*The oracle reads that "it affects all opponents in a multiplayer game.".
Urborg can be good, because black is not that much in the manabase.
First of all i suggest you to cut a forest instead of a swamp while adding Minamo and Mikokoro.
Then, about urborg, many players play it in their deck. So, you've got to deal with the legendary rule.
Then you also speed up cabal coffers which is not that good.
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Currently playing: WW - legacy death and taxes - WW
I'M A MEMBER OF THE Anti-Blue Alliance (Just Say "Yes" to Spells!)
The SIX cardinal sins of Legacy:
1. Discuss the unbanning of Surival Of The Fittest.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
i mean, cards like phyrexian arena are a little bit mana intensive.
In the early game have BB it's kinda tricky
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Currently playing: WW - legacy death and taxes - WW
I'M A MEMBER OF THE Anti-Blue Alliance (Just Say "Yes" to Spells!)
The SIX cardinal sins of Legacy:
1. Discuss the unbanning of Surival Of The Fittest.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
i mean, cards like phyrexian arena are a little bit mana intensive.
In the early game have BB it's kinda tricky
The thing is Phyrexian Arena is the only one BB card that should be played as early as possible. GREEd comes at least a turn later and is only B. The others are more for a mid- or late game. Urborg, Tomb of Yawgmoth solves this problem too. It is actually not that bad if somebody else has Urborg too because then I just won't have to play it myself. There is a strategy involved playing this card, just like a lot of others: You play only when you need it - if you don't need the mana fixing or you don't have Roots of Life, play any other lands firs. I think the upside of the card is higher than the downside:
Pros:
+ Fixes my minor color
+ It is incredibly synergistic with Roots of Life.
+ You can kill off an opposing, problematic Urborg.
Cons:
- Might help somebody. If you have a sufficient lock, this might not actually mean too much.
- Legendary rule. This is not so much of a problem because your opponent would probably need Urborg much more than you do.
Yeah, running 5 colors is hard. That's why I'm trying to minimize the amount of B and R in the deck.
Some useful synergies, which i've named "hello, my name is enchantress and you can't attack me"
the strongest, but weakest in case of removal, is: energy field + rest in peace. In this case, your opponents must remove one of the previous mentioned cards to damage you.
This "combo" works with every number of opponents.
Currently playing: WW - legacy death and taxes - WW
I'M A MEMBER OF THE Anti-Blue Alliance (Just Say "Yes" to Spells!)
The SIX cardinal sins of Legacy:
1. Discuss the unbanning of Surival Of The Fittest.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
Dovescape shuts our deck up too. And we still need to cast enchantments, that's our main purpose!!
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Currently playing: WW - legacy death and taxes - WW
I'M A MEMBER OF THE Anti-Blue Alliance (Just Say "Yes" to Spells!)
The SIX cardinal sins of Legacy:
1. Discuss the unbanning of Surival Of The Fittest.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
Decree of Silence is underwhelming. Usually won't stick for even an entire turn. Cycling it is the only really useful function, but the cost is just too high.
Ice Cave and Dovescape have a big drawback. Both of them can shut me down, which require special attention to make them work. Their only use is to protect a win condition. I'm not convinced that the effect they have is worth it, though Dovescape + Vicious Shadows create a hilarious combo.
Maze of Ith would have been so awesome if it also tapped for mana. As it is, I have to be very careful with lands that tap for colorless (use them only when the effect is very good) and completely avoid those that don't tap at all. Thawing Glaciers is the only one that does not produce mana directly, but it assures me consistent land drops and color fixing turn after turn.
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Currently Building:
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
You use Dovescape late game when you have a wincon on the board, or if going the Enduring Ideal route (the copies are just put onto the stack and never cast.)
Its a card that doesnt seem good until you use it. And again, if the spell is uncounterable, you still get the doves.
You use Dovescape late game when you have a wincon on the board, or if going the Enduring Ideal route (the copies are just put onto the stack and never cast.
I really like that card, I'm just trying to make it somehow work without a win condition on the board. If you have one, Dovescape is the nuts. Bonus point if you do the following:
EDIT: Actually, if you have Words of Wind already on the field, you can play Dovescape, later bounce it back to play your win con and recast Dovescape.
Currently playing: WW - legacy death and taxes - WW
I'M A MEMBER OF THE Anti-Blue Alliance (Just Say "Yes" to Spells!)
The SIX cardinal sins of Legacy:
1. Discuss the unbanning of Surival Of The Fittest.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
2 life per turn doesn't seem that exciting, though, especially if you don't run the full package of shrines. Roots of Life (especially with Urborg), Exquisite Blood, Grim Feast and Blind Obedience have much better upsides. Words of Worship, with a draw engine, can gain you tons of life on demand too.
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Currently Building:
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
well, you're right. Actually haven't considered all those cars.
More news from the play testing: this time i ran into 2 rage quits, and players were complaining about "dude, how dumb you are. You're hiding behind enchantments.. you ***** and blablabla".
Currently playing: WW - legacy death and taxes - WW
I'M A MEMBER OF THE Anti-Blue Alliance (Just Say "Yes" to Spells!)
The SIX cardinal sins of Legacy:
1. Discuss the unbanning of Surival Of The Fittest.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
More news from the play testing: this time i ran into 2 rage quits, and players were complaining about "dude, how dumb you are. You're hiding behind enchantments.. you ***** and blablabla".
I told you, you will be hated if you play that deck regularly
The problem with these two cards are that they 1) do not target, and 2) they don't deal damage, but life loss. Thus, damage prevention or hexproof on you won't help. One way of dealing with them is to, obviously, stay out of their range: try not to take too much damage and, if possible, set up a lifegain engine of sorts. Short of Nevermore, Dovescape is the only other way I can think of.
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Currently Building:
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
I have a "mostly enchantment" RUW Primer (the link is in my sig). I built it around Enduring Ideal, so most of my win conditions are enchantment only. Take a look for other combos I use that you may have missed.
Great deck idea. Cowardice just shuts down Voltron style decks and combined with anything that targets things cheaply really keep creatures off the board.
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Sorry about any spelling mistakes, I'm typing on a phone most of the time.
Great deck idea. Cowardice just shuts down Voltron style decks and combined with anything that targets things cheaply really keep creatures off the board.
You have to be careful with this card, though, because it actually helps some decks that like to abuse ETB effects. You help their creatures dodge removal, and you let them keep coming back in for their real effect.
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"[Screw] you and the green you ramped in on." - My EDH battle cry. If I had one. Which I don't.
I love it! With this card, if somebody attempts Austere Command, you can look him in the eye and ask: "How much do you value your lands?" Then laugh maniacally while the other two players sweep the board with the two of you
I just need to find space for it.
I'm also looking through your decklist and this is awesome! Good job!
Great deck idea. Cowardice just shuts down Voltron style decks and combined with anything that targets things cheaply really keep creatures off the board.
Thanks! I don't have a way to abuse Cowardice, though, with no effects that target creatures. My opponents would benefit more from it.
Keep 'em coming!
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Currently Building:
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
I would want to try and dropping Test of Endurance and two cards that are too dependent on it - Words of Worship and Exquisite Blood, - for more digging and library manipulation. I already added Mirri's Guile and I'm happy with it, but I also want to try and add the following:
1. Abundance - It fetches land when I need a land and enchantments when I need enchantments. I can't choose which, but combined with a bunch of other cards in the deck, it could actually allow me to tutor something several cards deep into the deck. Also protects from decking myself.
2. Parallel Thoughts - It is a conditional tutor for all my win conditions and a few utility cards. Provided I have a way to protect it, it might turn golden.
3. Soothsaying - Digs as deep as I have mana to afford. It's a good mana sink if I have a blank hand and can find faster what I need.
What would you say?
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Currently Building:
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
From the options above, I would choice Soothsaying. Seeing your next draws is good and shuffling when needed is much better.
Abundance is a nice effect if you could draw multiple cards, allowing to never miss a land drop or drawing more stuff.
About Parallel Thoughts, I don't like things that exile my own stuff and needs another piece to prevent backfiring. You still must search for seven cards and can't choice which card goes to your hand. I pass.
Abundance is a nice effect if you could draw multiple cards, allowing to never miss a land drop or drawing more stuff.
About Parallel Thoughts, I don't like things that exile my own stuff and needs another piece to prevent backfiring. You still must search for seven cards and can't choice which card goes to your hand. I pass.
while it doesn't prevent life loss (read: the two cards you referenced), I did a search of this thread and saw no post suggesting spirit of resistance. It's a card I consider in any defensive 5 color deck.
Originally Posted by Galspanic
#1 - What's the dumbest idea you ever had?
#2 - 15/15 for ?
#1 - Make it dumber
#2 - Give it protection from removal and counter?
#1 - DUMBER!
#2 - Add Timewalk?
#1 - DAMN IT MAN, I SAID DUMB!! DUMB !!!
#2 - It destroys everything when it attacks.... And wait, I have a friend who plays mill decks... I want to beat him too.
#1 - Excellent! Recess is over, go back and learn sex-ed with the other 6th graders.
Infinite Reflection on an animated Omniscience or Mirari's Wake. is funny as hell. Especially nice if you have angels/saprolings/faeries in abundance. Btw play Sylvan Library, Abundance and Pursuit of Knowledge.
If I had to choose between Prismatic Omen and Celestial Dawn (and there cannot be space for two of those effects), I would choose the Omen as it doesn't shut off my utility lands and requires jut a single G rather than WW. With the land/spell distribution I haven't had too much problems right now.
Havoc Festival is an interesting potential win condition. I have not had the chance to play enough with the deck to see if this strategy would be viable. What worries me the most is that after one or two upkeeps I would be in Exsanguinate range.
I've looked into Collective Restraint and this card came up multiple times, but more often than not it is a Ghostly Prison for 1 more. It hasn't been very spectacular.
The Vow cycle attempts to play politics. The enchantments themselves, however, are not great - If I need another spot removal I prefer Necrotic Plague because it will likely take multiple creatures.
Stranglehold is a niche card that I like a lot, especially if your meta is highly competitive and people play more tutors and infinite combos regularly. If you have such a meta, you can certainly include this card.
Spirit of Resistance requires much more red (I have only 3 red permanents), which means that colors should be spread more evenly. Short of playing tons of fetches, it might be harder to get this manabase working right. To prevent color screws I attempt to minimize R and B to only crucial cards. Thus, every red or black card must be in for a really good reason and must be great by itself.
Total War is really nice once you've set up the pillow fort. It forces opponents to attack each other or lose creatures. This card is definitely on the potential list.
Zur's Weirding is a weird card (pun intended). It's only good to protect my win condition as it works against me just as well as against other players. I think I would rather play Dovescape than this, though, as it has more synergy.
I'm not big fan of Telepathy. It could work, definitely, and I would suggest putting this card in your "sideboard" if you see a lot of control or combo. Otherwise, it won't do me too good against a topdecked enchantment hate.
Opalescence has certainly been on the waiting list since the birth of the deck. It is definitely a win condition that should be played on the turn you can win - not even a turn sooner! The problem that I see is that the deck's CMC is slightly over 3, which means that even with 20 enchantments I cant expect to do more than 65 damage (probably not be enough to win the game on the spot). The card enables every previously useless board sweeper and removal they held in their hands, so if I don't win I'm dead. It's also a anti-synergetic with a bunch of other cards in the deck.
War Tax is a card I haven't seen so far. This is a build-your-own Propaganda. It does require a maintenance cost of 2U to match Propaganda or Ghostly Priosn (though it can scales later on) and stops my opponents from attacking each other, which might not be something the deck might want.
This, but add Delaying Shield to be pretty invulnerable. I think the combination is stronger than your Rest in Peace + Energy Field. It costs more mana, but you don't lose your graveyard in the process.
As for Phyrexian Unlife, I think it just reads "Gain 10 to 15 life, depending how much damage you're facing." I already run a few cards that can gain me much more than that in a multiplayer game: Roots of Life, Blind Obedience and Grim Feast.
Thanks, gays, your input is greatly appreciated! Keep 'em coming!
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Currently Building:
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
Urborg can be good, because black is not that much in the manabase.
First of all i suggest you to cut a forest instead of a swamp while adding Minamo and Mikokoro.
Then, about urborg, many players play it in their deck. So, you've got to deal with the legendary rule.
Then you also speed up cabal coffers which is not that good.
WW - legacy death and taxes - WW
1. Discuss the unbanning of Surival Of The Fittest.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
In the early game have BB it's kinda tricky
WW - legacy death and taxes - WW
1. Discuss the unbanning of Surival Of The Fittest.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
The thing is Phyrexian Arena is the only one BB card that should be played as early as possible. GREEd comes at least a turn later and is only B. The others are more for a mid- or late game. Urborg, Tomb of Yawgmoth solves this problem too. It is actually not that bad if somebody else has Urborg too because then I just won't have to play it myself. There is a strategy involved playing this card, just like a lot of others: You play only when you need it - if you don't need the mana fixing or you don't have Roots of Life, play any other lands firs. I think the upside of the card is higher than the downside:
Pros:
+ Fixes my minor color
+ It is incredibly synergistic with Roots of Life.
+ You can kill off an opposing, problematic Urborg.
Cons:
- Might help somebody. If you have a sufficient lock, this might not actually mean too much.
- Legendary rule. This is not so much of a problem because your opponent would probably need Urborg much more than you do.
Yeah, running 5 colors is hard. That's why I'm trying to minimize the amount of B and R in the deck.
On the other hand, Prismatic Omen might solve all issues and could replace Abundant Growth. This actually is an idea: Dropping Words of Wind and Abundant Growth for Prismatic Omen and Stranglehold.
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.
the strongest, but weakest in case of removal, is: energy field + rest in peace. In this case, your opponents must remove one of the previous mentioned cards to damage you.
This "combo" works with every number of opponents.
If you're dealing with just one opponent (but man, why are you playing commander?!) you can simply go with dueling grounds and maze of ith or kor haven or gossamer chains.
if you're opponents are two, you need dueling grounds and the two lands/or one land and gossamer chains
if the number is three, you need all of them ^^
WW - legacy death and taxes - WW
1. Discuss the unbanning of Surival Of The Fittest.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
WW - legacy death and taxes - WW
1. Discuss the unbanning of Surival Of The Fittest.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
Decree of Silence is underwhelming. Usually won't stick for even an entire turn. Cycling it is the only really useful function, but the cost is just too high.
Ice Cave and Dovescape have a big drawback. Both of them can shut me down, which require special attention to make them work. Their only use is to protect a win condition. I'm not convinced that the effect they have is worth it, though Dovescape + Vicious Shadows create a hilarious combo.
Maze of Ith would have been so awesome if it also tapped for mana. As it is, I have to be very careful with lands that tap for colorless (use them only when the effect is very good) and completely avoid those that don't tap at all. Thawing Glaciers is the only one that does not produce mana directly, but it assures me consistent land drops and color fixing turn after turn.
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.
Its a card that doesnt seem good until you use it. And again, if the spell is uncounterable, you still get the doves.
540 Peasant cube- Gold EditionSomething SpicyI really like that card, I'm just trying to make it somehow work without a win condition on the board. If you have one, Dovescape is the nuts. Bonus point if you do the following:
T1: Green source, Wild Growth.
T2: Land, something
T3: Land, Humilty
T4: Land, Lightmine Field, Helix Pinnacle
T5: Land, Dovescape and everybody concedes because they can't play anything.
EDIT: Actually, if you have Words of Wind already on the field, you can play Dovescape, later bounce it back to play your win con and recast Dovescape.
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.
WW - legacy death and taxes - WW
1. Discuss the unbanning of Surival Of The Fittest.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
2 life per turn doesn't seem that exciting, though, especially if you don't run the full package of shrines. Roots of Life (especially with Urborg), Exquisite Blood, Grim Feast and Blind Obedience have much better upsides. Words of Worship, with a draw engine, can gain you tons of life on demand 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.
More news from the play testing: this time i ran into 2 rage quits, and players were complaining about "dude, how dumb you are. You're hiding behind enchantments.. you ***** and blablabla".
Such sweet words.
-there's a question in my mind: how to deal with direct damages. beside energy field and leyline of sactity we are a perfect target for exanguinate the brand new debt to the deathless and so on.
WW - legacy death and taxes - WW
1. Discuss the unbanning of Surival Of The Fittest.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
I told you, you will be hated if you play that deck regularly
The problem with these two cards are that they 1) do not target, and 2) they don't deal damage, but life loss. Thus, damage prevention or hexproof on you won't help. One way of dealing with them is to, obviously, stay out of their range: try not to take too much damage and, if possible, set up a lifegain engine of sorts. Short of Nevermore, Dovescape is the only other way I can think of.
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.
One quick suggestion I have for you is Karmic Justice. It's a rattlesnake that will discourage Austere Command.
Pristaxcontrombmodruu!
Gahiji, Token Politician
Rakdos, Lord of Riots; or a Dead Sprint to the Finish Line.
Zirilan of the Claw; or Dragon Toolbox of Hatred
You have to be careful with this card, though, because it actually helps some decks that like to abuse ETB effects. You help their creatures dodge removal, and you let them keep coming back in for their real effect.
Pristaxcontrombmodruu!
I love it! With this card, if somebody attempts Austere Command, you can look him in the eye and ask: "How much do you value your lands?" Then laugh maniacally while the other two players sweep the board with the two of you
I just need to find space for it.
I'm also looking through your decklist and this is awesome! Good job!
Thanks! I don't have a way to abuse Cowardice, though, with no effects that target creatures. My opponents would benefit more from it.
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 would want to try and dropping Test of Endurance and two cards that are too dependent on it - Words of Worship and Exquisite Blood, - for more digging and library manipulation. I already added Mirri's Guile and I'm happy with it, but I also want to try and add the following:
1. Abundance - It fetches land when I need a land and enchantments when I need enchantments. I can't choose which, but combined with a bunch of other cards in the deck, it could actually allow me to tutor something several cards deep into the deck. Also protects from decking myself.
2. Parallel Thoughts - It is a conditional tutor for all my win conditions and a few utility cards. Provided I have a way to protect it, it might turn golden.
3. Soothsaying - Digs as deep as I have mana to afford. It's a good mana sink if I have a blank hand and can find faster what I need.
What would you say?
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.
Aegis of Honor reflects damage, but limited only for instant and sorcery.
Phyrexian Unlife prevents losing from life loss cards.
From the options above, I would choice Soothsaying. Seeing your next draws is good and shuffling when needed is much better.
Abundance is a nice effect if you could draw multiple cards, allowing to never miss a land drop or drawing more stuff.
About Parallel Thoughts, I don't like things that exile my own stuff and needs another piece to prevent backfiring. You still must search for seven cards and can't choice which card goes to your hand. I pass.
You can try winning via Spiteful Visions + Forced Fruition.
, Stax's DesireBBI have to agree with you. I like both Abundance and Soothsaying, but while Parallel Thoughts have a massive upside, it has also a huge downside.
A cool deck like this one deserves a great draw and what better one than Sylvan Library. Not to mention the synergy it creates with Abundance, Future Sight, Pursuit of Knowledge and Words of Wind. It's a good investment.
I will change the deck in the following way:
OUT: ----------------> IN:
Test of Endurance --> Abundance
Words of Worship ---> Sylvan Library
Exquisite Blood -----> Soothsaying
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.
while it doesn't prevent life loss (read: the two cards you referenced), I did a search of this thread and saw no post suggesting spirit of resistance. It's a card I consider in any defensive 5 color deck.
Kemba | Linvala | Talrand | Geth | Krenko | Zada | Patron of the Orochi | Medomai | Athreos | Gisela | Trostani | Nin | Silumgar | Kaervek | Jarad | Xenagos | Sydri | Narset | Roon | Zurgo | Ghave | Marath | Uril | Tasigur | Animar | Riku | Riku | Sek'Kuar | Cromat
Celestial Dawn
Mana fixing unfortunately shuts off serra's sanctum
Havoc Festival
Can end the game very quickly although shuts off lifegain
Collective Restraint
another good card to help from dying
The Vow cycle
pseudo removal
Prismatic Omen
mana fixing
Stranglehold
stop your opponent from searching and taking extra turns
Spirit of Resistance
doesnt do much unless you add more red. but awesome if you do
Total War
Make them attack with everything or nothing.
Zur's Weirding
people will hate you. but it can really help maintain board control and stop those austere commands from coming
Telepathy
another card people will hate you for. but its nice to know whats coming
Opalescence
another win con. sweep the board then drop this.
War Tax
with open mana can save you.
Current Decks:
This, but add Delaying Shield to be pretty invulnerable.
I think the combination is stronger than your Rest in Peace + Energy Field. It costs more mana, but you don't lose your graveyard in the process.
Pristaxcontrombmodruu!
Thank you for the list!
If I had to choose between Prismatic Omen and Celestial Dawn (and there cannot be space for two of those effects), I would choose the Omen as it doesn't shut off my utility lands and requires jut a single G rather than WW. With the land/spell distribution I haven't had too much problems right now.
Havoc Festival is an interesting potential win condition. I have not had the chance to play enough with the deck to see if this strategy would be viable. What worries me the most is that after one or two upkeeps I would be in Exsanguinate range.
I've looked into Collective Restraint and this card came up multiple times, but more often than not it is a Ghostly Prison for 1 more. It hasn't been very spectacular.
The Vow cycle attempts to play politics. The enchantments themselves, however, are not great - If I need another spot removal I prefer Necrotic Plague because it will likely take multiple creatures.
Stranglehold is a niche card that I like a lot, especially if your meta is highly competitive and people play more tutors and infinite combos regularly. If you have such a meta, you can certainly include this card.
Spirit of Resistance requires much more red (I have only 3 red permanents), which means that colors should be spread more evenly. Short of playing tons of fetches, it might be harder to get this manabase working right. To prevent color screws I attempt to minimize R and B to only crucial cards. Thus, every red or black card must be in for a really good reason and must be great by itself.
Total War is really nice once you've set up the pillow fort. It forces opponents to attack each other or lose creatures. This card is definitely on the potential list.
Zur's Weirding is a weird card (pun intended). It's only good to protect my win condition as it works against me just as well as against other players. I think I would rather play Dovescape than this, though, as it has more synergy.
I'm not big fan of Telepathy. It could work, definitely, and I would suggest putting this card in your "sideboard" if you see a lot of control or combo. Otherwise, it won't do me too good against a topdecked enchantment hate.
Opalescence has certainly been on the waiting list since the birth of the deck. It is definitely a win condition that should be played on the turn you can win - not even a turn sooner! The problem that I see is that the deck's CMC is slightly over 3, which means that even with 20 enchantments I cant expect to do more than 65 damage (probably not be enough to win the game on the spot). The card enables every previously useless board sweeper and removal they held in their hands, so if I don't win I'm dead. It's also a anti-synergetic with a bunch of other cards in the deck.
War Tax is a card I haven't seen so far. This is a build-your-own Propaganda. It does require a maintenance cost of 2U to match Propaganda or Ghostly Priosn (though it can scales later on) and stops my opponents from attacking each other, which might not be something the deck might want.
It's almost certain I will play those 3 card.
The only enchantment I found that provides recursion for other enchantments is Holistic Wisdom, so I don't rely on the graveyard. I feel Delaying Shield is too mana intensive unless I'm going bonkers with Serra's Sanctuary and Desrted Temple or Minamo, School at Water's Edge. There are better ways to prevent 10 damage than paying 10WWWWWWWWWW.
As for Phyrexian Unlife, I think it just reads "Gain 10 to 15 life, depending how much damage you're facing." I already run a few cards that can gain me much more than that in a multiplayer game: Roots of Life, Blind Obedience and Grim Feast.
Thanks, gays, your input is greatly appreciated! 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.