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Thread: The Witch House (Nearly Mono-green Enchantress)

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    The Witch House (Nearly Mono-green Enchantress)

    "The expression on her face was one of hideous malevolence and exultation... He must meet the Black Man, and go with them all to the throne of Azathoth at the centre of ultimate Chaos." -"The Dreams in the Witch House", H.P. Lovecraft

    1. Background for the deck
    2. MD Card Choices
    3. Sideboard and Wishboard
    4. Decklists
    5. Play Style
    6. Match-up Analysis
    7. Conclusion

    I. Some Background

    Hello all, people call me Spatula. Around 2004 I helped develop Solitaire, a version of Enchantress that operated on Solitary Confinement as a de facto win condition, along with some notable improvements to the archetype like the addition of Elephant Grass and Ground Seal. The virtue of this version was, as compared to G/U Eternal Winds, a higher enchantment count and more compact win condition, and as compared to what I'll simply call G/W Enchantress (defined by Sacred Mesa, Moat and other heavily defensive cards) a tighter mana curve and more combo-oriented strategy. As compared to the other versions of Enchantress Solitaire was not so much a deck that played enchantresses to supplement some other strategy, but rather a deck where the enchantress engine truly was the heart of the deck. While G/W Enchantress could be considered control, Solitaire was more like G/U Eternal Winds in being mid-range combo.

    Of course meta-games come and go, and while it seems that WotC is intent on printing absurdly untested cards for Commander (hello Leo), synergy-oriented decks like Enchantress more rarely receive new toys. After extensive testing with various iterations of Solitaire, adding a few new cards such as Cast Out and Doomwake Giant, I was feeling dispirited in the deck's performance against many of the match-ups that have traditionally been strong, such as mid-range control and aggro, due to a wide variety of reasons from game to game, but ultimately leading me to the conclusion that the Solitary Confinement lock is no longer what it was. Deathrite Shaman, Leovold, Emissary of Trest, even Spirit of the Labyrinth eliminate the idea that merely playing a Solitary Confinement is game over. And since the card itself is just a 3 mana fog on its own, the deck required rethinking.

    Since Onslaught, major additions to the Enchantress archetype are fairly limited - Green Sun's Zenith was a huge help, many Enchantress players added Emrakul to the deck (though I strongly disagree with its addition to Solitaire) and there are now almost a half dozen iterations of Oblivion Ring. Most relevant to this post, however, is the block printed during my latest hiatus from the game, Theros, which added enchantments that are also creatures. While most Enchantress players seem to have added one Eidolon of Blossoms and occasionally sideboard in Doomwake Giant, I think the combination of GSZ and the existence of playable enchantments that are ALSO creatures opens up a number of questions about an older card that was often tried and usually discarded in Enchantress lists, namely, Living Wish.

    II. Maindeck Card Choices

    The Core:

    First of all, the core of any Enchantress list is four cards: Argothian Enchantress, Enchantress's Presence, Utopia Sprawl, and Wild Growth.

    Argothian Enchantress - shrouded and only two mana, in most match-ups she's your best turn-2 drop, since you can play another 1 mana enchantment and begin digging if she resolves in most cases. A 4x in any Enchantress list, a 3x in ours due to Living Wish.

    Enchantress's Presence - slightly pricier and vulnerable to Spell Pierce, but even fewer decks have maindeck ways of dealing with a resolved enchantment than with a resolved shroud creature. Also has the advantage of drawing off itself with multiple copies. Also an automatic 4x.

    Wild Growth & Utopia Sprawl - I think it's safe to consider these as much a core of the deck as the girls themselves. These are your best, most important turn 1 plays, accelerating you and making up for what is otherwise a slow and sometimes clunky deck. Once you have an enchantress out, they're free card draw on the turn you play them, and the following turn boost you even further ahead in mana. Each is a 4x or you're probably doing the deck wrong.

    Any Enchantress list needs these cards at its core. Moving on.

    Supplemental Threats:

    These cards are your plan B against disruption.

    Green Sun's Zenith - I remember running into a lot of resistance on this card when it first came out. "You only have one creature to get!" But you need that creature to win, so... at any rate, it also opens a lot of SB options for the deck. GSZ combines surprisingly well with Living Wish, allowing you do get more value out of your very limited SB space by effectively running 4x copies of Gaddock Teeg, Spore Frog, Scavenging Ooze, Reclamation Sage, or other green utility creatures. From 2011 to 2018 this was pretty much the 3rd best Enchantress option, until...

    Estrid's Invocation - The newly printed and as of time of writing, [s]still-not-fucking-available-on-mtgo[/s] FINALLY FUCKING AVAILABLE contender for 3rd best Enchantress. Pros vs GSZ: an enchantment, not a creature, so generally harder to kill, can evade a lot of traditional hate like Ethersworn Canonist and taxing effects by "casting" itself every upkeep for free, triggering all sorts of neat stuff from simple card drawing via Abundant Growth or Ground Seal, to affecting the board with Oblivion Ring, Elephant Grass, and Doomwake Giant. Cons vs GSZ: a fourth color, this is the big drawback. It will have some impact on the stability of the mana base, and there can be times you just can't cast it. I guess it also gives an out to those people who MD Red Elemental Blast.

    Eidolon of Blossoms - Besides, it can grab a different creature now. Generally your weakest enchantress effect, Eidolon does have a couple advantages over the others. Unlike Presence, she can't be Spell Pierced. Unlike Argothian, she's an enchantment, so not only does she draw off of herself, she draws if you have another enchantress out. She also has some great interaction with Replenish

    Living Wish - Here we get to the main distinguishing feature of this list. Living Wish is a powerful and versatile card that allows you to switch gears between aggressor and control. We'll get more specific about it in the sideboard section, but the ability to grab an enchantress, land, an answer to a problem permanent, combo-hate, an enchantment to keep digging, AND to keep your otherwise clunky kill conditions out of the maindeck is huge.

    Doomwake Giant - This guy is a powerhouse, and Living Wish gives you access to 5x copies without having to destroy your curve too much. He wrecks Death and Taxes, Delver decks, True-Name Nemesis, Elves, Infect and so much more, and even against control decks he clears away Strixes, and can't be Fatal Pushed, and against Miracles he can clear away a bunch of monks and require them to dig for that StP they shuffled away with Brainstorm.

    Sterling Grove - I'm not running this and haven't in some time, but I mention it because it is, of course, a great card for Enchantress lists. This list is trying to run as few off-green cards as possible though, and with Living Wish on top of other Enchantresses, it feels unnecessary to use Grove. If you do run it, the shroud for your Doomwakes isn't bad though.

    Replenish - I run this as a 1x, and some people may not like it much, but having it in your toolkit can just randomly win games. It usually sucks in your opening hand or even before turn 4, but the trade-off is worth it in my book, especially with Doomwake and Eidolon of Blossoms.

    Mirri's Guile and Sylvan Library - I'm not a fan of running more than 1-2 of either of these, but between them I prefer Guile unless you're running WordsofWhatever. It comes down turn 1 so you can right off the bat make sure you smooth out your land drops. It operates under Solitary Confinement, and more importantly, under Leovold.

    Sigil of the Empty Throne - This card directly competes with Doomwake Giant on the mana curve. Personally I vastly prefer Doomwake, although Sigil is probably better versus control decks.

    Helm of Obedience and Rest in Peace - I don't much like this combo since Helm is always useless and expensive and Rest in Peace is only situationally relevant on its own, and prevents you from running Replenish. In any case, due to Living Wish, we don't need more win cons.

    Emrakul, the Aeons Torn - Living Wish allows you to access the powerful auto-win without having to have it weigh down your early hands.

    D-FENCE:

    These cards are what actually keep you alive, since most of your enchantments can't block.

    Solitary Confinement - As mentioned above, this card was central to the Solitaire version of the deck, and the card that I think made the deck viable back in the day. That said, it's quite bad against control decks, so I don't generally recommend more than 1 or 2 in the main. Estrid's Invocation makes it easier to support an early Confinement, so if you're doing the blue splash, it's arguable that you can run more Confinements as well.

    Elephant Grass - In my opinion, the single most important defensive card you have. For a measly one mana, it buys you another turn against almost any deck before turn 5. This is important when you've set up your draw engine, but you don't yet have tons of mana and need to dig for an answer. Sometimes by the time you've dug and dug, you won't have 3 mana for Confinement left. Grass is much easier to cast. The cumulative upkeep can be a pain, but rarely is it not worth it to get at least two turns out of it. Also remember to give your opponents a chance to Rishadan Port you before you pay it, just to make the upkeep free. I wouldn't personally run less than 3x, and I think 4x is usually the correct call.

    Oblivion Ring and its many cousins - I didn't use to be a huge fan of these cards, and tbh if it weren't for the prevalence of Leovold and planeswalkers I'd still say they're not worth it. But those cards are pretty common and I think you have to have an answer. The different varieties each have their own virtues; Oblivion Ring itself lets you target your own permanents, in case you want to hide an Elephant Grass against a game-blowing All is Dust or hide an Enchantress against Pernicious Deed. Ixalan's Binding can net you virtual card advantage, and can't be Abrupt Decayed. Quarantine Field can actually net you card advantage, but is weaker to Flickerwisp. Currently I'm running Banishing Light, which like O Ring is on the "cheaper" end of the scale, and can be cast into an empty field if you just need to draw a card, and Cast Out, which like Binding can't be hit by Decay, and can cycle, and can also be cast when the opponent has their defenses down due to its flash. This last also makes it much better against Dark Depths.

    Sphere of Safety - Living Wish and Doomwake, and Replenish, already drive your curve up too much to get away with this card in my opinion. Probably good in other versions though.

    Moat - This card doesn't stop so many of the things you would want it to, and it's both expensive and double-white. Probably good against Eldrazi Stompy and 8-Moon, but I don't think it's good right now.


    Other Stuff:


    Supplemental mana acceleration and cantripping, mostly.

    Exploration - I started out running this card, but switched to Gaea's Touch instead. Exploration isn't bad; it can accelerate you on turn 2, if you have 3 lands but no Growth, and when you're going off it's very useful to draw. Downside: it does nothing on its own or if you don't have that extra mana.

    Gaea's Touch - Gaea's Touch operates similarly to Exploration in a deck running this many basic forests, as long as you remember to play into it (ie, use your fetches up front and save a forest in hand). The disadvantage is that against combo it's worse, as Exploration can put you into situations you might need against faster combo decks, like 4 lands and turn 2 Wish into Teeg. The upshot is that against everything else I think it's better. Most blue disruption in the format is mana based like [cards][Spell Pierce/cards] and Flusterstorm. Even Miracles wants you to roll your threats out one turn at a time to optimize Snapcaster. By banking mana for next turn you allow yourself to safely play multiple threats and be able to effectively counter their Dazes and Pierces. If you're out of land drops, it cycles for free with an enchantress, which Exploration doesn't. It gives you more variance in your curve, to avoid getting blown out by Chalice of the Void or Sanctum Prelate. And lastly, it works really well with Replenish.

    Abundant Growth - A beautiful card, really. An alternate turn 1 play that lets you start digging for lands/threats if you have to, but its real beauty shines when you have to fight through disruption and you're able to land that first enchantress, immediately drawing 2 cards for one mana. It also allows you to run 3 colors with so few non-basic lands, and makes Blood Moon a non-issue.

    Ground Seal - Obviously this card lost some of its luster when they banned Deathrite Shaman. I'm still running 1x currently, to shut off Life from the Loam, Surgical Extraction and Snapcaster Mage. It also randomly stops some fringe cards and weird decks that need Dread Return. Kind of slow against Reanimator, and doesn't stop Exhume.

    Seal of Primordium - I didn't maindeck this in the DRS meta, because it was dead against them and not amazing against most UBx control decks. I'm testing it now, but if Canadian Thresh becomes the dominant deck, it's still dead versus their maindeck, and only sometimes relevant versus their SB. Pretty good against Miracles though.

    Manabase:


    Forest - You run a lot of these. It makes you dodge a lot of the meta-decks running Back to Basics and Blood Moon, and it makes it rare that Wasteland or Stifle can hurt you much.

    Serra's Sanctum - It's probably wrong not to play a couple of these, even though they're not usually good in your opening hand. But past turn 2 they can start generating crazy mana.

    Windswept Heath and other green-fetches - I run 4x now, and am not convinced that 3x wouldn't be better. The life loss actually matters for this deck, you very routinely win at less than 5 life. The chance to get Stifled is bad because we're so mana hungry. And most of the time you just get a basic forest anyway. If I cut down to 3 though I'd probably have to consider dropping Mirri's Guile.

    Plains - Many versions run one, but for us it would be a detriment.

    Bayou and Savannah - One copy of each. Any more is a liability to your critical turn Wild Growth play.

    Karakas - It's a non-basic, which is bad, and even worse, it produces white instead of green. But it's an uncounterable answer to your biggest nemesis: Leovold, Emissary of Trest. It also gives you additional game against Sneak and Show and Turbo Depths - and it can bounce Thalia, Guardian of Thraben, and Kambal, Consul of Allocation. Neat tech: also gives you infinite turns with Emrakul, the Aeons Torn, if you should need it. Worth the slot in my opinion.

    Dryad Arbor - It may seem like an easy decision to run one of these. It lets GSZ become mana acceleration, and it can make a fetch-land a counter to their Diabolic Edict. However, it is TRASH in your opening hand. The deck cannot afford to waste a land-drop without casting something, even if you fetch it up. You would have to be playing 3x Exploration in my opinion to justify running a land that is so useless in your opening grip.

    III. Sideboard and Wishboard

    First, before talking about specific card-choices, we have to talk about how far down the rabbit-hole of Living Wish we go. It's very tempting to just keep adding good Wish targets to the board, because it lets you run 4x copies of whatever hoser you want. But at the end of the day, if you use your entire board for those four maindeck cards, you're losing the ability to maximize the deck in games 2 and 3. So you have to strike some kind of balance. Luckily, green creatures give you a way to do both: you can bring them in as GSZ targets, and still leave other Wish targets in the board.

    First, let's talk about the main Wish targets:

    Argothian Enchantress - Four mana for her is a lot, but if you need to, she's here, and you still can have anywhere from 10-12 maindeck enchantress effects.

    Doomwake Giant - Your bread and butter mid-game target, he draws cards off of enchantresses and replaces their board with a pile of bodies. He also punches in the face for four, and is quite hard to kill.

    Karakas - Running this allows you to have +4 outs to Leovold, and a solid plan of attack versus Dark Depths and SnS. It also can just be a mana source if you really need it.

    Emrakul, the Aeons Torn - I've actually tested without her, it's quite possible. However, since time is always a factor, she is the simplest and most reliable win condition.

    Reclamation Sage - The most efficient and reliable answer to most non-creature problem permanents, like Chalice of the Void, Counterbalance, or Ethersworn Canonist. Green, so can be brought in for GSZ.

    Gaddock Teeg - This guy is your main plan versus ANT and other Storm Combo decks, and he's not bad against a variety of other decks like Miracles, Aluren, RIP-Helm, and Elves. Also GSZ-able.

    Secondary Wish Targets:

    Those are in my opinion the most essential targets. Moving on to some more optional but powerful creatures:

    Wickerbough Elder - I was running Qasali Pridemage in this slot but it felt too redundant with Rec Sage, and the white was sometimes a problem. Wickerbough gives you an answer when you also have some extra mana and need a body on the field, and at 4/4 he's actually a significant presence. I tend to bring him in over Rec Sage as a GSZ target in match-ups where the body is helpful.

    Phyrexian Revoker - Fragile, but capable of just stopping a lot of plans you otherwise couldn't. Don't Wish for him if they're playing UBx control and you see any red sources, as he can turn Kolaghan's Command from a pretty bad card into a blowout.

    Leafcrown Dryad - This card served two purposes, but one is now irrelevant. It's a relatively cheap creature that's also an enchantment and lets you draw off your enchantresses. It also was pretty solid versus Grixis Delver. It's a lot less relevant versus Canadian Threshold. I'm not currently running her, but in some meta-games it may be right to do so. GSZ-able.

    Aegis of the Gods - This card replaced Leafcrown. It serves the same primary function, although it's a little weaker and is off-color. But it has the bonus of helping the Storm and Burn match-ups. Also can't be Edicted, so that's neat.

    Spore Frog - This card may seem underwhelming, but it can just buy you the time you need like no other card (eh, maybe Tabernacle would do the same thing but I ain't ever gonna buy one). Being able to reach the mid-game can mean the difference against decks like Elves or Infect. GSZ-able.

    Peacekeeper - This is actually the single best Wish target versus Sneak and Show, since if they Show and Tell, they can't attack past her, and if you get another turn she can also shut off Sneak Attack. She's also quite good versus Elves and Infect, and can be good post-board versus Eldrazi Stompy, after most of their removal is gone. Of course, she sucks against 8 Moon with their dozen ways of board-wiping.

    Serra's Sanctum - My original plan for the deck definitely involved having one as a Wish target, but I've since gone away from that. I'm not sure when you'd really want to do that. Against disruption, it's unlikely you can afford to waste one of your four Wishes just getting mana. And against decks you need to race, Gaddock Teeg or Spore Frog are probably better Wish targets. Not sure if it's worth it, but I don't personally run it.

    Bojuka Bog - A utility land that lets you get black mana. Probably a meta-choice, the ability is very often relevant, even if it's only removing Snapcaster fodder, and some games it can just blow out.

    More debatable Wish targets:


    Dryad Militant - A turn 2 Wish-play against Storm, probably only relevant if that's a major meta-concern for you. Limited application against other decks, DOES give you some game against All-Spells. Not as great against TES, which is less reliant on Past in Flames. GSZ-able.

    Heliod, God of the Sun - A strong Wish target against control decks, it can't be Disenchanted or Abrupt Decayed - if it resolves, only a Council's Judgement is likely to kill it, since it will almost never have Devotion. The tokens it makes are enchantments, so they trigger Eidolon and Doomwake. Also, it's a good Wish target when the opponent has a Humility out.

    Kamahl, Fist of Krosa - A late-game Wish target if you're in grind-mode and don't have the mana for Emrakul. Primarily, I use him as a post-board GSZ target against grindy decks. He's hard to Edict (make one of your lands a dude), and even harder to board wipe (turn their lands into dudes). Of course, he can usually be bolted if you don't get to untap with him. Bonus: he gets around Ensnaring Bridge so you don't have to waste a removal spell on them.

    Sigarda, Host of Herons - I haven't personally tested it, but could be good for many of the same reasons as Kamahl. Has the bonus of letting ignore an Emrakul trigger or an All is Dust. GSZ-able.

    Mistcutter Hydra - I tested this when I was trying to go without Emrakul. It's good against UBx control decks, who will usually wait to counter your Wish target rather than the Wish itself, to make you expend the resources. It's often an uncounterable "Destroy target planeswalker" in those situations. But of course it's vulnerable to StP and Fatal Push.

    Obstinate Baloth - This card is pretty much an option to deal with Liliana of the Veil. With the decline of UBx control, probably not that solid.

    Chameleon Colossus - watersaw has been testing this guy. He gives you a use for excess mana and can be hard for many decks to block or deal with. That said I'm not sure he's better than Kamahl, since he bites it to mass removal. I suppose he does survive Lightning Bolt though. GSZ-able.

    Peregrine Drake - I ran this for a while in place of Sanctum, as a sort of "Win-now" card. It was too often redundant, though, and just Wishing for something that guaranteed I saw next turn was more useful than just trying to win immediately, and needing Abundant Growth to get the blue mana.

    Magus of the Moon - Haven't tested it, but I mention it as it's an obvious meta-call. If no one arounds you runs basics, probably worth the slot.

    Faerie Macabre - This card seems like it should be better against Reanimator than it was in my testing. If they know you have it, it loses some potency, for one. Also it doesn't hit turn 1 or get around Chancellor of the Annex

    Palace Jailer, Fiend Hunter, Shriekmaw, and other creature removal - Honestly in my testing these were all to expensive to be relevant, except Shriekmaw, who can't even kill Leovold. But maybe in the post-DRS meta, Shriekmaw deserves another look.

    Sun Titan - If you cut Ground Seal this wouldn't be a bad Wish target for mid-game beats. I tried it briefly in the DRS meta but ended up missing the Seals too much.

    Primeval Titan - More debatable, but GSZ-able. The main reason I'd consider it is it allows your GSZ to fetch a Karakas to deal with Leovold.

    Vizier of Remedies - So I tested for a while with 1x MD Devoted Druid as a GSZ target, and 1x SB Vizier of Remedies. The upshot of this is you can win on turn 3. The downshot is it takes two slots and you're unlikely to assemble it against any real disruption. Still, in a faster environment with less disruption it could be correct. Also, this was not great on MTGO since you can't automate the infinite combo.

    Leovold, Emissary of Trest - I tested him briefly. He's useful backup hate versus combo, since he stops them digging into bounce. But he's not as good as you'd hope against control decks, they tend to have an answer by the time he comes online. Might be worth revisiting now that DRS is banned, makes the Leovold-off more fair maybe.

    The Tabernacle at Pendrell Vale - Haven't tested it, and obviously one hell of an expenditure in paper. While there are games it might win you, a lot of those same decks run Wasteland.

    Maze of Ith -Synergizes well with Elephant Grass, but again, a lot of the decks you want it against will have Wasteland and will often have few other targets.

    Non-Wish Sideboard

    Choke - This is a must-have. I always run 2. It can be back-breaking against 60% of the decks in legacy, and it works really, really well with Elephant Grass. Some people run City of Solitude, but I personally find it very weak. Choke is where it's at.

    Solitary Confinement - If you're only running one main, at least one should be in the board. There are decks that just can't deal with it.

    Seal of Primordium - Versatile and cheap, useful for many match-ups, dead in others.

    Cast Out - Or other Oblivion Ring effect. Good against Eldrazi Stompy, UBx control decks, and Sneak and Show. Cast Out specifically is also good against Dark Depths; Ixalan's Binding is better against control, and Banishing Light is better against xStompy and Reanimator.

    Karmic Justice - Personally not a fan of the card except in very local meta-games where your friends are bringing in Back to Nature against you.

    City of Solitude - I just think Choke is so much better. Choke actively shuts off their entire game, City is an answer to an answer to a threat you may or may not have.

    Carpet of Flowers - this card is actually really good, especially versus Delver decks, but there's not really any space for it.

    Engineered Plague - this will be the first in a list of cards I primarily consider as viable if you're playing Estrid's Invocation, and probably not if you aren't. E Plague is obviously sick against Elves, Goblins, and Merfolk and pretty good against Infect, Death and Taxes, and 8-Moon. It's also better than Grass against Miracles, generally, due to no upkeep (name Monk). With Invocation, it's not bad versus Eldrazi Stompy - the first only kills Mimics, but the first copy also kills Reshapers and makes their Smashers 3/3 and their TKS 2/2.

    Trial of Ambition - Really good versus Eldrazi, Death Shadow, and most non-combo decks not running Strix or Snapcaster or Goblins. Obviously much better with Invocation.

    Back to Basics - blue gives us access to this bad boy, which can blow out Eldrazi decks as well as Lands and 4c Loam variants.

    In the Eye of Chaos - NEVER COPY THIS WITH INVOCATION. Look up "World Enchantment" for reasons. Good against Grixis Control, Infect, Burn, and Storm combo. Probably okay versus red delver decks.


    IV. Decklists

    Second Place Belgian Legacy Cup Trial List by Spatula, November 2017: https://mtgtop8.com/event?e=17966&d=311464&f=LE
    5-0 MTGO Competitive League List by SynapseTwitch, March 2018 https://www.mtggoldfish.com/deck/982330#online
    5-0 MTGO Competitive League List by Spatula from June, 2018 https://www.mtggoldfish.com/archetyp...g-52897#online
    First Place Belgian Legacy Cup Trial by Spatula, June, 2017: http://www.mtgthesource.com/forums/s...=1#post1050118
    5-0 MTGO Competitive League List by Spatula from July, 2018: https://www.mtggoldfish.com/archetyp...s-53847#online
    5-0 MTGO Competitive League List by Spatula from July, 2018: https://www.mtggoldfish.com/deck/1240221#online
    5-0 MTGO Competitive League List by Exodisma, from August, 2018 https://www.mtggoldfish.com/deck/1265592#online
    5-0 MTGO Competitive League List by Spatula from August, 2018 https://www.mtggoldfish.com/archetyp...ss-53847#paper
    5-0 MTGO Competitive League List by rameison from September, 2018 https://www.mtggoldfish.com/deck/1302822#online
    5-0 MTGO Competitive League List by McRowanE from September, 2018 https://www.mtggoldfish.com/deck/1328732#online
    Top 8 Swiss Magic Masters by Lorenzo Marinuzzi from September, 2018 http://www.mtgtop8.com/event?e=20014&d=329827&f=LE
    5-0 MTGO Competitive League List by Spatula from November, 2018 https://www.mtggoldfish.com/deck/1442665#online
    Top 4 Belgian Legacy Cup Trial by Spatula from November, 2018 https://mtgtop8.com/event?e=20540&d=335067&f=LE

    Andrea Mengucci took a list for a spin on Channel Fireball, July 2018: https://www.channelfireball.com/vide...nnel-mengucci/

    Current List: https://www.mtggoldfish.com/deck/1120885#online
    Current 4c list: https://www.mtggoldfish.com/deck/1471862#online

    V. Playstyle

    First, briefly: the first two turns are ideally the same as in most Enchantress builds: a first turn Utopia Sprawl/Wild Growth/sometimes Exploration, followed by a turn 2 Enchantress effect. From there, the deckís low mana curve and cantrip-enchantments allow the deck to ramp and start exploiting all its big cards.

    Years ago when enchantress players tried to fit Living Wish in the deck, there were two main obstacles that made it an ineffective addition: cost and type. I believe that recent cards have helped with both problems.

    First, the cost issue. If you consider Living Wish as an Enchantress, it costs 4 mana. The issue here is that your standard game plan requires a second turn Enchantress effect, and while some hands involving Exploration and 4 lands or Exploration, 3 lands and a Wild Growth might get you there, itís unlikely and besides, the latter takes up a lot of your enchantments that youíd rather be cycling under an Enchantress effect. Compare this to Green Sunís Zenith, which curves just fine under our usual plan, costing 3 mana to plop an Argothian into play. So Living Wish is never going to be your first Enchantress if you can help it. It is, however, much more reasonable to use Living Wish as a backup Enchantress after your first one gets countered or destroyed. The fact that we can now play Argothian PLUS Presence PLUS Green Sun PLUS Living Wish gives us far more redundancy than Enchantress has ever had.

    Secondly, the type issue. When youíre going off, youíre often under lethal pressure from the opponent, and the engine stalling can get you killed. While you could theoretically spend crazy money on silver bullets like The Tabernacle At Pendrell Vale or Maze of Ith and hope they donít have Wasteland, it would often be more useful to simply keep comboing. My board has a variety of Wish targets that are also enchantments, to keep drawing cards.

    The explanation out of the way, Iíd like to delve a little deeper into the strategy, although itís not too complicated.

    Turn 1: Wild Growth/Utopia Sprawl/Exploration sometimes. If you have none (and canít use Gaeaís Touch either), you might want to either mulligan (especially on the draw) or play an Abundant Growth to start digging. If you have Argothian Enchantress and some fodder for her, or esp Ground Seal, those are also adequate reasons to keep a somewhat slower hand. If you have Mirri's Guile, you can also keep a slower hand, but it's still a gamble to keep one land + Guile. I wouldn't advise it unless you've already mulled down.

    Turn 2: First threat. Usually this means Argothian/Presence/GSZ. If youíre on the play and the opponent dropped a DRS, Ground Seal is often a good call. Keep in mind that if you had 3 lands that arenít Sanctums and at least one is a basic Forest, you can use a turn 2 Gaeaís Touch to get your Enchantress online.

    Turn 3: Second threat and begin going off. Sometimes youíll be able to get a Doomwake going by this point. Other times youíll have to deal with something via Living Wish.

    Turn 4-5: Without significant disruption you can stabilize with either Confinement, a pile of Grasses, or Doomwake by this point.

    That's pretty much it, if you're goldfishing.

    Against disruption: against black-based disruption, you always run out your enchantresses and other threats, maximizing your ability to play around their disruption. If you can play around Daze, do it, but don't let them just Hymn you into oblivion. If they tap out on their turn, or only leave one mana open, go for it. Against most disruption decks, you're the aggressor. A resolved Enchantress will usually end in a win.

    Against combo, you need to switch into the control role ASAP. Living Wish gives you a better game here than other Enchantress builds. If you can turn 2 Wish into turn 3 Gaddock Teeg that's it for most Storm decks game 1. Against other combo decks, like Food Chain, Phyrexian Revoker is your priority. Either way, you need to prioritize hate over your own engine.

    It's important to get the most use out of your Living Wishes, using them to supplement the weaknesses of your current hand. If their disruption is wearing away your enchantresses, that means getting a threat - whether that's Argothian, or Doomwake Giant, or something else entirely. If they're grinding you down, Spore Frog or Peacekeeper or Shriekmaw might buy you the time you need. If they're running a deck you couldn't normally interact with, Gaddock Teeg and Phyrexian Revoker give you new lines of attack. All of this actually means that the deck performs better in small to mid-sized real life tournaments where you either know people, or can scout. Online, you need to pay close attention to what they're doing and try to figure out what you're up against before you can be sure you're Wishing for the right thing.

    Youtube channel: https://www.youtube.com/channel/UC16...C71LT8n5_jSVEw

    VI. Matchups (percentages given are OUR win percentage)

    8-Moon/Dragon Stompy - 55-60%. It matters a lot who is on the play. Turn 1 Chalice can really eff you over if you're on the draw, but if you get your first Wild Growth down, the others can just be fodder. Abundant Growth, Utopia Sprawl and 10+ basic lands mean that Blood Moon effects are nearly always useless until you're ready to cast Emrakul, then you can just wipe them. Trinisphere can be a pain, but less so in this build. If you have Living Wish, it just makes it cost one more mana and then you Rec Sage. Their most dangerous hands are turn 1 Goblin Rabblemaster, and if you have Elephant Grass and they don't have Chalice, those aren't scary.

    SBing. Bad against them: I'd go down to 3 Elephant Grass, and bring in the extra Confinement, due to Chalice@1, and they can't really deal with Solitary Confinement lock. I'd probably take out 1x Argothian - they have a lot of ways to kill them, so you don't want multiples on the board, and they have no way of interacting with the stack, so it's not like you need the extra enchantresses in case the first one gets countered. Ground Seal is dead here, obviously. [i]Good against them[/]: Seal of Primordium, Solitary Confinement, Wickerbough Elder. I think you want Wickerbough MD over Rec Sage here, just because if you have Living Wish, you might want to turn 2 Wish into turn 3 Sage. Maybe it should be the other way though. Gaddock Teeg is really solid against them, shutting down their planeswalkers, CotVs, and Fiery Confluences. It WILL eventually eat a Kozilek's Return, so don't overextend into the board. Also leave him back to block against incoming Scab-Clan Berserkers, unless they're really low off of tombs. Potential Wish Hoser: Burrenton Forge-Tender.

    ANT Ė 35-40%. Game 1 is a matter of whether you can tell what youíre up against. Duress is usually the biggest give-away. If you can tell, you Living Wish/GSZ for a Gaddock Teeg as fast as you can, or you can go for an aggressive Confinement. I haven't tested this much since Probe got banned - the card wasn't particularly good against us most of the time, and actually Thoughseize replacing Cabal Therapy is probably not great for us, but maybe the overall weakening of the deck gives us a couple percentage points.

    SBing Bad against them: Elephant Grass isn't great, but keep a couple just so they can't go Empty the Warrens. Doomwake Giant is dead weight, as it spot removal like Cast Out. Ground Seal does nothing. Good against them: Gaddock Teeg, first and foremost. Choke. Extra Confinements. You want 1-2 wish targets left, but bring anything else that's possibly relevant in. This includes even Seal of Primordium - which can matter if they're using multiple LEDs. Aegis of the Gods, Phyrexian Revoker (LED), Dryad Militant, and Eidolon of Rhetoric are all potential friends here. Potential Wish Hoser: Dryad Militant

    Big Eldrazi - 45-50%. Significantly harder than it's more aggro brother due to the inevitability of things like Ulamog, the Ceaseless Hunger. Ugin, the Spirit Dragon and All is Dust are also beatings. So you have to race them, and prioritize disrupting their artifact mana whenever possible. Wishing for Gaddock Teeg or Phyrexian Revoker(Ugin or artifact mana) can buy some time.

    SBing Bad against them: Elephant Grass is dead here unless you're also running Painter's Servant. Ground Seal does nothing. Leave in Replenish in case of a slow hand but one that has an early Chalice. Good against them: anything that kills their artifacts, that's your best shot unless you're running a dedicated hate slot to them. Gaddock should come in as a GSZ target, but he's not a cure-all here. Potential Wish Hosers: Painter's Servant shuts down a lot of their mana and their ability to tutor with Eye of Ugin. It also stops them from attacking if you have Grass out, and makes Ugin and All is Dust less one-sided. Remember that they will kill all your lands though so remember to keep a land or two in hand to rebuild. Magus of the Moon is a more-straight forward answer, but is harder to cast.

    Burn - 50-55%. Although Grass can buy you time, it's a race to get Solitary Confinement up. Once you do the game is over. Not a complicated match-up.

    SBing. Bad against them: Living Wish. Under an Eidolon of the Great Revel or Pyrostatic Pillar, you're taking 4 damage off of a Wish. Get them out. Good against them: You need to bring in extra Confinements, obviously, along with Aegis of the Gods if you have it and Seal of Primordium+Reclamation Sage. Their biggest threat to you is Eidolon and Pillar, and you may also need to kill Sulfuric Vortex. Potential Wish Hoser Burrenton Forge-tender

    Canadian Threshold 65-70%. Stifle is generally really bad against us, their answers, except for FoW, are situational, and they run more creatures than Grixis did, which means more guys that can't afford to attack through a Grass. The main thing they have going for them is Tarmogoyf - paying 2 mana for 4-6 damage isn't a terrible trade-off, so if you die it will usually be to that card with some well placed Dazes and FoW backup.

    SBing Bad against them - On the draw, take out your Living Wishes to minimize their disruption package. On the play, take out 2. Ground Seal is dead here. Seal of Primordium is often dead, but some builds have Winter Orb in their SB, and that card NEEDS to be dealt with. Good against them - Doomwake Giant. Rec Sage if they have Winter Orb. Choke, obviously. Potential Wish Hoser: not really applicable. Maybe Wall of Roots?

    Death and Taxes Ė 60-65%. Game 1 is dicey. If you miss more than two land drops before turn 5 youíre in trouble, and if theyíre on the play and get T1 Vial T2 Port, thatís hard to get out of. Their best cards against you are Thalia, Guardian of Thraben, Rishadan Port, and Flickerwisp. Sometimes they still MD Spirit of the Labyrinth but it's getting rarer. If they have a Mom out you canít spot removal her thatíll be rough. The best news for you is that Doomwake Giant is a fuqing beating against them, and isnít affected by Thalia. Wish Targets - Doomwake, Reclamation Sage, Revoker, Wickerbough. Don't over enchant one land, even a basic, or Port will destroy you. Don't put yourself in a situation where a Council's Judgement will destroy you, if you can help it.

    SBing Bad against them: Living Wish. Take them out completely. They have too much mana disruption, and besides, they probably boarded out their StPs, so the guys you bring in will be relatively safe. Ground Seal sucks here. I usually take out one Wild Growth, and one Enchantress's Presence. Good against them: In this match-up, I just go Bad Maverick. Phyrexian Revoker(usually Vial, sometimes equipment), Rec Sage, Wickerbough, Doomwake, Argothian, Seal of Primordium, Karakas (the extra land, and good against Thalia). Potential Wish Hoser: Doomwake Giant is already really good, but maybe Night Incarnate or Minister of Pain.

    Elves - 45-50%. You can probably imagine how this goes. They need to go off before Doomwake takes hold of the board and be able to get through Elephant Grass. Sometimes they'll just combo on turn 2 and there's nothing you can do about it. If they get Reclamation Sage bounce online it can be a pain, but that combo still trades with Doomwake. You can usually buy time with Grass or Confinement, or Wishing into a Spore Frog. G1 Wishing into a Peacekeeper is also GG. Still, you have to always gauge whether you'll see another turn, and that can be hard.

    SBing Bad against them: Ground Seal. Spot removal. Good against them: Gaddock Teeg. Getting him online shuts off their Natural Orders, and their ability to tutor up their singleton Rec Sage via GSZ. Be careful though, they probably brought in Abrupt Decay. If you have Peacekeeper and Spore Frog, bring in the Frog. The key is still just to stall the game until you get Doomwake active. Potential Wish Hoser: Peacekeeper, Minister of Pain.

    Eldrazi Stompy - 50-55%. Like Dragon Stompy, this can come down to the roll of the die, particularly with Chalice. Thought-knot Seer is really annoying though, and Reality Smasher is a stupidly fast clock, and Elephant Grass is only good against hands that are relying on Eye of Ugin and Eldrazi Temple. You also can't be sure Confinement will win automatically, as many now MD All Is Dust.

    SBing Bad against them: Ground Seal. Gaea's Touch isn't great here, they don't have much actual taxing. Good against them - Seal of Primordium, Solitary Confinement, Wickerbough Elder. You need Teeg to shut off All is Dust, buuut I'm not sure whether it's right to bring it in or not as otherwise it's pretty dead? But that card wrecks us hard. Potential Wish Hoser: Magus of the Moon or Painter's Servant.

    Food Chain - 45-50%. Bad news: they have a faster combo than us and Leovold. Good news: we have lots of ways of disrupting them, particularly post-board. It's important in the first few turns to kill creatures when you get the chance - if they play Food Chain, they need to either have a creature on the board, or else pass and give us the chance to kill it. It can also be a challenge to identify the deck, because game 1 it might look like Sultai-Leovold. Honestly the only really give-away is if they Manipulate Fate. Wish targets are obv Rec Sage, Wickerbough, Revoker (Food Chain).

    SBing Bad against them: Elephant Grass really does nothing here. Ground Seal is also no longer relevant due to DRS ban. Good against them: Wickerbough Elder comes in, as does Seal of Primordium. Extra Confinement if you have it. Potential Wish Hoser: Essence Warden would make them require two Ballistas in hand. Phyrexian Revoker does the same thing though.

    Goblins - 60-65%. Elephant Grass has always been the key card against any version of this deck. The ones running Goblin Gardner and Kiki-Jiki, Mirror Breaker are actually harder than the others, because land destruction is really good against us. But Doomwake is also really good against them, and if you can kill their Vials, they often can't do much. Don't overload enchantments on one land, as even if they don't play Gardener, they have Port.

    SBing Bad against them: Ground Seal. You can afford to drop one Presence, it's not like they have active disruption. Maybe one or two Living Wishes if you're on the draw. Good against them: Artifact destruction. Not just for Vial - post-board they're almost certainly bringing in Thorn of Amethyst. If you have two Seals, two O Rings, GSZ for Rec Sage, and Wish for Elder, you're pretty covered. Potential Wish Hoser: Magus of the Tabernacle probably. Tabernacle itself also, but that dies to Wasteland.

    Grixis Control - 75-80%. Writing this in October of 2018, where Grixis Control is the top dog in the format. Great matchup. They can't deal with a resolved enchantment and have no clock. You can lose to hands with a lot of Hymns but even then you can sometimes just topdeck out of it. Ground Seal is also amazing here, and Grass stops what little pressure they have. They just run tons of cards we care very little to not at all about; Kolaghan's Command, Fatal Push, Baleful Strix, Lightning Bolt as removal, Liliana the Last Hope.

    SBing Bad against them: not much, but you don't need too many copies of Grass/Confinement. Keep in probably 2 Grass, maybe one Confinement just because it also stops Hymns and Edicts. If you're MDing Seal of Primordium, it doesn't do much here. Good against them: Choke is huge obviously, and Heliod or some other fatty can come in, since Doomwake is actually a very solid Wish target, killing everything they have except Angler and only dying to Edict effects, which they also need to deal with Argothians.

    Loam Control: 55-60%. Their biggest threat is Knight of the Reliquary. If they get one early, they can beat for absurd damage, which Grass does very little against, and they can also disrupt your mana when they need to. Other than those early Knights, it's not too hard. Chalice plays the same as every other match-up, but they don't play it first turn very often so you can generally get your initial Wild Growth to land. And once your enchantress is out, you can keep cycling them and set up for when you draw your Replenish. Doomwake kills most of their board that isn't a Knight. And if you draw Ground Seal or have Bojuka Bog as a Wish target, it shuts off the best part of their engine. All that said, Liliana of the Veil can be rough, especially if you had to mulligan.

    SBing Bad against them: You can go down to 2 Grasses here, they're often not amazing. If you have more to bring in, the Gaea's Touches also aren't particularly good in this match-up. Good against them: a GSZ artifact destruction target, to hit Chalice or Mox. If you have extra O. Ring effects, they're good. Potential Wish Hosers: Bojuka Bog is pretty good here, so is Runic Armasaur.

    Maverick - 75-80%. Pretty hard to lose tbh, requires both Thalia and an aggressive start with Knights. But their gameplan has few outs against ours, mainly just them GSZing into Pridemage. But Pridemage ain't gonna bring back all his friends after a visit from Doomwake.

    SBing Bad against them: Nothing really. Good against them:Maybe on the draw you bring in another Confinement, since they might have a fast hand.

    Miracles - 65-70%. I've mostly lost to them when they had fast starts with Monastery Mentor nonsense and a well placed FoW for my first Enchantress. Elephant Grass stops those situations, and Ground Seal stops their Snapcasters. If they're running Counterbalance, we have a very diverse CC, so it's pretty easy to play around it by just varying the costs of what you're playing, and most of our 1cc spells are fodder for card-draw anyway, which Counterbalance doesn't stop. Don't walk multiple creatures into their Terminus and you should be fine. Wish targets are Argothian, Wickerbough, Kamahl. Kamahl can be a blowout if it resolves post-board, especially in combo with Karakas to protect him.

    SBing Bad against them: Confinement, Grasses (leave two though, in case of random fast Mentor hands), Gaea's Touch. Good against them - Choke, Seal of Primordium. Extra threats, whether it's Wickerbough Elder, Kamahl, or Sigarda. Kamahl is particularly good. Gaddock Teeg is also excellent here, shuts off a ton of their cards.

    Reanimator Ė 20-25%. Game 1 you have Ground Seal, but itís slow compared to how fast they can go off and doesnít stop Exhume. You can play Faerie Macabre or Bojuka Bog, but even so itís unreliable. If this was a match-up I was concerned about seeing a lot, Iíd go ahead and bring in some Tormodís Crypt or Swords to Plowshares. Wish Targets: Karakas, Karakas, Karakas. After that, Phyrexian Revoker (Grislebrand), Reclamation Sage if they're relying on Animate Dead.

    SBing Bad against them - The deck? Honestly everything that isn't removal or acceleration is a potential cut. Solitary Confinement in particular does nothing here, they'll simply bounce it. Grasses stay because sometimes they need to hit with an early Griselbrand. Good against them - Bring in Seal of Primordium, Rec Sage, Phyrexian Revoker(Griselbrand). You need to catch them with a weak hand to have a hope - if they're relying on Animate Dead, you can destroy it. If you can get a turn 2 Revoker naming Griselbrand, do it, but it's too slow as a Wish target. Potential Wish Hoser: Honestly everything is too slow. Faerie Macabre might let you beat their slow hands.

    Sultai Control - 50-55%. Slightly favorable, probably a little stronger now that DRS is dead. During the DRS period this was the hardest of the UBx Control match-ups, because your main answer to Leovold is Karakas, and this build almost always runs Wasteland. They also tend to run more Abrupt Decay and Hymn, and the red cards were always the weakest against us. On the plus side, you can Wish for Phyrexian Revoker without fear of Command to shut down their Liliana or Jace.

    SBing Bad against them - Solitary Confinement can go, it's a dead draw, and if you're winning, they don't have any threats. You can cut down to 2 Grass, and cut Gaea's Touches. Good against them: Choke, O Ring effects. Wickerbough Elder doesn't hit that many things, but the body is good against them. Kamahl or any other fatty GSZ target should also be brought in here.

    Team America(BUG Delver) - 45-50%. The hardest Delver match-up, they maindeck Abrupt Decay and often have Leovold, Emissary of Trest in the board, and they play Hymn to Tourach. This isn't too complicated a match-up though, it comes down to whether you can stick an Enchantress and get your defenses up. Like Canadian Thresh, Tarmogoyf is also a problem for Grass. Unlike Canadian Thresh, you can't really play around Daze and such as much, since if you hold onto something, it might get discarded.

    SBing Bad against them - Gaea's Touch. It's good against mana disruption, but bad against discard, since you're sacrificing a card for the mana. They have both so it's tough. Seal of Primordium does nothing here. Good against them Choke obviously. Any extra O Ring effects.

    VI. Tools, Data, Conclusions

    I've been working on this for about 9 months now, and appreciate the support of everyone who took the deck for a spin, particularly watersaw and fjaulnir. It's hard to know as of writing this, July 13th, how the new meta is going to shape up, but I think this could be a good future for the Enchantress archetype.

    Record of games: https://docs.google.com/spreadsheets...=0&single=true
    A tool I made for evaluating SB cards: https://docs.google.com/spreadsheets...usp=sheets_web
    Invite to the Enchantress discord server: https://discordapp.com/invite/Cj7SD9Y
    youtube videos of me playing the deck on MTGO https://www.youtube.com/channel/UC16...C71LT8n5_jSVEw

    Appendix. The Name

    The name is a reference to the H.P. Lovecraft short story, "The Dreams in the Witch House". The story is about a mathematician who goes insane in a part of New England once inhabited by a cabal of witches(Enchantresses), particularly one, Keziah Mason, who travels through dimensions(Living Wish). She is accompanied by a rodent-like familiar(visible in the art for Argothian Enchantress), and "the Black Man"(Doomwake Giant). They are pledged to the service of an eldritch, alien entity called Azathoth (Emrakul).
    Last edited by SpatulaOfTheAges; Today at 12:24 PM.
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  2. #2
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    Your tags need a good bit of work.

    Also, you probably should have Thunder Bluff instead, but good luck with the development, as Leovold is a huge pain in the ass for Enchantress.
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    I'm stumped, there's sections that are tagging as if they're cards without any brackets near them.

    Also if I had the Didgeridoos I'd play Thunderbluff in an instant
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    Quote Originally Posted by SpatulaOfTheAges View Post
    I'm stumped, there's sections that are tagging as if they're cards without any brackets near them.

    Also if I had the Didgeridoos I'd play Thunderbluff in an instant
    You are missing a / to close the CARDS tag around Deathrite Shaman, in the second paragraph.
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    Early one morning while making the round,
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    Maybe include "back to basics"?

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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    I don't have a way to tutor for it and if I include it main-deck I run the risk of stalling my engine with a card I can't play. Obviously it would be a powerful sideboard card, but I feel like I'd rather have Blood Moon, since Dark Depths can still work around Back to Basics.
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    if you are looking for green enchantment that takes care of things like planeswalkers, and artifacts and etc, instead of lignify you could consider using Song of the Dryads it hits lands as well.
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    Quote Originally Posted by Claymore1 View Post
    if you are looking for green enchantment that takes care of things like planeswalkers, and artifacts and etc, instead of lignify you could consider using Song of the Dryads it hits lands as well.
    I never knew this card existed...

    Highly interesting option given it hits lands in addition to other types, can shut down Wasteland/Port/Dark Depths which is enticing, not to mention give a weapon to fight opposing Karakas in my own Dark Depths build. Given most decks operate so low to the ground the drawback of giving them a mana seems minor, so this may be better than Banishing Light in many lists not to mention easier to cast overall.

    Hell in a pinch you could cast this on your own permanent to ramp if you're mana light, or can use it on an Elephant Grass that you wouldn't pay the following upkeep for.

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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    It can also be used with Stage to get a copy of a non land. Enchant an Emmy, then copy it with stage. We use it in Lands.
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    Sick.

    Slightly worried about giving them E. Grass mana but cancelling the ability to "freebie" flashback Therapy alone is probably worth it, much less hitting Jace/Depths.

    Thanks for the tip, will be testing it out in that slot.
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    Quote Originally Posted by Dice_Box View Post
    It can also be used with Stage to get a copy of a non land. Enchant an Emmy, then copy it with stage. We use it in Lands.
    How are you putting a colored aura on an Emrakul in your RG lands deck?

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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    Two hard-cast Show and Tells in a row, clearly.
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    Went 2-1 at local FNM with a few changes, mostly budgetary

    -1 Green Sun's Zenith
    +1 Choke (didn't play against a blue deck all night though)
    -1 Bayou
    +1 Overgrown Tomb
    1x Lignify
    1x Song of the Dryads

    SB:

    3x Leafcrown Dryad
    2x Brain Maggot
    1x Gaddock Teeg
    1x Phyrexian Revoker
    1x Reclamation Sage
    1x Qasali Pridemage
    1x Argothian Enchantress
    1x Karakas
    1x Peregrine Drake
    1x Doomwake Giant
    1x Eidolon of Countless Battles
    1x Emrakul, the Eons Torn

    Round 1: Death and Taxes

    G1: I get the four land Exploration start so am able to avoid much disruption, but lack of Grass or Giants means I get pretty lower in life. Eventually I'm able to go off with a Wished Drake.
    G2: He's on the play and gets basically the perfect hand. Turn 2 Thalia with Vial, a couple of Flickerwisps and Port. Actually a random Thalia, Heretic Cathar seals it, preventing me from dropping a pair of Dryads to buy a couple turns.
    G3: He drops turn 1 Aether Vial for the third game in a row. I have a Pridgemage and spend turn 2 blowing it. He drops port and hits my Utopia Sprawl land. I don't have another land or Wild Growth effect and don't draw one for the next six turns, during which he also drops a Thalia. Still not sure whether I should've just let him have Vial for a turn and play Argothian instead, but probably yes. I did have Elephant Grass in hand to cast in the face of Port.

    Round 2: 8 Moon

    G1: This game goes super long. He starts with a turn 2 Trinisphere and follows up with a Blood Moon and Chalice at 1. Eventually Blood Moon is joined by Magus. He has a Chandra, Torch of Defiance and is building her up. I have a couple Enchantresses but not much mana. I get a Living Wish and first hit the Chalice, and start sticking Wild Growths and Explorations. Next I Song of the Dryads Blood Moon, while Doomwake eats his Magus. I get to 18 mana and cast Emrakul, using my last artifact removal, Pridemage, to kill his [cardsEnsnaring Bridge[/cards].
    G2: He has an aggressive start with Magus and Koth of the Hammer. I Revoker Koth, and am building my board but I don't know this match up and let his Magus drop me to six, where he casts Fiery Confluence.
    G3: This time I end up going agro with a turn 3 Doomwake, after he mulls to 5 and blows most of his wad on a Trinisphere. Unfortunately he also has Ensnaring Bridge the following turn. I'm able to GSZ for Pridemage, and he buys a few turns by hardcasting a Simian Spirit Guide then a Magus. He draws another Bridge and meanwhile has dropped a Chalice for 2. I make a stupid misplay and cast Living Wish into the Chalice when I meant to play Song first. So I just Song his Bridge and hope he doesn't topdeck another one. He doesn't.

    Round 3: Pox

    G1: He drops my hand to nothing with 2 Rack effects and a Liliana on the board, but not before I was able to stick a Presence. I topdeck another Presence, and that draws me an Abundant Growth and at this point he's out of cards and I'm not.
    G2: I let myself get pyched out about him having Liliana in hand, so instead of Wishing for Argothian, I Wish for Brain Maggot. It grabs a useless Thoughtseize, and he strips my hand and drops a bunch of Racks.
    G3: He strips my Enchantresses but I drop turn 3 Doomwake, then Wish for another one, and he's just not able to deal with the Giants.

    so 2-1 in Matches, 5-4 in games. Some play mistakes to learn from. Still debating switching Lignify to Song#2. These were mostly creatureless matches and I would certainly have preferred Song in both, but I never drew my Lignify against DnT and didn't run into Delver, matches where I think that one mana matters, as does not giving them Elephant Grass mana.
    Early one morning while making the round,
    I took a shot of cocaine and I shot my woman down;
    I went right home and I went to bed,
    I stuck that lovin' .44 beneath my head.

  15. #15
    lolspam
    Amon Amarth's Avatar
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    If you want a Wish-able, Zenith-able Exploration effect you could always try Azusa, Lost but Seeking.
    "We are goblinkind, heirs to the mountain empires of chieftains past. Rest is death to us, and arson is our call to war."

  16. #16
    Curmudgeon
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    So I was finally able to put a mostly-complete list together and saddle up for a real tournament.

    I ran the following list:


    4x Enchantress's Presence
    3x Argothian Enchantress
    3x Green Sun's Zenith
    1x Eidolon of Blossoms
    4x Living Wish
    2x Doomwake Giant
    1x Sterling Grove

    4x Wild Growth
    4x Utopia Sprawl
    4x Abundant Growth
    2x Gaea's Touch
    2x Ground Seal
    1x Exploration

    1x Ixalan's Binding
    4x Elephant Grass

    2x Serra's Sanctum
    1x Savannah
    1x Overgrown Tomb
    2x Windswept Heath
    1x Wooded Foothills
    13x Forest

    Sideboard


    1x Argothian Enchantress
    1x Emrakul, the Aeons Torn
    1x Doomwake Giant
    1x Karakas
    1x Peregrine Drake
    1x Reclamation Sage
    1x Qasali Pridemage
    1x Phyrexian Revoker
    2x Solitary Confinement
    3x Leafcrown Dryad
    1x Choke
    1x Gaddock Teeg

    Obviously I would prefer to have Bayou to Overgrown Tomb but my budget atm is limited. I would also like to have 1 md Karakas and a 3rd Serra's Sanctum for the Wishboard in place of Peregrine Drake.

    Round 1: U/W Show and Tell

    Game 1 he does little besides play cantrips and counter an Enchantress before I go off and win. I have him on Miracles and sideboard accordingly.
    Game 2 he plays a turn 2 Ancient Tomb and I realize I Have Made A Huge Mistake. He Show and Tells an Omniscience into play and that's all she wrote.
    Game 3 I bring in Pridemage as a GSZ target. When he plays Show and Tell I happen to have Ixalan's Binding in hand, and even better, it nails Emrakul. Unfortunately the next turn he plays Nahiri, the Harbinger.

    0-1

    Round 2: Eldrazi-Lands Hybrid

    Game 1 I'm on the play and I get to 3 life before I Doomwake his board and get in there for his Ancient-Tomb-Shriveled life total.
    Game 2 he has a super fast start and a Dark Depths and Thespian's Stage to seal it.
    Game 3 I feel a little bad because part of why he lost is that he didn't fully read the Elephant Grass oracle text and thought he could just pay 2 to attack with Marit Lage. He has a Nature's Claim but that also gives me a turn, which lets me find a replacement grass and drop my SBed in Confinement.

    1-1

    Round 3: Esper Stoneblade

    Game 1 I out-threat his answers and he doesn't have a clock fast enough.
    Game 2 was pretty much the same.

    2-1

    Round 4: Grixis Delver

    Game 1 My Doomwakes eats his board after he burns answers on Enchantresses.
    Game 2 Ixalan's Binding erases his Delvers and buys me time for an enchantress to stick versus disruption.

    3-1

    Round 5: Czech Pile

    Game 1: He can't really deal with a Doomwake Giant if it resolves so that's basically how this went.
    Game 2: He can, however, if he has edict plus Marsh Casualties. Also it helps if he has a turn 3 Leovold.
    Game 3: This is honestly the game where Leafcrown Dryad shone the most, by getting in there for like 8 damage and sucking up edict effects like a champ. Living Wish early grabbing Karakas was also key - keep those goddamn Trestians out of my board.

    4-1

    Top 8

    Miracles

    Game 1 This is a really good matchup obviously. He gets a turn 3 Monastery Mentor but two turns later my Doomwake eats them have I mentioned btw how fucking good Doomwake is.
    Game 2 I'm a lucksack so after he plays turn 2 Search for Azcanta on a Tundra and Underground I play Choke and he has no FoW.

    Top 4

    I'm a lucksack so the guy playing Reanimator has to go see his girlfriend's concert and I blow past my worst match-up.

    Top 2

    Grixis Delver

    I've playtested against this deck a lot so probably shouldnt be making mistakes but I'm rusty to the whole tournament grind.

    Game 1 He has a pretty gassy start and counters my first couple threats. Ultimately I have to bank on paying upkeep on Grass and Binding his [Deathrite Shaman], hoping he doesn't have a fourth land for his TNN and Delver but he does so that's it.
    Game 2 I make a mistake where after he counters my first couple Enchantresses I Living Wish for Argothian and have to pass with 1 mana, when I could've just waited a turn. Sure enough he has Cabal Therapy and I don't draw much else before his dudes beat my teeth in.

    So 5-2 altogether, not counting my freebie in the top 4.

    Doomwake was and continues to be Champion.

    Leafcrown Dryad was useful but tbh I should probably get another Choke in the board so she might have to go.

    The rando Sterling Grove is actually useful, especially if I'm bringing in Dryads and/or Doomwake #3. I had been running 2x Grove recently but cut it for the 3rd GSZ. Honestly I think picking between the two is tough and mostly depends on my sb.

    I really need a Bayou. But I won a Tropical Island so maybe I can trade with someone.
    Early one morning while making the round,
    I took a shot of cocaine and I shot my woman down;
    I went right home and I went to bed,
    I stuck that lovin' .44 beneath my head.

  17. #17
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    Nice work, might have to find a few more [cards]Living Wish[cards] and give this a spin. Just wondering how has Abundant Growth been? I remember trying it out a few years back but taking it for some reason. I guess in the context of this deck it fixes for Doomwake Giant and helps drive down the curve.

  18. #18
    Curmudgeon
    SpatulaOfTheAges's Avatar
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    Abundant Growth has been a great addition to the deck.

    It serves a number of important roles:

    -Alternate turn 1 play if you don't have Wild Growth or Utopia Sprawl.
    -Quick hand filling with a single enchantress-effect in play.
    -Card digging when fighting through disruption to get an enchantress-effect to stick.
    -Deep, cheap card digging with multiple Enchantresses when I desperately need to find another Elephant Grass.
    -This one might not be comfortable for everyone but I'll sometimes keep otherwise gassy hands that don't have an Enchantress but have 2 or more Abundant Growth or Ground Seal. If I can go turn 1 Wild Growth, turn 2 Abundant Growth, draw, then Ground Seal, I have reasonable confidence in setting up a good hand based on the sheer number of threats this version runs.
    -Mana fixing for Doomwake and the white cards, as you mentioned.
    -Along with Utopia Sprawl, allows me to theoretically run anything in my Wish-board. Right now that's just Peregrine Drake, but Magus of the Moon and Meddling Mage are potential candidates as well.
    Early one morning while making the round,
    I took a shot of cocaine and I shot my woman down;
    I went right home and I went to bed,
    I stuck that lovin' .44 beneath my head.

  19. #19
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    I guess I should have asked this earlier, but I just noticed the 3 Leafcrown Dryads. Is it worth trying a Courser of Kruphix or is Reach the real reason to play it?

  20. #20
    Curmudgeon
    SpatulaOfTheAges's Avatar
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    Re: The Witch House (Nearly Mono-green Enchantress)(also Budget, it turns out)

    I've been curious about trying him, but those slots are primarily for dealing with Delver and Death and Taxes. The reach matters against both decks, as does being one mana less. I do like his ability a lot, but it would probably also be better with a shift away from Gaea's Touch and towards more Explorations.
    Early one morning while making the round,
    I took a shot of cocaine and I shot my woman down;
    I went right home and I went to bed,
    I stuck that lovin' .44 beneath my head.

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