Sure thing. I posted basically the same thing in the U/W/x Enchantments thread in Deck Creation. There is a lot of good discussion there, including my previous week's results, if you're interested.
Round 1 vs 5 color control 2-0
All their creature removal was dead against my deck. While they were able pick off angels for a little while, Sigil eventually got there both games.
Round 2 vs new player white/black 2-0
Exiled everything, but they didn't have very well constructed deck. I was sad being so annoying to a new player.
Round 3 vs GW megamorph 2-0
My opponent had to mulligan pretty hard both games. Probably helped some, but I think this would have been a decent match up regardless. Skilfull use of wrath and quarantine field paired with careful reactions to dromoka's command are all very important. Since you need to watch out for planeswalkers, dromoka's command, utter end, and tragic arrogance from the sideboard, negate is recommended.
Round 4 vs RW Zada prowess 2-0
Round one, he got mana flooded while I had few removal spells. I managed to find enough of them to deal with his creatures and won with starfield. I did make a misplay where I neglected to eliminate his blocker. He blocked a quarantine field and got back two abbot of keral keeps. despite this misplay, I was far enough ahead with both an active starfield and an active sigil. Round two, he started off strong start with a 5/4 double strike lifelinker (temur battle rage and defiant strike on seeker of the way), but a timely end hostilities got rid of all his creatures. Three sigil got me six angels which locked the game in my favor.
I am very pleased with the way this deck performed. I had good matchups and nobody seems to be putting enchantment hate in their sideboards. However, this may be changing soon. Be prepared to face down sideboards full of Negate, Spell Shrivel, Naturalize, Erase, and Tragic Arrogance as more people become aware of how strong our strategy is.
I went 4-0 at FNM with this list tonight. (admittedly I had flooded strands and prairie streams.) People just can't seem to deal with the amount of removal this deck is packing. The virtual card advantage provided by running almost no creatures is also a significant boon.
Blighted cataracts have almost always been welcome. I can't remember a time when the colorless mana hurt my plays, and When I get up to 6 lands I'm usually running out of steam, so if I don't have any pressing threats to deal with, or if I'm just out of gas, I crack a cataract. The two cards I get form it have made games much easier. Try them out.
I have not played with Skyline cascade. In the games that I've played, I don't think they would have helped as much as an untapped land most of the time. You could probably just swap them for plains.
Round 1 vs 5 color control 2-0
All their creature removal was dead against my deck. While they were able pick off angels for a little while, Sigil eventually got there both games.
Round 2 vs new player white/black 2-0
Exiled everything, but they didn't have very well constructed deck. I was sad being so annoying to a new player.
Round 3 vs GW megamorph 2-0
My opponent had to mulligan pretty hard both games. Probably helped some, but I think this would have been a decent match up regardless. Skilfull use of wrath and quarantine field paired with careful reactions to dromoka's command are all very important. Since you need to watch out for planeswalkers, dromoka's command, utter end, and tragic arrogance from the sideboard, negate is recommended.
Round 4 vs RW Zada prowess 2-0
Round one, he got mana flooded while I had few removal spells. I managed to find enough of them to deal with his creatures and won with starfield. I did make a misplay where I neglected to eliminate his blocker. He blocked a quarantine field and got back two abbot of keral keeps. despite this misplay, I was far enough ahead with both an active starfield and an active sigil. Round two, he started off strong start with a 5/4 double strike lifelinker (temur battle rage and defiant strike on seeker of the way), but a timely end hostilities got rid of all his creatures. Three sigil got me six angels which locked the game in my favor.
I am very pleased with the way this deck performed. I had good matchups and nobody seems to be putting enchantment hate in their sideboards. However, this may be changing soon. Be prepared to face down sideboards full of Negate, Spell Shrivel, Naturalize, Erase, and Tragic Arrogance as more people become aware of how strong our strategy is.
Congrats on gettting the official primer thread! My write up should be good for now. Go ahead and post it on the front page. It would be nice to have a banner. I may look into that later.
Thank you for the compliment hercules. By all means, feel free to edit what I write and post it into the OP. I kinda wanted a thread with a title other than Bantchantments because that presumes playing green I prefer playing U/W, but there is a lot of good discussion here and another thread would be redundant. Would it be possible to change the thread title to U/W/x Enchantments?
Made a rough draft primer for U/W/x enchantments. This is my first time even drafting a primer. Input is welcome.
U/W/x Enchantments
Introduction:
The core of the deck is very simple. Starfield of Nyx, Sigil of the Empty Throne, Stasis Snare, and Monastery Siege. After that, you have a variety of good enchantments to choose from. And you're going to want to play as many as possible to make sure your Starfield is active and your Sigil gets triggers. There are a couple of notable ways to do this; control and tokens.
The control shell focuses on running as many removal spells as possible to lock the game down while you build up to your finishers. (Silkwrap, Quarantine Field, Citadel Siege etc.)
Another shell focuses on token generating enchantments to continually generate more value than your opponent can deal with. (From Beyond, Retreat to Emeria, Zendikar's Roil, etc.)
Both decks take advantage of a relatively slow format with very few answers for enchantments being played. At the moment, this deck is well positioned to take advantage of any deck relying on creatures and creature based removal.
Card Choices:
Removal enchantments Enchantments offer some of the best removal in standard right now. Take your pick.
Silkwrap This deck is usually pretty slow. We need something to slow down the aggro decks while we set up our finishers. At two mana, we have Silkwrap, which can deal with a variety of threats. Excellent for control oriented decks.
Suspension Field The mirror of Silkwrap, Suspension Field hits larger targets. More valuable late game, this may be a dead card against some aggro decks. Still, it can take out big threats for only two mana.
Stasis Snare Instant speed unconditional removal for three mana. This is one of the best pieces of removal in standard and is a cornerstone of our deck. Run four.
Quarantine Field A very controversial card. If you want it to do anything, you will need to pay at least four mana, which can be a steep price. Still, it deals with problematic planeswalkers, artifacts, and enchantments. It can scale up to target several key threats at once. It can be very valuable in a control shell, but could lead to a blowout if removed when you're not ready. Recommended, but play with caution.
Citadel Siege Naming Dragons, this card can tap down your opponents biggest threat every turn. If played on a clear board, it means your opponent will need to get two creatures out before they can even start to deal you damage again. Well paired with a wratheffect.
Pacifism The catch all for two mana auras. Others include Singing Bell Strike and Encase in Ice. More options for removal. For better or worse, they don't turn into creatures when you control a Starfield and three other enchantments. A neat trick for auras, is that when you recur an aura from the graveyard with Starfield you don't technically target anything. So you can put one on an opponent's creature with hexproof.
Win condition enchantments Cards whose only use is to grant an insurmountable advantage.
Starfield of Nyx The inspiration for the deck, Starfield functions as a recursion engine allowing you to put enchantments in your graveyard directly onto the battlefield. Then, given enough enchantments, it animates them into a sizable army. Timed correctly, this can often provide an opportunity to deal lethal damage to your opponent. Be careful though. As soon as your enchantments become creatures, they can be targeted by your opponents creature removal. Savvy players will sneak their creatures back out from under snares this way.
Sigil of the Empty Throne Sigil provides an undeniable advantage once it comes online. While it does nothing on its own, in practice it will often be providing one or more 4/4 flying angel tokens per turn. And, because the token comes out when you cast an enchantment spell, you will get the angel even if your enchantment is countered. This card is capable of quickly closing out a game.
Zendikar's Roil A viable finisher in a landfall heavy token based deck. Generating two 2/2s off of one of your 12 fetchlands is nothing to sneeze at.
Utility enchantments Card draw, token producers, mana ramp, life gain, and what not.
Monastery Siege Our main draw engine and the best reason to run blue. Naming Khans, you get a harder to remove Jace that helps make sure your hand is always stocked with what you need. If that weren't enough, discarding expensive enchantments makes it easy for Starfield of Nyx to recur them later. That is a ludicrous amount of value. Naming Dragons is also a viable option to protect your board from removal and you from burn. This card is a must. Run four.
From Beyond An excellent card for any token build, an eldrazi scion every turn can provide chump blockers and even a little extra mana if you need it.
Myth Realized One of the few playable one mana enchantments in standard. Because we play so many non-creature spells, it has the potential to turn into a very large creature. In practice, it doesn't get that large, and it is a pretty bad topdeck late game.
Retreat to Kazandu Recommended in landfall based decks, the lifegain you get can keep you well out of range of aggro.
Outpost Siege A versatile enchantment worth considering splashing red for. The Khans mode provides card advantage, while the Dragons mode gives you that extra bit of inevetability in a token based deck.
Dampening Pulse Your go-to answer for dealing with token strategies, and an otherwise helpful card. There are some decks that just can't win when you get one or more of these out. Because it can be a dead card in the mirror and other matchups, perhaps put it in the sideboard. (Or you could go all in as Lumovanis has mused and play four copies of Pulse with four copies of Clever Impersonator and try to completely shut down your opponent.)
Retreat to Emeria Yet another token producing enchantment. At four mana for a 1/1 each landfall, this may be too slow to provide enough value on its own. That said, using the +1/+1 while Starfield of Nyx is active can sometimes provide you with enough of a boost to deal 20+ damage in one turn.
Non-enchantments They can't all be enchantments.
Knight of the White Orchid Even if you only get one land from it, which you will most of the time, Knight of the White Orchid is a pretty solid card. As a 2/2 first strike, it will either slow down their X/2s, or force your opponent to spend time getting rid of it. At worst it'll chump block an X/3. That's still a land and a bunch of life which you will need to set up your bigger enchantments.
Herald of the Pantheon A good reason to run green, Herald gives you a discount on enchantments while giving you a life boost. Unfortunately, she needs to be on the field to give you that discount and boost, making her a huge target for removal. If she sticks around, she's great.
Blight Herder Did you know the eldrazi processors could grab cards exiled by your enchantments and send them to the graveyard for profit? It's a neat little trick that can negate one of the biggest drawbacks of our most common source of removal. A bit of a niche case, but might be worth running in the sideboard if you think your opponent is packing enchantment removal.
Negate While running blue, you might as well run counterspells. You have a lot of options, but right now I recommend Negate. You should be able to deal with most creatures with a good suite of removal, and there are a lot of noncreature cards that can blow us out.
Narset Transcendent Primarily an extra draw engine and a meat shield, she can keep the heat off you while drawing 0.5 cards a turn. You won't have many targets for her 2nd ability, but rebounding an End Hostilities can be nice. And her emblem can be devastating if you manage to get it off.
Ojutai's command While you might not expect to use the first mode too often in a primarily enchantment deck, the few creatures that are worth considering for this deck are usually two mana. The other three modes are also very useful. Gaining life, drawing cards, countering creatures. All of these are things we want to do. However, our four mana slot is very crowded. It will be often be tough to find room for another four mana non-enchantment spell.
Lands You should either be playing Lumbering falls or Blighted Cataract
Lumbering Falls A must if you are playing blue and green. This card is nearly impossible to deal with, and you often keep the board clear enough to swing in. A very good reason to run green if you are not already.
Blighted Cataract If you are playing U/W instead of U/W/x, Blighted Cataract is an amazing source of card advantage with very little drawback. Around the time you get to six mana, you may be running out of gas. The boost you get from this can be invaluable.
Prairie Stream/Canopy Vista/Others When paired with fetchlands, these new duals give us access to an almost unprecidented variety of options. Certain land bases make it possible to run as many as five colors.
Tranquil Cove Another option for U/W. Entering the battlefield tapped isn't much of a problem when our curve starts at two. The lifegain can help against aggro.
At FNM, things went well. Dromoka's Command never does enough because you almost always have a variety of enchanments to choose from. Sacrificing your choice of four enchantments while they get a +1/+1 counter is worth having them waste a card. Utter End however, can still be problematic at an inopportune time. But, since they need to spend four mana on it, they probably won't be doing too much else that turn.
What really ruins our day is Tragic Arrogance. Keeping one enchantment that our opponent picks can be backbreaking. That's why I now recommend running three Negates mainboard.
Quarantine Field Is worth playing four of in most control builds. Costing one more mana than Stasis Snare doesn't matter very much since your plan is usually to cast a removal spell on your turn anyway. Plus it has a ton of versatility. You can hit creatures and noncreatures, you can cast it for six to take out two threats, I've even cast it for two with no targets just to get another angel from my Sigil. I can understand why a token build would play without it. There just isn't much room in the deck. But a control build is usually plenty happy to see another piece of removal in their hand.
Round 2 against some sort of blue green tempo retreats. 2-1
Lost game 1 to double Zendikar's Roil, but was able to rally in games 2 and 3. Quarantine Field was a huge help in this matchup. Helping me deal with the enchantments that would have gotten a ton of value with all that landfall.
Round 4 against UW Enchantments. 2-0
Almost a mirror match. They ran Myth Realized and Sphinx's Tutelage which didn't do too much against me. Quarantine Field made the difference here.
MVPs Blighted Cataract - Around the time I would get 6 mana, I would run out of gas, even with Monastery Siege. The boost I got from this was amazingly useful. Highly recommend if you're not running Lumbering Falls. Knight of the White Orchid - Helped me out of mana screw quite a few times. Surprisingly often, the 2/2 first strike body was an excellent deterrent. Quarantine Field - Noncreature threats are a big deal! Make sure to have a plan for them! This thing helped out a ton! Monastery Siege - The card advantage from naming Khans is overwhelming. Naming dragons was seldom relevant.
Performing as expected: Silkwrap, Stasis Snare - Did what they were supposed to. Kept me alive. Made the deck tick. Citadel Siege - Keeps their biggest threat from attacking. Enough said. Starfield of Nyx, Sigil of the Empty Throne - My finishers. Sigil may have been a bit more useful, but mostly, after one of these came down, the game was swayed heavily in my favor.
Underwhelming: End Hostilities, Planar Outburst - Wrathing did help sometimes, but quite often I didn't need it. I would still keep a couple, but will likely replace the rest with counterspells. Negate probably.
Bottom line:
I had a lot of fun, and this seemed really strong in my meta. Although, everyone got frustrated playing against it. This strategy will not make friends.
Knight of the White Orchid only gets you a land when you have less than your opponent. Have you been behind so often that you can get one even with an Emeria Shepherd out?
Edit: the more I think about it, yeah, Knight seems pretty good. Even if you only get one land out of it, which you will most of the time. After that, it won't matter if they get rid of it. Either it will slow down their X/2s, or they spend time getting rid of it. At worst it'll chump block an X/3. That's still a land and a bunch of life which you need while you set up your bigger enchantments. That's just better than the Ojutai monuments I was planning to play. Currently adjusting my list to make room for knights.
I honestly haven't done any testing. Just running some hypothetical scenarios in my head. I can't wait until I can get my hands on the cards to play with them.
Frankly, I feel my curve is very very slow. The plan is to use silkwraps and stasis snares to survive long enough to wrath, then start dropping bombs.
Cascade might be asking too much, but it doesn't take too much away, and might slow down aggro just one more turn, but again, I don't have testing to back this up yet. My landbase could use some work.
I started out wanting to play with 7 wraths and a bunch of token making enchantments like retreat to emeria. It just seemed efficient because I could clean their board without losing momentum. But over time, spot removal looked better and better so I just took out the token makers and scaled back on wraths. I still want to run at least 5. I like killing awakened lands. I like killing hexproof dragons. I like seeing my opponents use a Dromoka's command to get a creature back from under a Stasis Snare just to see it get wrathed away.
I doubt I'll have a lot in my graveyard to fuel a Dig through time. Maybe some dead enchantments or some cards from Monastery siege. Mostly it's there to help me in the late game to dig for an answer. At least there's not any other delve to compete with it. If Dig doesn't work, I might try Ugin's Insight instead. Or nothing. Monastery siege might be a good enough draw engine by itself.
I suspect I'll have some trouble with planeswalkers. I don't have any way to deal with them besides Quarantine field, Starfield and Sigil. What can really blow me out though, is a Tragic Arrogance. I tried to build my sideboard to help with that, though it may be worth bringing a couple of counters in mainboard. Just in case. Other than that though, there isn't much enchantment hate going around. Even in sideboards.
I'll agree that mana ramp can be important, and frankly, there isn't that much that's better than an Ojutai Monument right now. Even in green. They can be an extra 4/4 flier that dodges sorcery speed removal and survives wraths if need be.
I'm glad someone is talking about this deck. I came up with a U/W build a while ago and I think it can do really well. I went U/W for the consistency, and to be able to run a few blighted lands. I'm also running wraths instead of counters, just so I can be sure that the board is clear while I build up for a lethal Starfield and friends swing.
Citadel Siege is also a nice card worth considering for an enchantment deck. Naming dragons, of course. It sets your opponents back even further from a clear board. With one out, they need at least 2 creatures out before they can start doing damage again.
I can see why you would want to have Herald in there, but if it's your only creature, it's gonna be the only outlet for your opponent's removal. Take it out, and you turn those removal spells into dead cards.
As for counterspells, 7 might be too many if you plan to tap out for enchantments a lot. Perhaps swap out the negates for End hostilities? I dunno. I'm more worried about creatures than dromoka's command.
While Quarantine Field has some bad synergies with Starfield, I think it is still worth running. It is able to deal with a lot of problems the rest of the deck can't (planeswalkers, artifacts, enchantments), and you may sometimes want to cast it for just WW to trigger a Sigil or get your fifth enchantment on the field. However, If you would like to go without, I would reccommend Suppression Bonds to help against big threats like Gideon and Narset. (A neat trick about auras: when you return one from the graveyard with starfield, you can attach it to a creature with shroud/hexproof because it doesn't technically target anything.)
Blighted cataracts have almost always been welcome. I can't remember a time when the colorless mana hurt my plays, and When I get up to 6 lands I'm usually running out of steam, so if I don't have any pressing threats to deal with, or if I'm just out of gas, I crack a cataract. The two cards I get form it have made games much easier. Try them out.
I have not played with Skyline cascade. In the games that I've played, I don't think they would have helped as much as an untapped land most of the time. You could probably just swap them for plains.
3 Silkwrap
4 Stasis snare
4 Monastery siege
4 Quarantine field
4 Citadel siege
4 Starfield of nyx
4 Sigil of the empty throne
4 Knight of the white orchid
3 Negate
2 End hostilities
Lands 24
3 Blighted Cataract
4 Tranquil Cove
4 Flooded Strand
4 Prairie Stream
9 Plains
3 Dampening Pulse
2 Scatter to the winds
2 Valorous stance
2 Surge of righteousness
2 End hostilities
2 Dig through time
1 Negate
1 Silkwrap
All their creature removal was dead against my deck. While they were able pick off angels for a little while, Sigil eventually got there both games.
Round 2 vs new player white/black 2-0
Exiled everything, but they didn't have very well constructed deck. I was sad being so annoying to a new player.
Round 3 vs GW megamorph 2-0
My opponent had to mulligan pretty hard both games. Probably helped some, but I think this would have been a decent match up regardless. Skilfull use of wrath and quarantine field paired with careful reactions to dromoka's command are all very important. Since you need to watch out for planeswalkers, dromoka's command, utter end, and tragic arrogance from the sideboard, negate is recommended.
Round 4 vs RW Zada prowess 2-0
Round one, he got mana flooded while I had few removal spells. I managed to find enough of them to deal with his creatures and won with starfield. I did make a misplay where I neglected to eliminate his blocker. He blocked a quarantine field and got back two abbot of keral keeps. despite this misplay, I was far enough ahead with both an active starfield and an active sigil. Round two, he started off strong start with a 5/4 double strike lifelinker (temur battle rage and defiant strike on seeker of the way), but a timely end hostilities got rid of all his creatures. Three sigil got me six angels which locked the game in my favor.
I am very pleased with the way this deck performed. I had good matchups and nobody seems to be putting enchantment hate in their sideboards. However, this may be changing soon. Be prepared to face down sideboards full of Negate, Spell Shrivel, Naturalize, Erase, and Tragic Arrogance as more people become aware of how strong our strategy is.
U/W/x Enchantments
Introduction:
The core of the deck is very simple. Starfield of Nyx, Sigil of the Empty Throne, Stasis Snare, and Monastery Siege. After that, you have a variety of good enchantments to choose from. And you're going to want to play as many as possible to make sure your Starfield is active and your Sigil gets triggers. There are a couple of notable ways to do this; control and tokens.
The control shell focuses on running as many removal spells as possible to lock the game down while you build up to your finishers. (Silkwrap, Quarantine Field, Citadel Siege etc.)
Another shell focuses on token generating enchantments to continually generate more value than your opponent can deal with. (From Beyond, Retreat to Emeria, Zendikar's Roil, etc.)
Both decks take advantage of a relatively slow format with very few answers for enchantments being played. At the moment, this deck is well positioned to take advantage of any deck relying on creatures and creature based removal.
Card Choices:
Removal enchantments
Enchantments offer some of the best removal in standard right now. Take your pick.
Silkwrap This deck is usually pretty slow. We need something to slow down the aggro decks while we set up our finishers. At two mana, we have Silkwrap, which can deal with a variety of threats. Excellent for control oriented decks.
Suspension Field The mirror of Silkwrap, Suspension Field hits larger targets. More valuable late game, this may be a dead card against some aggro decks. Still, it can take out big threats for only two mana.
Stasis Snare Instant speed unconditional removal for three mana. This is one of the best pieces of removal in standard and is a cornerstone of our deck. Run four.
Quarantine Field A very controversial card. If you want it to do anything, you will need to pay at least four mana, which can be a steep price. Still, it deals with problematic planeswalkers, artifacts, and enchantments. It can scale up to target several key threats at once. It can be very valuable in a control shell, but could lead to a blowout if removed when you're not ready. Recommended, but play with caution.
Citadel Siege Naming Dragons, this card can tap down your opponents biggest threat every turn. If played on a clear board, it means your opponent will need to get two creatures out before they can even start to deal you damage again. Well paired with a wrath effect.
Pacifism The catch all for two mana auras. Others include Singing Bell Strike and Encase in Ice. More options for removal. For better or worse, they don't turn into creatures when you control a Starfield and three other enchantments. A neat trick for auras, is that when you recur an aura from the graveyard with Starfield you don't technically target anything. So you can put one on an opponent's creature with hexproof.
Cards whose only use is to grant an insurmountable advantage.
Starfield of Nyx The inspiration for the deck, Starfield functions as a recursion engine allowing you to put enchantments in your graveyard directly onto the battlefield. Then, given enough enchantments, it animates them into a sizable army. Timed correctly, this can often provide an opportunity to deal lethal damage to your opponent. Be careful though. As soon as your enchantments become creatures, they can be targeted by your opponents creature removal. Savvy players will sneak their creatures back out from under snares this way.
Sigil of the Empty Throne Sigil provides an undeniable advantage once it comes online. While it does nothing on its own, in practice it will often be providing one or more 4/4 flying angel tokens per turn. And, because the token comes out when you cast an enchantment spell, you will get the angel even if your enchantment is countered. This card is capable of quickly closing out a game.
Zendikar's Roil A viable finisher in a landfall heavy token based deck. Generating two 2/2s off of one of your 12 fetchlands is nothing to sneeze at.
Card draw, token producers, mana ramp, life gain, and what not.
Monastery Siege Our main draw engine and the best reason to run blue. Naming Khans, you get a harder to remove Jace that helps make sure your hand is always stocked with what you need. If that weren't enough, discarding expensive enchantments makes it easy for Starfield of Nyx to recur them later. That is a ludicrous amount of value. Naming Dragons is also a viable option to protect your board from removal and you from burn. This card is a must. Run four.
From Beyond An excellent card for any token build, an eldrazi scion every turn can provide chump blockers and even a little extra mana if you need it.
Myth Realized One of the few playable one mana enchantments in standard. Because we play so many non-creature spells, it has the potential to turn into a very large creature. In practice, it doesn't get that large, and it is a pretty bad topdeck late game.
Retreat to Kazandu Recommended in landfall based decks, the lifegain you get can keep you well out of range of aggro.
Outpost Siege A versatile enchantment worth considering splashing red for. The Khans mode provides card advantage, while the Dragons mode gives you that extra bit of inevetability in a token based deck.
Dampening Pulse Your go-to answer for dealing with token strategies, and an otherwise helpful card. There are some decks that just can't win when you get one or more of these out. Because it can be a dead card in the mirror and other matchups, perhaps put it in the sideboard. (Or you could go all in as Lumovanis has mused and play four copies of Pulse with four copies of Clever Impersonator and try to completely shut down your opponent.)
Retreat to Emeria Yet another token producing enchantment. At four mana for a 1/1 each landfall, this may be too slow to provide enough value on its own. That said, using the +1/+1 while Starfield of Nyx is active can sometimes provide you with enough of a boost to deal 20+ damage in one turn.
They can't all be enchantments.
Knight of the White Orchid Even if you only get one land from it, which you will most of the time, Knight of the White Orchid is a pretty solid card. As a 2/2 first strike, it will either slow down their X/2s, or force your opponent to spend time getting rid of it. At worst it'll chump block an X/3. That's still a land and a bunch of life which you will need to set up your bigger enchantments.
Herald of the Pantheon A good reason to run green, Herald gives you a discount on enchantments while giving you a life boost. Unfortunately, she needs to be on the field to give you that discount and boost, making her a huge target for removal. If she sticks around, she's great.
Blight Herder Did you know the eldrazi processors could grab cards exiled by your enchantments and send them to the graveyard for profit? It's a neat little trick that can negate one of the biggest drawbacks of our most common source of removal. A bit of a niche case, but might be worth running in the sideboard if you think your opponent is packing enchantment removal.
End Hostilities When you don't play creatures, Wrath of God turns into Plague Wind. When your opponent Awakens their lands, End Hostilities can be a mini Armageddon too.
Negate While running blue, you might as well run counterspells. You have a lot of options, but right now I recommend Negate. You should be able to deal with most creatures with a good suite of removal, and there are a lot of noncreature cards that can blow us out.
Narset Transcendent Primarily an extra draw engine and a meat shield, she can keep the heat off you while drawing 0.5 cards a turn. You won't have many targets for her 2nd ability, but rebounding an End Hostilities can be nice. And her emblem can be devastating if you manage to get it off.
Ojutai's command While you might not expect to use the first mode too often in a primarily enchantment deck, the few creatures that are worth considering for this deck are usually two mana. The other three modes are also very useful. Gaining life, drawing cards, countering creatures. All of these are things we want to do. However, our four mana slot is very crowded. It will be often be tough to find room for another four mana non-enchantment spell.
You should either be playing Lumbering falls or Blighted Cataract
Lumbering Falls A must if you are playing blue and green. This card is nearly impossible to deal with, and you often keep the board clear enough to swing in. A very good reason to run green if you are not already.
Blighted Cataract If you are playing U/W instead of U/W/x, Blighted Cataract is an amazing source of card advantage with very little drawback. Around the time you get to six mana, you may be running out of gas. The boost you get from this can be invaluable.
Flooded Strand/Windswept Heath Goes without saying, fetchlands are good. A must when using Retreat enchantments.
Prairie Stream/Canopy Vista/Others When paired with fetchlands, these new duals give us access to an almost unprecidented variety of options. Certain land bases make it possible to run as many as five colors.
Tranquil Cove Another option for U/W. Entering the battlefield tapped isn't much of a problem when our curve starts at two. The lifegain can help against aggro.
Decklists
W/u Control by TacticalCelebrant
3 Silkwrap
4 Stasis snare
4 Monastery siege
4 Quarantine field
4 Citadel siege
4 Starfield of nyx
4 Sigil of the empty throne
4 Knight of the white orchid
3 Negate
2 End hostilities
Lands 24
3 Blighted Cataract
4 Tranquil Cove
4 Flooded Strand
4 Prairie Stream
9 Plains
3 Dampening Pulse
2 Scatter to the winds
2 Valorous stance
2 Surge of righteousness
2 End hostilities
2 Dig through time
1 Negate
1 Silkwrap
Bantchantments by hercules_64
4x herald of the pantheon
1x blight herder
Planeswalkers
2x narset transcendent
Instants
4x clash of wills
Sorceries
2x planar outburst
Enchantments
4x silkwrap
4x stasis snare
4x monastery siege
3x from beyond
3x sigil of the empty throne
3x starfield of nyx
2x quarantine field
4x flooded strand
4x prairie stream
4x canopy vista
1x blighted cataract
1x blighted woodland
2x lumbering falls
4x plains
2x forest
2x island
Token Retreats by Bonkshebonk
2x Outpost Siege
2x Retreat to Coralhelm
3x Retreat to Emeria
4x Retreat to Kazandu
3x Sigil of the Empty Throne
3x Silkwrap
2x Starfield of Nyx
4x Stasis Snare
3x Zendikar's Roil
1x Cinder Glade
4x Evolving Wilds
4x Flooded Strand
3x Forest
1x Island
1x Mountain
4x Plains
1x Prairie Stream
4x Windswept Heath
1x Treasure Cruise
1x Helm of the Gods
4x Herald of the Pantheon
What really ruins our day is Tragic Arrogance. Keeping one enchantment that our opponent picks can be backbreaking. That's why I now recommend running three Negates mainboard.
A revised list after going 3-1 at FNM:
3 Silkwrap
4 Stasis snare
4 Monastery siege
4 Quarantine field
4 Citadel siege
4 Starfield of nyx
4 Sigil of the empty throne
4 Knight of the white orchid
3 Negate
2 End hostilities
Lands 24
4 Blighted cataract
4 Tranquil cove
4 Skyline cascade
1 Prairie Stream
11 Plains
3 Dampening Pulse
2 Scatter to the winds
2 Valorous stance
2 Surge of righteousness
2 End hostilities
2 Dig through time
1 Negate
1 Silkwrap
3 Silkwrap
4 Stasis snare
4 Monastery siege
4 Quarantine field
4 Citadel siege
4 Starfield of nyx
4 Sigil of the empty throne
4 Knight of the white orchid
4 End hostilities
1 Planar outburst
Lands 24
3 Blighted cataract
4 Prairie stream
4 Tranquil cove
4 Flooded strand
11 Plains
4 Negate
2 Scatter to the winds
2 Valorous stance
2 Surge of righteousness
2 Planar outburst
2 Dig through time
1 Silkwrap
Matchups might have been unconventional, so the info might not be too relevant. Didn't face any real aggro.
Round 1 against Abzan Hardened Scales. 2-0
All the exiling removal was great here. Hangarback Walkers never hit the graveyard. Dromoka's Command never too problematic. Even the Naturalizes in from the board on game 2 didn't do enough.
Round 2 against some sort of blue green tempo retreats. 2-1
Lost game 1 to double Zendikar's Roil, but was able to rally in games 2 and 3. Quarantine Field was a huge help in this matchup. Helping me deal with the enchantments that would have gotten a ton of value with all that landfall.
Round 3 against UW Control. 0-2
I was too slow to drop a finisher before they stabilized with a ton of countermagic in hand. Tried to improvise by using Citadel Siege to put +1/+1 counters on a Knight of the White Orchid. The planeswalkers (Jace, vryn's prodigy and Narset Transcendent) were a huge hassle. In the end, died to Secure the Wastes and Ugin, the Spirit Dragon. Wish I had a couple counters mainboard for this.
Round 4 against UW Enchantments. 2-0
Almost a mirror match. They ran Myth Realized and Sphinx's Tutelage which didn't do too much against me. Quarantine Field made the difference here.
MVPs
Blighted Cataract - Around the time I would get 6 mana, I would run out of gas, even with Monastery Siege. The boost I got from this was amazingly useful. Highly recommend if you're not running Lumbering Falls.
Knight of the White Orchid - Helped me out of mana screw quite a few times. Surprisingly often, the 2/2 first strike body was an excellent deterrent.
Quarantine Field - Noncreature threats are a big deal! Make sure to have a plan for them! This thing helped out a ton!
Monastery Siege - The card advantage from naming Khans is overwhelming. Naming dragons was seldom relevant.
Performing as expected:
Silkwrap, Stasis Snare - Did what they were supposed to. Kept me alive. Made the deck tick.
Citadel Siege - Keeps their biggest threat from attacking. Enough said.
Starfield of Nyx, Sigil of the Empty Throne - My finishers. Sigil may have been a bit more useful, but mostly, after one of these came down, the game was swayed heavily in my favor.
Underwhelming:
End Hostilities, Planar Outburst - Wrathing did help sometimes, but quite often I didn't need it. I would still keep a couple, but will likely replace the rest with counterspells. Negate probably.
Bottom line:
I had a lot of fun, and this seemed really strong in my meta. Although, everyone got frustrated playing against it. This strategy will not make friends.
Edit: the more I think about it, yeah, Knight seems pretty good. Even if you only get one land out of it, which you will most of the time. After that, it won't matter if they get rid of it. Either it will slow down their X/2s, or they spend time getting rid of it. At worst it'll chump block an X/3. That's still a land and a bunch of life which you need while you set up your bigger enchantments. That's just better than the Ojutai monuments I was planning to play. Currently adjusting my list to make room for knights.
Frankly, I feel my curve is very very slow. The plan is to use silkwraps and stasis snares to survive long enough to wrath, then start dropping bombs.
Cascade might be asking too much, but it doesn't take too much away, and might slow down aggro just one more turn, but again, I don't have testing to back this up yet. My landbase could use some work.
I started out wanting to play with 7 wraths and a bunch of token making enchantments like retreat to emeria. It just seemed efficient because I could clean their board without losing momentum. But over time, spot removal looked better and better so I just took out the token makers and scaled back on wraths. I still want to run at least 5. I like killing awakened lands. I like killing hexproof dragons. I like seeing my opponents use a Dromoka's command to get a creature back from under a Stasis Snare just to see it get wrathed away.
I doubt I'll have a lot in my graveyard to fuel a Dig through time. Maybe some dead enchantments or some cards from Monastery siege. Mostly it's there to help me in the late game to dig for an answer. At least there's not any other delve to compete with it. If Dig doesn't work, I might try Ugin's Insight instead. Or nothing. Monastery siege might be a good enough draw engine by itself.
I suspect I'll have some trouble with planeswalkers. I don't have any way to deal with them besides Quarantine field, Starfield and Sigil. What can really blow me out though, is a Tragic Arrogance. I tried to build my sideboard to help with that, though it may be worth bringing a couple of counters in mainboard. Just in case. Other than that though, there isn't much enchantment hate going around. Even in sideboards.
4 Silkwrap
3 Stasis snare
4 Quarantine field
4 Monastery siege
3 Citadel siege
4 Starfield of nyx
4 Sigil of the empty throne
Nonenchantments 11
4 Ojutai monument
4 End hostilities
1 Planar outburst
2 Dig through time
4 Skyline cascade
3 Blighted cataract
4 Tranquil cove
4 Flooded Strand
4 Prairie stream
4 Plains
4 Negate
3 Scatter to the winds
2 Valorous stance
2 Surge of righteousness
2 Planar outburst
1 Stasis snare
1 Citadel siege
I'll agree that mana ramp can be important, and frankly, there isn't that much that's better than an Ojutai Monument right now. Even in green. They can be an extra 4/4 flier that dodges sorcery speed removal and survives wraths if need be.
Citadel Siege is also a nice card worth considering for an enchantment deck. Naming dragons, of course. It sets your opponents back even further from a clear board. With one out, they need at least 2 creatures out before they can start doing damage again.
I can see why you would want to have Herald in there, but if it's your only creature, it's gonna be the only outlet for your opponent's removal. Take it out, and you turn those removal spells into dead cards.
As for counterspells, 7 might be too many if you plan to tap out for enchantments a lot. Perhaps swap out the negates for End hostilities? I dunno. I'm more worried about creatures than dromoka's command.