With the release of Journey Into Nyx we finally have access to enough good enchantments to create an actual enchantment deck. Among the 5 colors Black/White/Green are the ones that are particularly interesting and I've seen many people trying to make a deck using combinations of the two colors. This is my attempt to play three color. First the decklist:
The deck itself can best be described as an engine deck. It draws its strength from all the cards working together to give more than you would normally get from each individually. In particular Eidolon of Blossoms is one of the best cards in the deck. It always cantrips and if it sticks it turns nearly every card in the deck into a cantrip.
Card Choices:
Abrupt Decay:
A very powerful general purpose removal spell. It gets rid of problematic permanents like D-Sphere and helps shut down Aggro.
Underworld Coinsmith:
Generally straddles the line between good and bad. Against aggro he tends to be a bear that trades while gaining some life and late game shores up your life against burn. Also functions as a wincon if you get your opponent into the Sphere lock.
Ajani, Mentor of Heroes
His two plus abilities are both very relevant allowing you to grow your small critters out of burn range or allowing you to impulse. Unfortunately it doesn't find Enchantments, but auras. His inclusion maindeck is mostly to help against control where this deck can struggle. Against aggro he is lackluster at best.
Banishing Light
Deals with whatever random problems crop up. Automatic four of and absolutely hilarious when combined with Eidolon.
Blind Obedience
Slows down aggro and gives you a way to use your mana. If your meta lacks aggro it's easy to move to sideboard.
Blood Baron of Vizkopa
A concession to mono blacks dominance. Online every other match is mono black it seems like and this guy helps a ton.
Brain Maggot
A very good creature. It takes away problem cards we cannot otherwise deal with and is an enchantment. Even against burn it forces them to use a burn spell that would otherwise go to the dome. Auto 4 of.
Courser of Kruphix
Life gain and card advantage. Just play as many as you can.
Eidolon of Blossoms
Core of the deck. Turns everything into a cantrip and is just awesome.
Elspeth, Sun's Champion
Primary win condition and protection. Tokens to block when needed and swing through with flying. 1-2 Elspeth's seems to be the sweet spot since having 2 in your opener is rough and the deck cycles through itself pretty quickly.
Sphere of Safety
Somewhat of a controversial card. Sometimes it is worthless and sometimes it is the all star that wins the game. You want either 0/4 since they are even better in multiples. Going the 0 route also changes some of the other things in the deck. Coinsmith loses value for instance.
Sylvan Caryatid
The deck only runs one three drop (Courser of Kruphix) and a large number of 4/5/6 which means skipping from 2-4 is very powerful. Slot in 4 every time.
Notable absences: Primeval Bounty-The card always had the problem of being just a little too late. The turn you play it you get nothing out of it. If it survives then it is one of the most potent cards possible. Side it in against aggro/control.
I've had the opposite experience with Primeval Bounty. It's good against everything and will win the game. I depend on the rest of my deck to get me to the point where it takes over with Nyx-Fleece Ram being key and with Primeval Bounty, it's not dead against control. I tried Ajani and he didn't get most of the spells I wanted to get at that point in the match so I cut him. I haven't found a really bad matchup yet and many that are very favorable. I've written a primer about it here.
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Standard: Jeskai Control
Modern: UW Spirits
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2 Underworld Coinsmith
1 Ajani, Mentor of Heroes
4 Banishing Light
2 Blind Obedience
2 Blood Baron of Vizkopa
4 Brain Maggot
4 Courser of Kruphix
4 Eidolon of Blossoms
2 Elspeth, Sun's Champion
4 Sphere of Safety
4 Sylvan Caryatid
2 Forest
4 Godless Shrine
2 Mana Confluence
4 Overgrown Tomb
1 Plains
4 Temple Garden
4 Temple of Plenty
3 Temple of Silence
The deck itself can best be described as an engine deck. It draws its strength from all the cards working together to give more than you would normally get from each individually. In particular Eidolon of Blossoms is one of the best cards in the deck. It always cantrips and if it sticks it turns nearly every card in the deck into a cantrip.
Card Choices:
Abrupt Decay:
A very powerful general purpose removal spell. It gets rid of problematic permanents like D-Sphere and helps shut down Aggro.
Underworld Coinsmith:
Generally straddles the line between good and bad. Against aggro he tends to be a bear that trades while gaining some life and late game shores up your life against burn. Also functions as a wincon if you get your opponent into the Sphere lock.
Ajani, Mentor of Heroes
His two plus abilities are both very relevant allowing you to grow your small critters out of burn range or allowing you to impulse. Unfortunately it doesn't find Enchantments, but auras. His inclusion maindeck is mostly to help against control where this deck can struggle. Against aggro he is lackluster at best.
Banishing Light
Deals with whatever random problems crop up. Automatic four of and absolutely hilarious when combined with Eidolon.
Blind Obedience
Slows down aggro and gives you a way to use your mana. If your meta lacks aggro it's easy to move to sideboard.
Blood Baron of Vizkopa
A concession to mono blacks dominance. Online every other match is mono black it seems like and this guy helps a ton.
Brain Maggot
A very good creature. It takes away problem cards we cannot otherwise deal with and is an enchantment. Even against burn it forces them to use a burn spell that would otherwise go to the dome. Auto 4 of.
Courser of Kruphix
Life gain and card advantage. Just play as many as you can.
Eidolon of Blossoms
Core of the deck. Turns everything into a cantrip and is just awesome.
Elspeth, Sun's Champion
Primary win condition and protection. Tokens to block when needed and swing through with flying. 1-2 Elspeth's seems to be the sweet spot since having 2 in your opener is rough and the deck cycles through itself pretty quickly.
Sphere of Safety
Somewhat of a controversial card. Sometimes it is worthless and sometimes it is the all star that wins the game. You want either 0/4 since they are even better in multiples. Going the 0 route also changes some of the other things in the deck. Coinsmith loses value for instance.
Sylvan Caryatid
The deck only runs one three drop (Courser of Kruphix) and a large number of 4/5/6 which means skipping from 2-4 is very powerful. Slot in 4 every time.
Notable absences:
Primeval Bounty-The card always had the problem of being just a little too late. The turn you play it you get nothing out of it. If it survives then it is one of the most potent cards possible. Side it in against aggro/control.
Modern: UW Spirits