I made it very aggressive, trying to pump her as soon as possible to deal 21 commander damage to a single opponent. Obviously, this is not a cEDH list, but I managed to win a game against a cEDH elves list (sideboarding in all my fog effects to survive the big attack).
In multiplayer, the deck is a bit more vulnerable, since you need to deal 21 damage x 2 or x 3, and opponents will do all they can to remove her. I added pretty much every protection spells I could to prevent this.
I sure hope the thread isn't dead. I went to a legacy night recently and finished 1-2. I don't have the time to post the details tonight but I wanted to ask something:
I'm seeing decks using Estrid's Invocation. What exactly is the deal with this card? What I see is the possibility to "flicker" enchantments with ETB effects such as card draw, as well as activating Eidolon of Blossoms. Also, perhaps "flickering" Oblivion Ring to change the target as the game evolves and threats get bigger for example? I haven't tested it, so I cannot tell the power of the two uses I just described here, but are there any other uses to it?
Hello everyone! I'm back from a legacy night at a local game store and did 2-2. Again, I would like to share my experience with you, if you are interested in reading it.
Game 1: He mulliganed to five, kept a hand of one land and Goblin Guide. Elephant Grass did all the work here and he scooped quickly, even when I didn't get my draw engine online.
Game 2 and 3: He got better hands. Both times I cast a Circle of Protection: Red. Man did I overestimate that card. He had 3 Monastery Swiftspear and 2 Eidolon of the Great Revel. I kept from developing to keep mana to save me from the threats. I couldn't do a thing. First of all, Solitary Confinement already prevents all damage. Second, I think Warmth is a better answer if I need something quick to last while I get 2-3 enchantress effects.
Game 2: I can't remember my hand (even with my notes), except that I had Seal of Primordium, which I used to destroy his Chrome Mox. He flashed Sulfur Elemental in response. I somehow couldn't respond to his threats.
Game 1: He played Chalice of the Void with 1 counter. I had only one Forest with Wild Growth and an enchantress but couldn't even play it. I lost badly.
Game 2: This time he played Chalice with one counter, but I still managed to get some enchantress effects and Solitary Confinement. We had to stop due to time.
So I was playing yesterday when we were faced with a situation where we didn't know what to do. Simply put, my opponent played Opt while Lantern of Insight was in play. So he decided to put the card at the bottom (we already knew what it was since it was revealed), and then drew the next card. The question is: Would the card be revealed between the scried and the draw? He said he didn't think so, and wasn't sure if state based actions took place between effects of a resolving spell.
"If the top card of your library changes while you’re casting a spell or activating an ability, the new top card won’t be revealed until you finish casting that spell or activating that ability." According to this, I think it wouldn't be revealed.
However, the next section says that "When playing with the top card of your library revealed, if an effect tells you to draw several cards, reveal each one before you draw it." I know that Opt doesn't make you draw several cards, but I see a similarity in changing the top card of the library before drawing a new one.
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!
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!
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?
I was thinking about adding Familiar's Ruse at some point but I read that if you do not own a creature (which happens quite often), it is a dead card. I never had the chance to use it yet, but I thought that Far // Away was better since it allowed a lot of options. You can either bounce one of your creatures for protection, to get another EtB effect, or even to get temporarily rid of an opponent's creature. The other mode seems pretty good against hexproof creatures (what are we supposed to do against Thrun?). If the mana permits, you can cast both!
I am aware that it is not considered a competitive card, but I wanted to try it a bit. I will consider trying Familiar's Ruse.
Hello everyone, this is my first post ever on mtgsalvation!
So yeah I like playing Faerie a lot, although right now I'm running a budget version of it (my budget is about 15$ a week). Here is the current version:
So right now I'm in the process of getting my lands, then some Cryptic Commands, then Vendilion Cliques and maybe Snapcaster Mages if the money allows it. I want to replace Remand, and Scion of Oona next. I have seen some builds with Gifted Aetherborn in them and I'm tempted to try them. With Kalitas, Traitor of Ghet, Mutavault and Gurmag Angler, I can see some kind of Faerie/Vampire/Zombie themes hybrid. Going that way, has anyone tried Phyrexian Crusader (probably in sideboard), or even Skinrender? I like the EoT effect a lot.
Considering cantrips, I understood their power recently (in theory). If I understand correctly, they make your deck smaller so more adaptable via the sideboard (a smaller deck means a bigger sideboard, in comparison). I'm now going with Opt, the budget option. Is there a consensus concerning Opt and Serum Visions? Is Serum considered better? I like the idea of scrying before drawing (with Opt), as well as the instant speed, but I constantly keep mana up to cast it at the end of my opponent's turn, but always forget. I guess this is where I need to learn. Concerning Remand, I have seen its potential, but usually I end up wishing for a more permanent answer.
Anyway, if you guys have any "update route" about an order I should follow to improve my deck, please let me know.
https://tappedout.net/mtg-decks/name-mirri-race-cat-class-warrior/
I made it very aggressive, trying to pump her as soon as possible to deal 21 commander damage to a single opponent. Obviously, this is not a cEDH list, but I managed to win a game against a cEDH elves list (sideboarding in all my fog effects to survive the big attack).
In multiplayer, the deck is a bit more vulnerable, since you need to deal 21 damage x 2 or x 3, and opponents will do all they can to remove her. I added pretty much every protection spells I could to prevent this.
Comments are welcome!
I sure hope the thread isn't dead. I went to a legacy night recently and finished 1-2. I don't have the time to post the details tonight but I wanted to ask something:
I'm seeing decks using Estrid's Invocation. What exactly is the deal with this card? What I see is the possibility to "flicker" enchantments with ETB effects such as card draw, as well as activating Eidolon of Blossoms. Also, perhaps "flickering" Oblivion Ring to change the target as the game evolves and threats get bigger for example? I haven't tested it, so I cannot tell the power of the two uses I just described here, but are there any other uses to it?
Thanks!
My deck was:
13 Forest
2 Plains
3 Serra's Sanctum
2 Sunpetal Grove
Removal (5)
1 Cast Out
1 Ixalan's Binding
2 Oblivion Ring
1 Words of Wind
Tutors (4)
1 Enlightened Tutor
2 Worldly Tutor
1 Sterling Grove
Protection (9)
3 Elephant Grass
1 Gideon's Intervention
1 Nevermore
4 Solitary Confinement
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
1 Choke
4 Circle of Protection: Red
1 Energy Storm
1 Ground Seal
4 Rest in Peace
1 Sacred Ground
1 Seal of Cleansing
1 Seal of Primordium
Round 1: Burn (1-2)
Game 1: He mulliganed to five, kept a hand of one land and Goblin Guide. Elephant Grass did all the work here and he scooped quickly, even when I didn't get my draw engine online.
Game 2 and 3: He got better hands. Both times I cast a Circle of Protection: Red. Man did I overestimate that card. He had 3 Monastery Swiftspear and 2 Eidolon of the Great Revel. I kept from developing to keep mana to save me from the threats. I couldn't do a thing. First of all, Solitary Confinement already prevents all damage. Second, I think Warmth is a better answer if I need something quick to last while I get 2-3 enchantress effects.
Sideboard: -Cast Out, -2 Oblivion Ring, -Words of Wind, -Nevermore, +4 Circle of Protection: Red, +1 Energy Storm
Round 2: Dragon Stompy (or Red Prison?) (2-1)
Game 1: He managed to get me down to 6 life, he had Magus of the Moon and Chandra, Torch of Defiance, which I exiled with Ixalan's Binding. As soon as I got my engine and solitary confinement, he conceded.
Game 2: I can't remember my hand (even with my notes), except that I had Seal of Primordium, which I used to destroy his Chrome Mox. He flashed Sulfur Elemental in response. I somehow couldn't respond to his threats.
Game 3: I won.
Sideboard: -3Elephant Grass, +Circle of Protection: Red, +Seal of Cleansing, +Seal of Primordium
Round 3: Eldrazi (1-2)
Game 1: He played Chalice of the Void with 1 counter. I had only one Forest with Wild Growth and an enchantress but couldn't even play it. I lost badly.
Game 2: I began and considered I had a perfect hand with Forest, Utopia Sprawl, Argothian Enchantress, Serra's Sanctum, Abundant Growth, Solitary Confinement and Oblivion Ring. I had to cast Gideon's Intervention, naming Reality Smasher to have the time to get my engine on and have Solitary Confinement. I was afraid he could get Ulamog, the Ceaseless Hunger with his Eye of Ugin, so named it with Nevermore, just to be sure.
Game 3: Turn one Chalice of the Void, turn two Argothian Enchantress into Seal of Primordium turn three to destroy the Chalice. Perhaps I should have played the Seal first. The pressure was just too much with an Endless One and Reality Smasher. I had to chump block the Endless One with my Enchantress, but quickly lost anyway.
Sideboard: -2 Elephant Grass, +Seal of Cleansing, +Seal of Primordium
Round 4: Eldrazi Aggro (1-0)
Game 1: He played Chalice of the Void with 2 counters and another one with 3. Before that, I had managed to play 2 enchantress effects, and managed to win with Sigil of the Empty Throne and no Solitary Confinement.
Game 2: This time he played Chalice with one counter, but I still managed to get some enchantress effects and Solitary Confinement. We had to stop due to time.
Sideboard: See round 3
General notes:
Tonight I discovered that it's possible to win without Solitary Confinement. By dealing with threats with +Ixalan's Binding and +Gideon's Intervention, and having Sigil of the Empty Throne, it's possible to kill the opponent faster than he kills you. I really don't like Words of Wilding and Words of Wind, while fun, doesn't win the game fast enough. So I think they will all go out. I think I'll add a second Sigil, maybe a Doomwake Giant, but I want to keep Words of War against creature hate. Like I said before Circle of Protection: Red will have to go, and I'll get Warmth instead.
Cheers!
So I was playing yesterday when we were faced with a situation where we didn't know what to do. Simply put, my opponent played Opt while Lantern of Insight was in play. So he decided to put the card at the bottom (we already knew what it was since it was revealed), and then drew the next card. The question is: Would the card be revealed between the scried and the draw? He said he didn't think so, and wasn't sure if state based actions took place between effects of a resolving spell.
The rules on the WotC site (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73927) say that:
"If the top card of your library changes while you’re casting a spell or activating an ability, the new top card won’t be revealed until you finish casting that spell or activating that ability." According to this, I think it wouldn't be revealed.
However, the next section says that "When playing with the top card of your library revealed, if an effect tells you to draw several cards, reveal each one before you draw it." I know that Opt doesn't make you draw several cards, but I see a similarity in changing the top card of the library before drawing a new one.
What do you guys think? Is there a clear answer?
Thanks a lot, and cheers!
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!
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!
I was thinking about adding Familiar's Ruse at some point but I read that if you do not own a creature (which happens quite often), it is a dead card. I never had the chance to use it yet, but I thought that Far // Away was better since it allowed a lot of options. You can either bounce one of your creatures for protection, to get another EtB effect, or even to get temporarily rid of an opponent's creature. The other mode seems pretty good against hexproof creatures (what are we supposed to do against Thrun?). If the mana permits, you can cast both!
I am aware that it is not considered a competitive card, but I wanted to try it a bit. I will consider trying Familiar's Ruse.
Thanks!
So yeah I like playing Faerie a lot, although right now I'm running a budget version of it (my budget is about 15$ a week). Here is the current version:
2 Faerie Conclave
1 Ghost Quarter
4 Island
2 Mutavault
1 Pendelhaven
2 Polluted Delta
4 Secluded Glen
4 Swamp
4 Watery Grave
Enchantments
4 Bitterblossom
Instants
1 Cryptic Command
2 Far // Away
4 Fatal Push
2 Mana Leak
4 Opt
4 Remand
1 Spell Snare
1 Gurmag Angler
2 Mistbind Clique
2 Scion of Oona
4 Spellstutter Sprite
1 Tasigur, the Golden Fang
Sorceries
4 Inquisition of Kozilek
3 Ceremonious Rejection
3 Disdainful Stroke
1 Dismember
1 Doom Blade
2 Echoing Truth
1 Go for the Throat
1 Hurkyl's Recall
3 Negate
So right now I'm in the process of getting my lands, then some Cryptic Commands, then Vendilion Cliques and maybe Snapcaster Mages if the money allows it. I want to replace Remand, and Scion of Oona next. I have seen some builds with Gifted Aetherborn in them and I'm tempted to try them. With Kalitas, Traitor of Ghet, Mutavault and Gurmag Angler, I can see some kind of Faerie/Vampire/Zombie themes hybrid. Going that way, has anyone tried Phyrexian Crusader (probably in sideboard), or even Skinrender? I like the EoT effect a lot.
Considering cantrips, I understood their power recently (in theory). If I understand correctly, they make your deck smaller so more adaptable via the sideboard (a smaller deck means a bigger sideboard, in comparison). I'm now going with Opt, the budget option. Is there a consensus concerning Opt and Serum Visions? Is Serum considered better? I like the idea of scrying before drawing (with Opt), as well as the instant speed, but I constantly keep mana up to cast it at the end of my opponent's turn, but always forget. I guess this is where I need to learn. Concerning Remand, I have seen its potential, but usually I end up wishing for a more permanent answer.
Anyway, if you guys have any "update route" about an order I should follow to improve my deck, please let me know.
Cheers, and long live the faeries!