We've had Solemnity spoiled. I can think of a bunch of cards that that works super well with, especially enchantments. Specifically, Elephant Grass and Mystic Remora, and Phyrexian Unlife. Is this direction something worth exploring? Or is it just not as good as the current lists.
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Well, I can saw a woman in two, but you won't wanna look in the box when I'm through.
We've had Solemnity spoiled. I can think of a bunch of cards that that works super well with, especially enchantments. Specifically, Elephant Grass and Mystic Remora, and Phyrexian Unlife. Is this direction something worth exploring? Or is it just not as good as the current lists.
We've had Solemnity spoiled. I can think of a bunch of cards that that works super well with, especially enchantments. Specifically, Elephant Grass and Mystic Remora, and Phyrexian Unlife. Is this direction something worth exploring? Or is it just not as good as the current lists.
I'm guessing by the time you hit 3 mana you would be at Solitary Confinment anyways. I think it's situational solely for Elephant grass
We've had Solemnity spoiled. I can think of a bunch of cards that that works super well with, especially enchantments. Specifically, Elephant Grass and Mystic Remora, and Phyrexian Unlife. Is this direction something worth exploring? Or is it just not as good as the current lists.
Still tweaking the mechanics, but solemnity adds DD combo to Enchantress! Lets get brewing, I have a feeling that this deck can easily become very competitive with very little effort using the DD combo.
I've recently gotten back to playing my Enchantress Deck after taking a hiatus from MTG for like 7 years?
I'm not sure if this has been discussed before but what are your options for lands in a GW Enchantress Deck? With Utopia Sprawl being a must in our decks, have you faced with no forests to enchant before? Why are so few Enchantress decks running Temple Garden then? Wouldn't it be better than Windswept Heath? I've always been running my draw engine until I run out of mana to cast. Thus I believe having more lands (with exploration) would be better than fetching lands. However, from the many enchantress decks around, this theory doesn't seem to be the case. Am I missing something here? Sorry for bombarding so many questions at once =/
Welcome back to MTG! The thread's been pretty inactive recently, but I can help you with Enchantress stuff! I've been running enchantress for a few months, but have been keeping tabs on the deck since 2010.
The reason why there's no Temple Garden in the decks you see here is because we have access to Savannah. Even so, we really don't want to run so many non-basic lands in our deck since the lands are a prime target for Wasteland. It reeaaaaallly sucks to have a Savannah with a Sprawl get blown up. Windswept Heaths are the exception because they give us Forest or Plains when needed and occasionally the 3rd splashed color we need.
I have never actually run Exploration before, but I feel like it doesn't have enough usefulness. Enchantress generally doesn't run too many lands (most builds have about 20 land), so exploration would lose its effectiveness pretty fast.
If you'd like, post your deck list so we can make suggestions?
My win-cons are Sigil and Second Sun as both have great synergies with Enchantment and draw-engine. I do have a Words of War in my Maybeboard too.
As for some of the utilities: City of Solitude to prevent my second sun from being countered. Exploration helps as I often draw plenty of lands (including Serra's Sanctum) which I can lay right away and get another round of draw engine going. Ground Seal, besides being a graveyard hate, has that additional draw to help with the Second Sun win. Banishing Light aplenty as I'm not very sure what the current meta is.
I haven't tried Second Sun as a win condition. How is that working out for you in testing? Have you considered Emrakul, the Aeons Torn? It's expensive, but it's very good against control decks and it also protects you against those random Grindstone/mill decks that sometimes pop up. Words of War is also a good win-con to consider, but it's better suited for a more prison play style.
Here are some random comments that I have about the deck list:
I feel like 5 plains is too much. I think this is why you have trouble with your sprawls! If possible, I'd cut it down to 2, and play a Savannah (or temple garden if you don't have one). You really need green early to set up your draw engine.
Instead of Sun and Moon, try consider Rest in Peace? Some people add in Helm of Obedience with RiP as a win combo. Apparently, if you Helm of Obedience with a Sun and Moon out, the game ends in a draw. ;p
Is there a reason for the 1 Green Sun Zenith? I think you'll need more targets with the Zenith, otherwise it's just a 5th Argothian. I run 3 GSZ in my deck, but I also run 1 Dryad Arbor and utility green creatures (ie. Gaddock Teeg and Sigarda, Host of Herons) in my sideboard. I feel like you should either cut it or run 3-4 Zenith's.
If possible, replace the Open the Vaults with Replenish. Open the Vaults is a bit too expensive and can randomly help your opponent.
You also don't seem to have any deck manipulation. Maybe think about trying Mirri's Guile or Sylvan Library?
Leyline of Sanctity is a pretty important sideboard card. Especially against storm and other combo decks. Otherwise Enchantress is just too slow to compete with them. It'll depend on your meta whether to include them.
Once you start playing games at a store, you'll get a feel for what your deck is lacking. If there's a lot of aggro, maybe 4 elephant grass + 3 Confinements are needed. If there's a lot of graveyard things, and Ground Seal isn't enough, add in some Rest in Peace.
Hope this helps! Let us know if you have any specific questions!
That would be an average mana base. Heath is needed to give you access to plains when you need it. It also helps thin the deck when your engine is running. The engine revolves around green, the win needs white. Temple garden is garbage when you have savannah.
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Just came back from my first Legacy game night and here's what I found:
Apparently, Enchantress Decks were not that common in my legacy meta.
The Second Sun Win Con was quite a fresh addition to the legacy group in my area so it kinda surprised many. Generated quite a bit of laughs too
Had a pretty close fight with Elves Aggro. Miracle/Brainstorm deck was no match for the green ladies. And the game with Storm was a total disaster.
Will definitely consider some of the upgrade necessities and also the recommended land options above!
I think something like the tezzeret decks. Use both artefact and enchantment prison cards. I would use mox diamond over lotus petal and have both city of traitors and ancient tomb. Rip helm combo for the win. However I think if you do go this way you might as well be playing tezz.
So I plan on building this deck, but I have a friend who plays a lot of Eldrazi. Is there anything Enchantress can do to prepare against All is Dust? It seems that it would mess up the whole strategy (or any strategy involving colored permanents). Is this card not seen so much in Legacy, or is there a way to avoid its effects?
Hey everyone, I just came back from a local Legacy night and finished equal first at 3-1 with 3 other people. I'm very excited, since this was the first time playing the deck (no playtesting)! Anyway, I used this decklist:
The deck is far from perfect, I know, but I started with what I had and started by getting what I could get at a cheap price from ebay, starting with enchantress effects and Serra's Sanctum. Here are the results:
Round 1 - Bye (I know, doesn't really count as a win, but I'll take it!)
Round 2 - Dredge (0-2)
That was the first time I played against Legacy Dredge. My friend told me to add some graveyard hate before the event, and boy was I wrong not listening to him. At turn 2, my opponent placed like 20 cards in his graveyard, put 2 Narcomoeba in play, sacrificed them to flash back 3 Cabal Therapy, the first one to look at my hand and the 2 others to make me discard whatever I had. Then put in play 4 zombies due to 2 Bridge from Below, then later sacrificing them to bring back Ichorid, then sacrificing to put more zombies. Both games went like this, and there wasn't a thing I could do. Lesson learned: I need Rest in Peace.
Sideboard: I didn't know what to do. I didn't include Ground Seal, because I didn't see Dread Return in game one (I think this would be the only use against Dredge, but I knew Modern Dredge used Dead Return, I didn't know against Legacy Dredge). I saw it in the graveyard some later time, but he never got to use it anyway.
Round 4 - Esper Stoneforge (2-0)
Both games went pretty much the same way. Cast 3 enchantress effects, cast Solitary Confinement, do some fun stuff using Words of Wind and Abundant Growth. He scooped twice without even seeing a Win Con.
General notes:
I need Rest in Peace (and, I guess, Helm of Obedience to go with it), because I was so powerless against Dredge. Solitary Confinement is so good. It really makes you almost invincible, although Deathrite Shaman can still cause you to lose life. Words of Wind is a lot of fun. I wanted to try Words before the RIP + Helm combo, and must admit I really liked this one. I'm not so sure about Words of Wilding, however. I'm considering adding a second Sigil of the Empty Throne or Words of War. Not sure what I will do if I add RIP + helm.
I did not face this problem here, but the whole time I was so scared of my 3 Win Cons being countered. At some point I played Nevermore naming Force of Will, not even knowing if my opponent played any. I think City of Solitude will be one of my next additions.
I'm so happy to share this experience with you guys! I'm such a big fan of Urza's Saga (as a set, since this is the one that got released when I started playing) enchantments and Rebecca Guay. This really is the deck for me. If you have any comments on my deck, sideboard choices, whatever, or any questions, don't hesitate!
An emrakul is another good win con for enchantress. We can make a lot of mana and it gives us a "removal spell." Plus karakas is decent to play and can give infinite turns.
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I am playing now this budget-ish version. I like it, even though it has less control options, but it feels more explosive and has a lot of ways to get hold of an enchantress:
where I made a few SB changes to protect me from combo/reanimator decks /any more suggestions for Living Wish targets is welcome! - I've never used the Chupacabra and Sage+Pridemage feel redundant). Also I have never used the single Sigil as win condition. The deck still has a hard time against faster combo decks but it definitely feels stronger against control/midrange, compared to standard Enchantress builds which have less ways to acquire Enchantresses.
I am almost finished building a more standard Enchantress deck with blue (Energy Field + RIP combo), but I'm not sure its gonna be better. This is also a very interesting build, but not so budget for MTGO:
WeaponX, I wanted to play it but I didn't want to play it on turn 1, since I didn't see what I would do after (being stuck in paying the cumulative upkeep). I wanted to get an enchantress ASAP, and didn't know about Cabal Therapy. Is there a way to play elephant grass, and then get enough board presence to win, considering the cumulative upkeep? I realize now I have to play it on turn 1, before getting Cabal therapied or attacked for 18 damage on turn 2, but don't see how to win from there.
VanOccupanther, how well does your deck perform? Also, you say it is budget-ish, even though you have dual lands and Serra's Sanctums. What do you think will be your next additions to the deck and what will you remove, once (if) you add more budget to the deck?
Thanks for the input, guys, and long live the enchantress!
VanOccupanther, how well does your deck perform? Also, you say it is budget-ish, even though you have dual lands and Serra's Sanctums. What do you think will be your next additions to the deck and what will you remove, once (if) you add more budget to the deck?
Well, I think the deck is worth 100 tix, which is more or less exceptional for a semi-competitive Legacy deck. I cant name many other options for a 100 tix budget in Legacy (maybe some powered down versions of Burn, which are much less consistant than this list).
I will try definitely the Bant+B version with the Energy Field combo (1st link) as I am close to complete that version, but as I said I dont take for granted that it will be a better version. Having the additional access to Enchantress effects given by Living Wish (faster than Sterling Grove) is a strong asset. The Solemnity+Depths version (2nd link) is even less budget but it looks quite powerful (albeit odd).
I never ran moat. We aren't exactly a fast deck so fast answers are needed. Elephant grass does the job well enough and potentially helps you get to solitary confinement or something similar. Even in my parfait deck humility is a stronger card, but it shuts down half of the enchantress engine so I don't think it's worth it.
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-----The Legacy Flowchart-----
Tiny Leaders Overlord
We've had Solemnity spoiled. I can think of a bunch of cards that that works super well with, especially enchantments. Specifically, Elephant Grass and Mystic Remora, and Phyrexian Unlife. Is this direction something worth exploring? Or is it just not as good as the current lists.
I'm guessing by the time you hit 3 mana you would be at Solitary Confinment anyways. I think it's situational solely for Elephant grass
Two words Dark Depths ...
Still tweaking the mechanics, but solemnity adds DD combo to Enchantress! Lets get brewing, I have a feeling that this deck can easily become very competitive with very little effort using the DD combo.
Only just recently started taking it to local legacy events. Hope to learn and contribute to the thread!
Was wondering what sort of side-boarding you guys do?
I've recently gotten back to playing my Enchantress Deck after taking a hiatus from MTG for like 7 years?
I'm not sure if this has been discussed before but what are your options for lands in a GW Enchantress Deck? With Utopia Sprawl being a must in our decks, have you faced with no forests to enchant before? Why are so few Enchantress decks running Temple Garden then? Wouldn't it be better than Windswept Heath? I've always been running my draw engine until I run out of mana to cast. Thus I believe having more lands (with exploration) would be better than fetching lands. However, from the many enchantress decks around, this theory doesn't seem to be the case. Am I missing something here? Sorry for bombarding so many questions at once =/
Welcome back to MTG! The thread's been pretty inactive recently, but I can help you with Enchantress stuff! I've been running enchantress for a few months, but have been keeping tabs on the deck since 2010.
The reason why there's no Temple Garden in the decks you see here is because we have access to Savannah. Even so, we really don't want to run so many non-basic lands in our deck since the lands are a prime target for Wasteland. It reeaaaaallly sucks to have a Savannah with a Sprawl get blown up. Windswept Heaths are the exception because they give us Forest or Plains when needed and occasionally the 3rd splashed color we need.
I have never actually run Exploration before, but I feel like it doesn't have enough usefulness. Enchantress generally doesn't run too many lands (most builds have about 20 land), so exploration would lose its effectiveness pretty fast.
If you'd like, post your deck list so we can make suggestions?
-Chrono
Thanks for the quick reply. Here's my decklist!
4x Windswept Heath
2x Serra's Sanctum
5x Plains
9x Forest
Creatures (4)
4x Argothian Enchantress
Others (36)
4x Banishing Light
2x Sigil of the Empty Throne
2x Solitary Confinement
2x Worship
2x Approach of the Second Sun
1x Green Sun's Zenith
2x Elephant Grass
2x Exploration
4x Wild Growth
4x Utopia Sprawl
2x Ground Seal
2x City of Solitude
4x Enchantress Presence
3x Sterling Grove
2x Suppression Field
2x Gideon's Intervention
2x Sphere of Safety
2x Wheel of Sun and Moon
2x Choke
2x Aura of Silence
1x Carpet of Flowers
2x Open the Vaults
My win-cons are Sigil and Second Sun as both have great synergies with Enchantment and draw-engine. I do have a Words of War in my Maybeboard too.
As for some of the utilities:
City of Solitude to prevent my second sun from being countered.
Exploration helps as I often draw plenty of lands (including Serra's Sanctum) which I can lay right away and get another round of draw engine going.
Ground Seal, besides being a graveyard hate, has that additional draw to help with the Second Sun win.
Banishing Light aplenty as I'm not very sure what the current meta is.
So go ahead and shoot, I'm all ears
Here are some random comments that I have about the deck list:
Once you start playing games at a store, you'll get a feel for what your deck is lacking. If there's a lot of aggro, maybe 4 elephant grass + 3 Confinements are needed. If there's a lot of graveyard things, and Ground Seal isn't enough, add in some Rest in Peace.
Hope this helps! Let us know if you have any specific questions!
4 Heath
1 karakas
2 Serra sanctum
2 plains
9 forest
That would be an average mana base. Heath is needed to give you access to plains when you need it. It also helps thin the deck when your engine is running. The engine revolves around green, the win needs white. Temple garden is garbage when you have savannah.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Apparently, Enchantress Decks were not that common in my legacy meta.
The Second Sun Win Con was quite a fresh addition to the legacy group in my area so it kinda surprised many. Generated quite a bit of laughs too
Had a pretty close fight with Elves Aggro. Miracle/Brainstorm deck was no match for the green ladies. And the game with Storm was a total disaster.
Will definitely consider some of the upgrade necessities and also the recommended land options above!
Thanks and Cheers!
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
12 Forest
2 Plains
1 Rootbound Crag
3 Serra's Sanctum
2 Sunpetal Grove
Removal (5)
1 Cast Out
1 Ixalan's Binding
2 Oblivion Ring
1 Words of Wind
Tutors (3)
1 Enlightened Tutor
2 Worldly Tutor
Protection (10)
3 Elephant Grass
1 Gideon's Intervention
1 Nevermore
4 Solitary Confinement
1 Story Circle
4 Argothian Enchantress
1 Eidolon of Blossoms
3 Enchantress's Presence
Mana (11)
3 Abundant Growth
4 Utopia Sprawl
4 Wild Growth
Finish (3)
1 Sigil of the Empty Throne
1 Words of War
1 Words of Wilding
1 Carpet of Flowers
4 Circle of Protection: Red
1 Energy Storm
2 Ground Seal
1 Sacred Ground
1 Seal of Cleansing
1 Seal of Primordium
The deck is far from perfect, I know, but I started with what I had and started by getting what I could get at a cheap price from ebay, starting with enchantress effects and Serra's Sanctum. Here are the results:
Round 1 - Bye (I know, doesn't really count as a win, but I'll take it!)
Round 2 - Dredge (0-2)
That was the first time I played against Legacy Dredge. My friend told me to add some graveyard hate before the event, and boy was I wrong not listening to him. At turn 2, my opponent placed like 20 cards in his graveyard, put 2 Narcomoeba in play, sacrificed them to flash back 3 Cabal Therapy, the first one to look at my hand and the 2 others to make me discard whatever I had. Then put in play 4 zombies due to 2 Bridge from Below, then later sacrificing them to bring back Ichorid, then sacrificing to put more zombies. Both games went like this, and there wasn't a thing I could do. Lesson learned: I need Rest in Peace.
Sideboard: I didn't know what to do. I didn't include Ground Seal, because I didn't see Dread Return in game one (I think this would be the only use against Dredge, but I knew Modern Dredge used Dead Return, I didn't know against Legacy Dredge). I saw it in the graveyard some later time, but he never got to use it anyway.
Round 3 - Infect (2-1)
Game 1: I never played against Legacy infect but I was afraid of dying quickly so I cast Solitary Confinement while having just one Argothian Enchantress in play, to sacrifice it next upkeep, just to win a turn. He had Glistener Elf and Blighted Agent in play and I used Gideon's Intervention naming Agent and Story Circle choosing Green. He put an Inkmoth Nexus in play, attacked with Exalted (Noble Hierarch) and 2 Invigorate for lethal. He told me I shouldn't have sacrificed Solitary Confinement, but I couldn't afford to keep it with just one enchantress.
Game 2: I don't remember the details, but I remember having 2-3 enchantresses effects and casting Solitary Confinement.
Game 3: Same as game 2, but he kept a hand at no lands and didn't play anything for like 4 turns, which allowed me to go off.
Sideboard: -2 Oblivion Ring, -1 Cast Out, +1 Seal of Primordium, +1 Seal of Cleansing, +1 Carpet of Flowers.
Round 4 - Esper Stoneforge (2-0)
Both games went pretty much the same way. Cast 3 enchantress effects, cast Solitary Confinement, do some fun stuff using Words of Wind and Abundant Growth. He scooped twice without even seeing a Win Con.
General notes:
I need Rest in Peace (and, I guess, Helm of Obedience to go with it), because I was so powerless against Dredge.
Solitary Confinement is so good. It really makes you almost invincible, although Deathrite Shaman can still cause you to lose life.
Words of Wind is a lot of fun. I wanted to try Words before the RIP + Helm combo, and must admit I really liked this one. I'm not so sure about Words of Wilding, however. I'm considering adding a second Sigil of the Empty Throne or Words of War. Not sure what I will do if I add RIP + helm.
I did not face this problem here, but the whole time I was so scared of my 3 Win Cons being countered. At some point I played Nevermore naming Force of Will, not even knowing if my opponent played any. I think City of Solitude will be one of my next additions.
I'm so happy to share this experience with you guys! I'm such a big fan of Urza's Saga (as a set, since this is the one that got released when I started playing) enchantments and Rebecca Guay. This really is the deck for me. If you have any comments on my deck, sideboard choices, whatever, or any questions, don't hesitate!
Cheers!
An emrakul is another good win con for enchantress. We can make a lot of mana and it gives us a "removal spell." Plus karakas is decent to play and can give infinite turns.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
1 Bayou
1 Dryad Arbor
9 Forest
1 Karakas
1 Plains
2 Serra's Sanctum
1 Savannah
4 Windswept Heath
Creature
3 Argothian Enchantress
2 Doomwake Giant
Artifact
1 Helm of Obedience
Sorcery
3 Green Sun's Zenith
4 Living Wish
3 Abundant Growth
4 Utopia Sprawl
4 Wild Growth
2 Gaea's Touch
2 Elephant Grass
2 Rest In Peace
2 Solitary Confinement
1 Sterling Grove
4 Enchantress's Presence
2 Ixalan's Binding
1 Sigil of the Empty Throne
1 Rest In Peace
2 Choke
1 Doomwake Giant
1 Emrakul, the Aeons Torn
1 Gaddock Teeg
1 Faerie Macabre
1 Ravenous Chupacabra
1 Leafcrown Dryad
1 Argothian Enchantress
1 Reclamation Sage
1 Qasali Pridemage
1 Karakas
1 The Tabernacle at Pendrell Vale
1 Phyrexian Revoker
This taken from this MTGO 5-0 list
https://mtgdecks.net/Legacy/synapsetwitch-5-0-decklist-by-synapsetwitch-733574
where I made a few SB changes to protect me from combo/reanimator decks /any more suggestions for Living Wish targets is welcome! - I've never used the Chupacabra and Sage+Pridemage feel redundant). Also I have never used the single Sigil as win condition. The deck still has a hard time against faster combo decks but it definitely feels stronger against control/midrange, compared to standard Enchantress builds which have less ways to acquire Enchantresses.
I am almost finished building a more standard Enchantress deck with blue (Energy Field + RIP combo), but I'm not sure its gonna be better. This is also a very interesting build, but not so budget for MTGO:
https://mtgdecks.net/Legacy/deck-decklist-by-triplekriz-734965
VanOccupanther, how well does your deck perform? Also, you say it is budget-ish, even though you have dual lands and Serra's Sanctums. What do you think will be your next additions to the deck and what will you remove, once (if) you add more budget to the deck?
Thanks for the input, guys, and long live the enchantress!
Dredge is very resource light so elephant grass can keep them at bay while you slowly get a mana advantage and the engine online.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Well, I think the deck is worth 100 tix, which is more or less exceptional for a semi-competitive Legacy deck. I cant name many other options for a 100 tix budget in Legacy (maybe some powered down versions of Burn, which are much less consistant than this list).
I will try definitely the Bant+B version with the Energy Field combo (1st link) as I am close to complete that version, but as I said I dont take for granted that it will be a better version. Having the additional access to Enchantress effects given by Living Wish (faster than Sterling Grove) is a strong asset. The Solemnity+Depths version (2nd link) is even less budget but it looks quite powerful (albeit odd).
-----The Legacy Flowchart-----
Tiny Leaders Overlord