good look at from your list:
Vile Requiem as a good, albeit maybe a bit too slow removal.
Ancient Runes as a win condition.
Prismatic Omen if I have difficulties with the mana.
Hidden Retreat is an alternative to Leyline of Sanctity.
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
GBUWR - The Necrotic Teenager and its 1,000,000 Combos - GBUWR
A deck built around Necrotic Ooze and its many friends.
Vile Requim is a card I always want to take out, but never gotten around to. It never seems to really work well. Ancient Runes is because sharuum can go burn in an unholy hell.
540 Peasant cube- Gold EditionSomething SpicyOh wow.. how did that get missed (by me too). Definitely a powerful engine.
This seems like a very powerful engine. Since I honestly dislike the Sanguine Bond combo, Future Sight and Recycle might be a better inclusion. What would you say?
Also, what about Assemble the Legion, Hoofprints of the Stag, Predatory Advantage, Sacred Mesa or Words of Wilding as win conditions?
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
GBUWR - The Necrotic Teenager and its 1,000,000 Combos - GBUWR
A deck built around Necrotic Ooze and its many friends.
540 Peasant cube- Gold EditionSomething SpicyThe purpose of this deck is to have no creatures. Of course, the task would be much easier if I only included those 3 creatures and those 4 artifacts... But then it's going to be just another EDH deck, isn't it? Limitations breed creativity and I've already found dozens of cards I've never even knew they existed. Enchanted Realms is not really a "competitive" deck, but more of an experiment in deckbuilding and pushing the boundaries of EDH. I'm trying to make it good too.
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
GBUWR - The Necrotic Teenager and its 1,000,000 Combos - GBUWR
A deck built around Necrotic Ooze and its many friends.
I think you misread what I wrote. I was refering to adding the creature making enchantments. from my experience, with a deck so anti-creature, it never really worked out for me.
540 Peasant cube- Gold EditionSomething Spicy