So I'm not sure exactly where this should be posted so I shat it out here. Sue me and move it if I'm wrong.
Basiclly I'm working on an enchantment deck that can can handle every aspect of magic, burn, aggro, mill, you name it. I want to be untouchable. I had a much more well put together deck before but it got stolen. since then I've run out of cash and effort amongst other things. I've been playing with new things and trying to pick up cards here and there based around what I used to use. I will admit I'm also kind of a noob, only been playing for about a year and only with the same guys, so our decks all ended up growing based on countering each other out. Everyone ended up picking a main attribute and my deck always got picked on so I decided to counter it all, lol. Our matches would last quite awhile because we didn't build to win in 5-6 turns... it just takes the fun out of the game for us, we would drink and order pizza and just play a match or two that could last hours depending on how things played out. Back then we played with giant decks of course but I've been working on slimming down to the 60 standard, where I need help... I'm not sure what I should keep, what I need more of, and what should go. I'd like advice on things I should stick in as well, Enlightened tutor would be awesome but its too damn pricey for a broke guy.
Anywho, I figured I'd list all the cards I've accrued towards the deck and ask for help refining it and possibly with things I should look at buying to slap in it.
I am going to suggest you repost into casual you will certainly get more looks. This is a competitive vintage forum and with the possible exception of maybe Revoke Existence and Grand Abolisher, non of these cards are especially playable currently in the vintage metagame. The desire you have for you deck could be much more catered to in the casual forums.
Other spells:
4x Alpine Moon to have a Blood Moon easier to cast. Good effect with this CMC because t neuters some troublesome lands in the format.
4x Elephant's Grass in order to have a way to slow down aggressive deck with ease
4x Runed Halo it is the enachantement version of Grand Abolisher.
4x Wheel of Sun and Moon a way to circumvent recursion from the graveyard.
4x Sterling Grove slow, but there isn't a viable option, but can be a protection from single removals or a tutor when needed.
4x Mystic Remora it might be a good draw engine, but it is off color.
I think that this can be a core to start a discussion about. Low CMC, but good effects.
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Basiclly I'm working on an enchantment deck that can can handle every aspect of magic, burn, aggro, mill, you name it. I want to be untouchable. I had a much more well put together deck before but it got stolen. since then I've run out of cash and effort amongst other things. I've been playing with new things and trying to pick up cards here and there based around what I used to use. I will admit I'm also kind of a noob, only been playing for about a year and only with the same guys, so our decks all ended up growing based on countering each other out. Everyone ended up picking a main attribute and my deck always got picked on so I decided to counter it all, lol. Our matches would last quite awhile because we didn't build to win in 5-6 turns... it just takes the fun out of the game for us, we would drink and order pizza and just play a match or two that could last hours depending on how things played out. Back then we played with giant decks of course but I've been working on slimming down to the 60 standard, where I need help... I'm not sure what I should keep, what I need more of, and what should go. I'd like advice on things I should stick in as well, Enlightened tutor would be awesome but its too damn pricey for a broke guy.
Anywho, I figured I'd list all the cards I've accrued towards the deck and ask for help refining it and possibly with things I should look at buying to slap in it.
Enchanted Evening x2
Sphere of safety x4
Ancestral Mask x2
Ethereal Armor x2
Auramancer's Guise x1
Armadillo Cloak x2
Primal Rage x1
Aqueous Form x2
Aura Mutation x2
Traumatize x2 I use these on myself 99% of the time to use in conjunction with the following cards
Argivian find x2
Open the vaults x1
Breath of life x1
Elixir of Immortality x 2
Psychic Spiral x2
Spiritual Asylum x 1
Witchbane Orb x1
Indestructibility x2
Gift of Immortality x1 Usually for Palisade Giant
Verdant haven x1
Revoke Existence x2
Erase x2
Phyrexian Rebirth x1
Call to mind x1
Creatures
Yavimaya Enchantress x3
Aura Gnarlid x2
Aura thief x2
Lost auramancers x2
Auramancer x1
Bruna, Light of Alabaster x1
Silent Sentinel x2
Medomai the ageless x1
Daxos of Meletis x1
Echo Mage x2
Palisade Giant x2
Grand Abolisher x1
Archaeomancer x1
Aegis of the gods x1
Elvish Piper x1
Venser, the Sojourner x1
I do like your Aura Thief and Enchanted Evening, you might consider Auratog to sac your Thief and get everything. And Idyllic Tutor to find some of these enchantments (Sterling Grove is another option).
Propaganda to slow the game down could be a consideration, stacks will with your Spheres.
Lands:
x Serra's Sanctum in order to accelerate from turn 2 onwards.
Creatures:
4x Simian Spirit Guide
4x Elvish Spirit Guide acceleration.
Other spells:
4x Alpine Moon to have a Blood Moon easier to cast. Good effect with this CMC because t neuters some troublesome lands in the format.
4x Elephant's Grass in order to have a way to slow down aggressive deck with ease
4x Runed Halo it is the enachantement version of Grand Abolisher.
4x Wheel of Sun and Moon a way to circumvent recursion from the graveyard.
4x Sterling Grove slow, but there isn't a viable option, but can be a protection from single removals or a tutor when needed.
4x Mystic Remora it might be a good draw engine, but it is off color.
I think that this can be a core to start a discussion about. Low CMC, but good effects.