4eak
08-20-2011, 05:35 PM
As the name of the deck suggests, this is GW aggro-combo deck. Enchantress, if it is going to exist in Modern, is probably going to be a more aggressive deck than the combo-control prison deck that exists in Legacy.
Here is a decklist:
// Lands - 21
3 Arid Mesa
3 Marsh Flats
4 Temple Garden
10 Snow-Covered Plains
1 Dryad Arbor
// Mana Acceleration - 8
4 Noble Hierarch
4 Utopia Sprawl
// Enchantress - 10
4 Kor Spiritdancer
4 Mesa Enchantress
2 Verduran Enchantress
// Card Quality - 3
3 Green Sun's Zenith (I'm coming to believe this is the best tutor in Modern)
// Auras - 18
4 Hyena Umbra
3 Daybreak Coronet
3 Spirit Mantle
4 Griffin Guide
2 Gelid Shackles
2 Faith's Fetters
// Sideboard
SB: 1 Gaddock Teeg
SB: 1 Green Sun's Zenith
SB: 3 Runed Halo
SB: 3 Oblivion Ring
SB: 3 Greater Auramancy
SB: 4 Ghostly Prison
White is necessary for the enchantress engine, and green seems to be necessary for the mana-acceleration. GSZ has been pretty sweet.
I have tried this with other, non-enchantress/mana-acceleration creatures, primarily disruptive ones. I've had mixed results with it. So, I've stuck to running more Enchantress effects - you really want your engine online with a great deal of consistency (even through removal and counters). Running more enchantress effects is okay in a format that has so much removal in it and, especially since we don't have access to Argothian Enchantress. You really want at least 1 in play.
Some of the auras are selected for producing card advantage by themselves. And, despite being fairly aggressive, the deck several good defensive options. It can block well, has some defensive auras, and even the offensive auras provide resilience and ways to protect yourself and/or your creatures.
peace,
4eak
Here is a decklist:
// Lands - 21
3 Arid Mesa
3 Marsh Flats
4 Temple Garden
10 Snow-Covered Plains
1 Dryad Arbor
// Mana Acceleration - 8
4 Noble Hierarch
4 Utopia Sprawl
// Enchantress - 10
4 Kor Spiritdancer
4 Mesa Enchantress
2 Verduran Enchantress
// Card Quality - 3
3 Green Sun's Zenith (I'm coming to believe this is the best tutor in Modern)
// Auras - 18
4 Hyena Umbra
3 Daybreak Coronet
3 Spirit Mantle
4 Griffin Guide
2 Gelid Shackles
2 Faith's Fetters
// Sideboard
SB: 1 Gaddock Teeg
SB: 1 Green Sun's Zenith
SB: 3 Runed Halo
SB: 3 Oblivion Ring
SB: 3 Greater Auramancy
SB: 4 Ghostly Prison
White is necessary for the enchantress engine, and green seems to be necessary for the mana-acceleration. GSZ has been pretty sweet.
I have tried this with other, non-enchantress/mana-acceleration creatures, primarily disruptive ones. I've had mixed results with it. So, I've stuck to running more Enchantress effects - you really want your engine online with a great deal of consistency (even through removal and counters). Running more enchantress effects is okay in a format that has so much removal in it and, especially since we don't have access to Argothian Enchantress. You really want at least 1 in play.
Some of the auras are selected for producing card advantage by themselves. And, despite being fairly aggressive, the deck several good defensive options. It can block well, has some defensive auras, and even the offensive auras provide resilience and ways to protect yourself and/or your creatures.
peace,
4eak