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DukeDemonKn1ght
05-11-2010, 09:36 PM
So, I'm thinking about putting this together as a casual deck. I'd like some feedback before I order the cards I'm missing though... Does this seem like a fun deck? Would it be decent for multiplayer games? Are there any cards that I should add or take out? I feel like it's a little bit creature-light, but I'm not sure what to add, there aren't a lot of creatures that work around enchantments that seem particularly exciting for this list to me. Anyhow, thanks in advance.

4 Kor Spiritdancer
4 Auratog
2 Silhana Ledgewalker
3 Celestial Ancient

4 Rancor
4 Flickering Ward
2 Armadillo Cloak
4 Utopia Sprawl
2 Wild Growth
3 Prison Term

2 Sterling Grove
2 Enchantress's Presence
1 Karmic Justice
1 Solitary Confinement
2 Enlightened Tutor

1 Serra's Sanctum
2 Temple Garden
9 Plains
8 Forest

So anyhow... Some other creatures I've considered but decided against are Argothian Enchantress, Aura Gnarlid, Mesa Enchantress, Slippery Bogle, Femeref Enchantress, Thaumatog, and Gatherer of Graces...

Yavimaya Enchantress might be worth a shot, but I'm not huge on it at first blush.

Anyhow, any suggestions?

EDIT: Should I try to fit in either Replenish or more auras that have "when this goes to the graveyard, return it to your hand" like Spirit Loop or Aspect of Mongoose, in order to make Auratog better?

tprisbe
05-12-2010, 06:30 PM
Hi.

Long time lurker, first time poster.

I know it doesn't fit to the letter of the theme, but it does seem to fit in the spirit. How about Stoneforge Mystic with 4 to 5 Swords/Jittes?

Also, how about replacing the Enchantress Presence with Argothian Enchantress, as you most likely aren't going to draw from playing a Presence anyway? I know you can't target the Argothian with your auras, but replenish could let you attach them, and if you do drop a Celestial Ancient, the +1/+1 counters from any further enchantments played can also be placed on Argothian.

With the low number of creatures, though, Sigil of the Empty Throne seems a better "finisher" than Celestial Ancient, although that has always been a card I've wanted to use, too. :-)

Edit: I know Sterling Grove is great protection and a tutor all-in-one, but maybe Greater Auramancy would be better for this deck, as it gives shroud to your enchanted creatures.

Edit-Edit: Nevermind, this would prevent you from casting further auras on them. Seems too limiting.

luckme10
05-12-2010, 06:50 PM
You might be able to gain some insight in the other thread here: http://www.mtgthesource.com/forums/showthread.php?14143-[deck]-Gw-Enchantress-Aggro

Otherwise I'd recommend something like Troll Ascetic for an alternative beater. Personally, I went with Mother of Runes instead of Flickering Wand because I wanted the extra body and something to throw rancor on. I also felt use of the protection as an ability as opposed to an enchantment was worth the opportunity cost of potential extra draw because, like flicking wand but slightly less effective, it can combo with rancor and spiritdancer for a draw as well.

the Thin White Duke
05-17-2010, 03:01 PM
I was working on a Spiritdancer deck http://www.mtgthesource.com/forums/showthread.php?17305-Casual-Kor-Spiritdancer-Confinement ,but I don't think I can keep it mono-white anymore. Not enough wins cons and it too comboish, (read: not great for casual).
Can we fit Tallowisp in here?
(Eh, probably not.)

Pastorofmuppets
05-17-2010, 03:30 PM
I would say splash blue for Hatching Plans, Chill, Daze, and Force. I would try to build it around blue since you're less comboish than regular enchantress.

Aggro_zombies
05-17-2010, 04:10 PM
Your deck needs more Moldervine Cloak.

neoryujin
06-15-2010, 06:44 PM
I have two similar decks like this, one goes the Aggro road, the other goes the enchantment-sacrifice road (Auratog).

So without numbers:

For the Aggro one, beside the cards on your list (especially Kor Spiritdancer and Rancor):
- http://deckbox.org/mtg/AuraGnarlidAura Gnarlid (http://deckbox.org/mtg/Aura%20Gnarlid) (the unblockable clause is relevant)
- Tethered Griffin (http://deckbox.org/mtg/Tethered%20Griffin) (cheap evasive aggro creature)
- Argothian Enchantress (http://deckbox.org/mtg/Argothian%20Enchantress). This is an untargetable fast card draw engine. With accelerators (Lotus Petal, Elvish Spirit Guide) on turn one, then turn two Spirit Link or Temporal Isolation on enemy creature, draw more lands (Serra Sanctum already at your service at this point) or more removal. Of course, Kor Spiritdancer does the trick better (turn two Rancor + Spirit Link, draw two cards and get a 6/4 trampling, spiritlinking fattie), but it's more vulnerable to removal.
- Ancestral Mask (http://deckbox.org/mtg/Ancestral%20Mask) (with so many enchantments around...)
- Bear Umbra (http://deckbox.org/mtg/Bear%20Umbra) (Attack with an unblockable Aura Gnarlid or Tethered Griffin, untap, play more auras, draw more cards from Kor Spiritdancer)
- Temporal Isolation (http://deckbox.org/mtg/Temporal%20Isolation) (instant speed removal)
- Spirit Link (http://deckbox.org/mtg/Spirit%20Link) (cheap, could also be used as a semi removal)
- Oblivion Ring (http://deckbox.org/mtg/Oblivion%20Ring) (if nothing else helps, it removes Planeswalkers and even Emrakul :)
- Canopy Cover (http://deckbox.org/mtg/Canopy%20Cover) (this really saves my creatures, if not countered. Turns your creatures to Silhana Ledgewalkers, and can help turning the Aggro clock to your favor with Armadillo Cloak or Spirit Link)

Sideboard:
- Worship (http://deckbox.org/mtg/Worship) (if playing against faster decks)
- Ghostly Prison (http://deckbox.org/mtg/Ghostly%20Prison) (against swarm decks)
- Battle Mastery (http://deckbox.org/mtg/Battle%20Mastery) (a little bit overkill, but is in sinergy with Aura Gnarlid and Canopy Cover)
- Three Dreams (http://deckbox.org/mtg/Three%20Dreams), Idyllic Tutor (http://deckbox.org/mtg/Idyllic%20Tutor) (both work well with Bear Umbra), or Enlightened Tutor (http://deckbox.org/mtg/Enlightened%20Tutor)



For the enchantment-sacrifice one (this should be in a new thread, but I'm too lazy to start & take care of one) --> Hey, I finally made a thread for it:
http://www.mtgthesource.com/forums/showthread.php?19187-[Deck]-Hatching-Replenish-%28Blue-White-Graveyard-based-Enchantment%29 (http://www.mtgthesource.com/forums/showthread.php?19187-[Deck]-Hatching-Replenish-%28Blue-White-Graveyard-based-Enchantment%29)

- Phantatog (http://deckbox.org/mtg/Phantatog) (can sacrifice enchantments or discard cards from your hand. Explanation bellow)
- Hatching Plans (http://deckbox.org/mtg/Hatching%20Plans) (yummy for Phantatog and Auratog, Ancestral Recall for you)
- Perilous Research (http://deckbox.org/mtg/Perilous%20Research) (sacrifice Hatching Plans for a Ancestral Recall + 2)
- Temporal Isolation (http://deckbox.org/mtg/Temporal%20Isolation) (instant speed removal AND acts as evasion for Aura/Phantatog. Enchant them with this, attack with shadow, and sac this after no creatures could block Aura/Phantatog)
- Spirit Link (http://deckbox.org/mtg/Spirit%20Link) (cheap)
- Oblivion Ring (http://deckbox.org/mtg/Oblivion%20Ring)
- Unquestioned Authority (http://deckbox.org/mtg/Unquestioned%20Authority) (card draw, evasion, blocker)

Bombs:
- Read the Runes (http://deckbox.org/mtg/Read%20the%20Runes). Instant (wait till opponent's end of turn, you might want to Temporal Isolation an opponent's creature instead) draw X cards, sacrifice Hatching Plans for a more yummy taste, discard the enchantment cards, and keep this next one:
- 4x Replenish (http://deckbox.org/mtg/Replenish). Sacrifice all your enchantments on the board to Aura/Phantatog, discard your enchantment cards from hand with Phantatog/Read the Runes, then Replenish them back to play, sac them all over again to Aura/Phantatog (leave an evasion one, like Unquestioned Authority. Unquestioned Authorithy draws you a card when it comes to play, even from the graveyard. And bringing an already sacrificed Hatching Plans from your graveyard to be sacrificed again and drawing three more cards (imagine another Replenish :) to discard to Phantatog is just amazing :).This usually ends game at turn 5-6 for me.
- Eldrazi Conscription (http://deckbox.org/mtg/Eldrazi%20Conscription) (a little bit overkill)
- Battle Mastery (http://deckbox.org/mtg/Battle%20Mastery) (a little bit overkill, well, I love overkill sometimes, ok? :)

Extra combo:
- Aura Thief (http://deckbox.org/mtg/Aura%20Thief) + Enchanted Evening (http://deckbox.org/mtg/Enchanted%20Evening). If you have Aura Thief on play while having Read the Runes & Replenish ready (probably already dropping Enchanted Evening to your graveyard by then), then Replenish your enchantments from graveyard to play, sac Aura Thief to Aura/Phantatog / Read the Runes / Perilous Research, and all opponent's permanents are yours! (In a Multiplayer game you'll be the Archenemy even without scheme cards :)

Sideboard:
- Steel of the Godhead (http://deckbox.org/mtg/Steel%20of%20the%20Godhead) (for Phantatog. Auratog only gets Lifelink)
- Hoofprints of the Stag (http://deckbox.org/mtg/Hoofprints%20of%20the%20Stag) (with all the cards you draw from Read the Runes, Hatching Plans, it'll be easy to collect hoofprint counters for making the 4/4 flying tokens)

You could protect the combo with Force of Will (http://deckbox.org/mtg/Force%20of%20Will), Abjure (http://deckbox.org/mtg/Abjure) (sacrifice Hatching Plans, or Copy Enchantment (http://deckbox.org/mtg/Copy%20Enchantment)s copying Hatching Plans), but I never had Force of Will, so ...


Wishlist for Wizards of the Coast:
- Enchantment lands! (if they've already messed up the Standard Format back then with artifact lands in Mirrodin block, why not Enchanment lands as well?)

DukeDemonKn1ght
06-17-2010, 08:11 PM
Tethered Griffin! I knew I was forgetting something. Awesome. Might have to bump up the enchantment count, but I frickin' love that goofy card and had forgotten all about it.

As far as Argothian Enchantress though, I don't really like her for this deck precisely because she does have shroud and I want to be able to stick auras on my creatures. This is just a casual deck anyways in my mind, and since I don't really have plans to build Enchantress for Legacy, I feel like it would be a waste of cash to buy Argothian Enchantress. I might run a couple if I had them. But even so, Enchantress's Presence also has the benefit of being hard to destroy, and she's not a very impressive creature for this deck because it's combat-focused and she's a little 0/1 speed bump that I can't even grow at all short of having a Celestial Ancient in play. Yeah yeah, she's one mana cheaper. Did I mention this is basically a casual deck?

neoryujin
06-18-2010, 08:29 AM
Regarding Argothian Enchantress (http://deckbox.org/mtg/Argothian%20Enchantress): I know it's expensive, I am a poor Johnny too. I only have one Argothian Enchantress in my deck, (I am even still hanging out with Verduran Enchantress :) So I am not gonna try to convince you to buy a playset of the Argothian lady.

But I'll tell you that Aura Gnarlid (http://deckbox.org/mtg/Aura%20Gnarlid) and Ancestral Mask (http://deckbox.org/mtg/Ancestral%20Mask) are bombs. With just two other auras on the board (it goes faster if you play cheap ones like Temporal Isolation & Spirit Link) Aura Gnarlid + Ancestral Mask becomes a mostly unblockable 8/8 fattie. Enchant it with Canopy Cover (http://deckbox.org/mtg/Canopy%20Cover), and it becomes an untargetable, even less likely blockable 11/11 ! (You can get back your lost tempo from casting Aura Gnarlid & Ancestral Mask with Spirit Link / Armadillo Cloak.) Tarmogoyf (http://deckbox.org/mtg/Tarmogoyf)? Check. Even the cheap Tethered Griffin becomes a considerable threat with Ancestral Mask.

Now about the other cards:

- Bear Umbra (http://deckbox.org/mtg/Bear%20Umbra) is fun. It's a little bit expensive with 4cc, but once it hits the table, theoretically, you can double the number of enchantments/spells you play each turn (interaction with Kor Spiritdancer, Serra Sanctum, Aura Gnarlid, Ancestral Mask, even Three Dreams (http://deckbox.org/mtg/Three%20Dreams)...). I only have 2 of it in my deck, but it's fun everytime it's online. Tethered Griffin & Aura Gnarlid easily carry the Umbra past opponent's defense. Even if your creature is supposed to die because of the attack, the Totem Armor ability saves your creature, and you'll get your invested mana for the Umbra back.

- I tried a couple of times with Celestial Ancient (http://deckbox.org/mtg/Celestial%20Ancient) and Sigil of the Empty Throne (http://deckbox.org/mtg/Sigil%20of%20the%20Empty%20Throne). They are relatively slow. By the time they hit the table, it's often already too late.

- Slippery Bogle (http://deckbox.org/mtg/Slippery%20Bogle) is good with Favor of the Overbeing (http://deckbox.org/mtg/Favor%20of%20the%20Overbeing), but that's probably another deck

- Femeref Enchantress (http://deckbox.org/mtg/Femeref%20Enchantress) and Gatherer of Graces (http://deckbox.org/mtg/Gatherer%20of%20Graces) are good in the deck focusing on enchantment sacrifice (see my other deck, if you'd like to splash green. If you play Greater Auramancy (http://deckbox.org/mtg/Greater%20Auramancy), you could use Gatherer of Graces (http://deckbox.org/mtg/Gatherer%20of%20Graces) or Auratog, though. By the way, that other deck is a blast. Even better/faster than the aggro one.)

- Thaumatog (http://deckbox.org/mtg/Thaumatog) would need Crucible of Worlds (http://deckbox.org/mtg/Crucible%20of%20Worlds), but that's also another deck.

- The Problem with Spirit Loop (http://deckbox.org/mtg/Spirit%20Loop) is that it could never serve as a removal for your opp's creature. You'll need quite some (cheap) removal, especially with faster Aggro decks out there. In this deck, even if your opponent has Qasali Pridemage (http://deckbox.org/mtg/Qasali%20Pridemage), it's not a big problem, since you'll draw more removal from Kor Spiritdancer and Enchantresses. But it's often vital that you draw more removal than their creatures or Qasali Pridemages.

- Aspect of Mongoose (http://deckbox.org/mtg/Aspect%20of%20Mongoose) also belongs to the deck focusing on enchantment sacrifice. But it does too little for that price (even if you get it back to your hand, you still have to pay 2cc everytime, only for it's untargetability, which is actually not so good in a aggro aura deck. Canopy Cover is strictly a better choice in Aggro, and in enchantment-sacrifice deck, you have Replenish)

That's it for now. Since it's your deck, so it's your choice. Johnnys & Timmys have their own pride other than winning at all cost :)

Qweerios
02-14-2011, 03:06 PM
Hi

I have had this casual deck ever since eldrazi came out and have been using it in local tournaments every now and then when I got tired of playing my usual decks. When Green Sun's Zenith was spoiled, I immediatly preordered 4 foil ones and would like to make small usage of them before eventually selling them. I will provide a list followed by card explaination and performance, and then discuss a bit of what GSZ would bring to the deck.


Creatures (16)
4 Kor Spiritdancer
2 Auratog
2 Argothian Enchantress
4 Silhana Ledgewalker
4 Aura Gnarlid

Auras (22)
4 Utopia Sprawl
2 Wild Growth
4 Rancor
4 Hyena Umbra
4 Lignify
2 Ancestral Mask
2 Armadillo Cloak

Enchantments (4)
2 Oblivion Ring
2 Sterling Grove

Lands (18)
4 Savannah
4 Misty Rainforest
4 Windswept Heath
5 Forest
1 Plains

Sideboard (15)
4 Leyline of Sanctity
2 Sterling Grove
4 Swords to Plowshares
4 Krosan Grip
1 Oblivion Ring


Again, this deck was originally intended as a casual deck and the card numbers and choices are largely derived from what cards I had extra and what cards were easely accessible as foils. Due to its performance, I believe the deck has potential. The sideboard is basically a rough draft as I haven't been very serious with this deck. On to card choices:

Kor Spiritdancer: The core of the deck. It does everything you want, beatdown and fuel. She will be bolted and sworded.

Auratog: Contested spot, he was in and out of the deck simply because the rancor/auratog combo never happens. When it happens, your board overwhelms and your opponent cries. However, he is useless in multiples and weak without rancor, def would be one of the first cards to cut.

Aura Gnarlid: Goyf 2.0. Very powerful and unblockable critter, especially with Hyena Umbra or Rancor. Never dissapoints.

Hyena Umbra: A very powerful and underrated card in this deck. 1CC for what is often +2/+2 or +3/+3 is great. First strike is what turns the battles arround early on (where you are most vulnerable) and totem armor combined with Troll Shroud effects is what truly brings out the unstopable Ancestral Mask creep.

Ancestral Mask: The finisher on any Silhana Ledgewalker or sometimes an Umbra'ed Gnarlid or Spiritdancer.

Armadillo Cloak: A card I find myself looking for more often than I would like. It gives meat to my Ledgewalkers and the lifelink to keep me alive vs aggro when first strike isnt enough. Although, Trample is hardly relevant in this deck.

Lignify: My most synergistic creature removal spell. It works fine as a 0 power creature hardly qualifies as chump blocker so the creature is virtually destroyed. I have been using this aura mainly against confidants, lavamancers, KotR, and goyfs. What I dislike of the card is that I feel as the deck shouldn't be worried so much about the other side of the board when it should be focusing on pumping its shrouded creatures.

On to GSZ
A lot of the deck is inconsistency: mana isn't always aligned for successful spell order, creatures aren't always the right ones availlable, and, often times, auras are redundant. Tutoring the right aura has been a killer most of the times(I should probably up my Grove count MD) so why not do the same for creatures. Having GSZ would probably slow down the deck by a little but would allow:

Dryad Arbor for a first turn mana accel and possible rancored beater;
Qasali Pridemage for obvious reasons;
More accessible Argothian Enchantress when Spiritdancer doesn't stick;
Gnarlid #5-8;
A lower count of Ledgewalkers as seeing multiples is often a pain.

With this in mind, this is what I would try:


Creatures (13)
1 Qasali Pridemage
4 Kor Spiritdancer
2 Argothian Enchantress
2 Silhana Ledgewalker
4 Aura Gnarlid

Spells (3)
3 Green Sun's Zenith

Auras (22)
4 Utopia Sprawl
2 Wild Growth
4 Rancor
4 Hyena Umbra
4 Lignify
2 Ancestral Mask
2 Armadillo Cloak

Enchantments (4)
1 Oblivion Ring
3 Sterling Grove

Lands (18)
1 Dryad Arbor
4 Savannah
4 Windswept Heath
4 Misty Rainforest
4 Forest
1 Plains


Looking forward to your suggestions.

Squirrel
02-14-2011, 03:13 PM
i think the biggest Problem with those Auras is, that if your Opponent stps your enchanted creature, they trade always 2:1...

neoryujin
02-15-2011, 12:21 PM
To Squirrel: yes, we are aware of the 2 to 1 trade, and that's solvable in this kind of deck. Cards like Rancor, Cho-Manno's Blessing / Ward of Lights (both are instant speed), Canopy Cover (not instant speed, but good card, nevertheless) , Kor Spiritdancer, Argothian Enchantress, etc. solve that kind of loss of card advantage (through protection or drawing more cards). (Hyena Umbra, not quite, because they mostly play Swords to Plowshares or Path to Exile in Legacy)

On another note, there is another way to avoid that 2 to 1 trade, namely through casting most of those enchanments on opponent's creatures / permanents. Which brings me to another important aspect of this kind of deck: removal. This kind of deck is quite slow in Legacy meta, so we need to compensate the tempo with removal (for whatever the opponent's bringing on their side of the table)

Cards like Utopia Sprawl, Wild Growth, while they might help your mana base, are as good as dead cards when drawn late in the game or in a critical situation, for example when you are facing their 5/5 Goyf and 6/6 Knight of Reliquary or swarming Merfolks or Goblins. Cards like Spirit Link(doubles as removal and tempo utility for your creature, to help you win the life point race), Temporal Isolation (amazing instant speed removal-enchantment) are never dead cards, whether drawn early or late. Even if they play & activate their Qasali Pridemage to destroy your removal-enchantment, you still have the card advantage through Kor Spiritdancer and Argothian Enchantress, but this card advantage only helps you if you draw more removal, not Utopia Sprawl or Wild Growth.

PS:
- If I cast Green Sun's Zenith, I would be expecting the game to end soon afterwards, like fetching Progenitus, Goyf, Knight of Reliquary or something like that. I would use the slot for more enchantments / enchantment fetchers. After all, this is an enchantment-focused deck, not a creature deck, isn't it?
- Ancestral Mask is definitely a bomb in this deck. I would play 4.
- Lignify--> Journey to Nowhere. Is strictly better (though it's not an aura, but so is Oblivion Ring, and it's nevertheless good)
- Silhana Ledgewalker--> Tethered Griffin costs less, hits harder. The shroud utility will be made up by the card advantage of your deck. (Although in some games, I did wish I had a Silhana Ledgewalker against their tons of removal. Ok, in this case the Ledgewalker is also a legitimate choice)
- Sterling Grove--> Enlightened Tutor costs less to search for an enchantment, and is an instant (you can cast it at the end of opponent's turn, to see what kind of threats they are bringing to the table, before you search for the appropriate enchantment). And like the above argument for Tethered Griffin, you don't need to fear having your enchantment being targeted if you have the card advantage. If they destroy it, just draw / fetch some more, and we would be happy that they wasted a removal spell for it.


EXTRA:
- If you play Auratog or Gatherer of Graces, you could use Temporal Isolation as a one time evasion for your own creature! (attack with one of your creature enchanted with Temporal Isolation, then after your opponent couldn't block, sacrifice Temporal Isolation with Auratog / Gatherer of Graces)
- Battle Mastery (one in the mainboard is enough. Search with Enlightened Tutor), Aura Gnarlid & Ancestral Mask end quite many games (at least for me).
- Have you considered Serra's Sanctum? (I wouldn't play more than 2, though. It'd screw your mana, and is a dead card when there're no enchantments)
- Like I said in earlier post, Bear Umbra has a lot of synergy with other cards. See my post above.
- For Sideboard, Worship & Ghostly Prison saved me quite a lot. Also fetchable with Enlightened Tutor. You could also use Crackdown to stop Goyf & co. If you'd like to go rogue in a tournament, you can sideboard something like Platinum Emperion too :), fetchable with Enlightened Tutor. (Difference between Worship and Platinum Emperion: with Worship, they could still atack & deal damage to you as normal, and later on destroy Worship or your creatures & then finish you. With Platinum Emperion, they HAVE to deal with him FIRST, since their damage are meaningless before they get rid of the Emperion)
- Just for the record (doesn't fit in this kind of deck), Yavimaya Enchantress comboes with Enchanted Evening. And Enchanted Evening perhaps with Opalescence (destroy all lands in play, good only if you have the board advantage), now if there is a way to bring them to play at the same time.... combo deck idea? (Replenish?)

Qweerios
02-22-2011, 01:02 AM
Silhana accomplishes a much different goal than the griffin. I think the real question here is: why are you still playing canopy cover when you can play silhana (I used to play canopy before silahana myself). The best way to get 2 for 1 is to get your invested or soon to be invested creature sworded as you attempt to cover it. Silahana is half of what makes ancestral mask good in this deck. As for Lignify vs Journey, the spell is an aura which cantrips with spiritdancer (cantriping 2cc removal!). The fact that a 0/4 creature remains on the field on the other side of the board is practically irrelevant. All your creatures are either
A) Unblockable by creatures with less power;
B) Unblockable by creatures without flying or reach;
C) Not invested in attacking until they are huge and trampling.

As for Hyena Umbra, the card is intended to give a defensive edge in the early stages where virtually any aura on your creatures will make them hardy. The totem armor is the deck's only defense against mass removal. The fact that it doubles up as targeted destruction or combat destruction protection is the cherry on the sundae.

Sterling Grove vs Enlightened Tutor. Tutor will net you the tutor ability quicker, period. Grove can be played proactively while possibly cantriping on enchantress. If needed, grove will fetch a key aura, if not, it will protect your heavely invested creatures from dying in combat because its key aura was sniped, avoiding a 2-3-4.. for 1 situations. Grove is more about synergy and versatility, I am playing an aggro deck, not a combo deck.

Cards like Wild Growth and Utopia Sprawl are not necessarily dead cards in the mid/late game. As long as you have 1 dancer or 1 enchantress on the field, they become free cantriping auras. They act as muscle for gnarlids and food for auratogs. With multiple dancers or enchantresses in play they then become free draw engines that boost your synergy.

Finn
02-22-2011, 07:33 AM
Hi folks. I have been making decks of this sort for years. There are a lot of directions it can go, but let me show you what mine typically look like.


3 Arbor Elf
3 Magus of the Candelabra
4 Argothain Enchantress
4 Kor Spiritdancer
2 Gatherer of Graces

4 Instill Energy
4 Rancor
2 Ancestral Mask
4 Canopy Cover
4 Wild Growth
4 Utopia Sprawl
3 Exploration
1 Oblivion Ring

3 Worldly Tutor

1 Dryad Arbor
3 Forest
3 Savannah
4 Verdant Catacombs
4 Windswept Heath


Gatherer of Graces and Rancor on any creature - an opponent's creature works just fine (go ahead and Sword to Plowshares it!) - means you draw cards equal to your green mana for each Enchantress-type effect you have on the battlefield. This deck makes plenty of it, and you can usually draw your entire library. Ancestral Mask is your kill card, but a Spiritdancer is often sufficient. Instill Energy makes you able to play, say an Arbor Elf, put an Instill on it, tap it that turn to untap your enchanted land, tap it again and go right on drawing with the knowledge that the next Instill is just a matter of time. You could very well attack that turn with that same creature wearing several Instills, Rancors, and an Ancestral Mask.

Lots of fun.

eq.firemind
02-22-2011, 07:55 AM
Finn, that deck of yours is sooo nice!

What do you think about swapping Worldly Tutors for Green Sun's Zeniths?
GSZ can't fetch for Spiritdancer, but Enchantress is still ok if you need to launch Gatherer+Rancor engine and turn 1 Forest, GSZ => Dryad Arbor is very nice.

Finn
02-22-2011, 10:22 AM
Yeah, you are right. I have not made the deck since GSZ came out. The only problem I might have with that is that you really want an enchantress engine in place for your turn 3 untap so that you can go off that turn. Worldly Tutor replaces either Spiritdancer or Argothian in your opening draw to make it an acceptable hand. However, you really have to have one of your best starts to actually go off on turn 3, and I almost always tutor up an Argothian anyway, so it is possible that GSZ is preferrable. And wow, GSZ into Dryad arbor IS nice on turn 1!

Green Sun's Zenith really is nuts.

neoryujin
02-25-2011, 12:38 PM
Nice deck, Finn! Instill Energy & Magus of the Candelabra / Arbor Elf, nice tech!

On another note, would Auratog (though not fetchable with Green Sun's Zenith) not be a better choice than Gatherer of Graces for the Rancor combo? (It could even finish the game without Argothian Enchantress / Kor Spiritdancer in play)

neoryujin
02-25-2011, 01:20 PM
Sorry for the double post (it just didn't feel right answering two posts in one post)

@Qweerios:


Silhana accomplishes a much different goal than the griffin. I think the real question here is: why are you still playing canopy cover when you can play silhana (I used to play canopy before silahana myself).
The best way to get 2 for 1 is to get your invested or soon to be invested creature sworded as you attempt to cover it. Silahana is half of what makes ancestral mask good in this deck.


The same reason as why you prefer Lignify vs Journey. It's an Aura, triggers both Enchantress and Kor Spiritdancer. In some cases, I might prefer Silhana over Canopy Cover as well, whereas in some other situation I would prefer otherwise. I think the more delicate question is how many Silhana (or total creatures) & how many Canopy Cover (or total enchantments/auras) should we play to avoid topdecking the undesired card as much as possible.



As for Lignify vs Journey, the spell is an aura which cantrips with spiritdancer (cantriping 2cc removal!). The fact that a 0/4 creature remains on the field on the other side of the board is practically irrelevant. All your creatures are either
A) Unblockable by creatures with less power;
B) Unblockable by creatures without flying or reach;
C) Not invested in attacking until they are huge and trampling.
If it's more beneficial for you that way, then go for it. For me, it'd still leave me a bitter aftertaste by leaving a 0/4 Treefolk on their side, which could still be sacrificed for your opponent's use, equipped with Sword of X & Y, enchanted with Ancestral Mask, made into a 3/7 trampling Treefolk with Overrun, or into an X/X Creature with Mirror Entity,... you know what I mean. And this did happen to me frequently when I play Lignify.


As for Hyena Umbra, the card is intended to give a defensive edge in the early stages where virtually any aura on your creatures will make them hardy. The totem armor is the deck's only defense against mass removal. The fact that it doubles up as targeted destruction or combat destruction protection is the cherry on the sundae.
No objection to Totem Armor. I mean, I play Bear Umbra as well :) (But compared to Bear Umbra, I am more amazed with Finn's combo with Magus of Candelabra & Instill Energy :)




Sterling Grove vs Enlightened Tutor. Tutor will net you the tutor ability quicker, period. Grove can be played proactively while possibly cantriping on enchantress. If needed, grove will fetch a key aura, if not, it will protect your heavely invested creatures from dying in combat because its key aura was sniped, avoiding a 2-3-4.. for 1 situations. Grove is more about synergy and versatility, I am playing an aggro deck, not a combo deck.
In fact, I am playing with Sterling Grove as well, I also see the combo with Enchantress (playing Grove, Enchantress' ability on the stack, sac Grove and put the wanted enchantment on top of library, and draw it through Enchantress' ability), but in some situations, I did wish I had the mana to deal with opponent's threat (I don't know, maybe I am playing in a hazardous meta :) or drop an Enchantress, while at the same time play Sterling Grove & activate the fetch ability right away that would net me the vital enchantment to prevent me from losing the game. That's why I thought Enlightened Tutor would have been the answer. Even more so if you're playing aggro, where mana is crucial. And if you want to protect your enchanted creature from removal, wouldn't Greater Auramancy be a better choice?





Cards like Wild Growth and Utopia Sprawl are not necessarily dead cards in the mid/late game. As long as you have 1 dancer or 1 enchantress on the field, they become free cantriping auras. They act as muscle for gnarlids and food for auratogs. With multiple dancers or enchantresses in play they then become free draw engines that boost your synergy.The same also applies to removal-enchantments such as Temporal Isolation. These removals also cantrip if Enchantress or Spiritdancer is in play, and also boost gnarlid & are tasty for Auratog.

So if Wild Growth / Utopia Sprawl cantrips into a Forest or a Plains or even another Wild Growth / Utopia Sprawl, cantripping again and again, what good does it do against their Goyf equipped with Jitte?

In Finn's deck, Wild Growth / Utopia Sprawl is crucial for the combo with Magus of Candelabra. In an Aggro deck, I think more threats or removal would suit better than Wild Growth / Utopia Sprawl. Just my two cents, though.

Qweerios
02-25-2011, 04:12 PM
I'm not going down that road, sorry. I have argued why Goyf is a playable card in spite of it being counterable or removable and, frankly, arguing with somebody based on that logic is a waste of time.

On another note, that is a very cute list Finn. GSZ sounds most fitting.

Finn
03-15-2011, 07:55 PM
Auratog was a very good idea. Thanki you. Since I am making so much mana, I can deal huge amounts of damage without having a drawing agent. I have replaced all of my Gatherers of Graces with them and I have been quite happy with that change. Also, Zenith is just a stupid good card and it is especially so in this deck since it is combo-ish. I will probably include a singel Gatherer of Graces again just so Ican search it up.

Finn
03-15-2011, 07:55 PM
Auratog was a very good idea. Thank you. Since I am making so much mana, I can deal huge amounts of damage without having a drawing agent. I have replaced all of my Gatherers of Graces with them and I have been quite happy with that change. Also, Zenith is just a stupid good card and it is especially so in this deck since it is combo-ish. I will probably include a singel Gatherer of Graces again just so Ican search it up.

raijinnfury
03-28-2011, 06:27 PM
Here's a list that I've been running for a few weeks with more of a toolbox approach. God this deck is fun as hell. People just don't expect the raw power that the deck can have, especially when you're drawing tons of cards and playing viable threats. GSZ is the nuts. Seriously. Being able to tutor up an Enchantress when you need it, a Forest when you need it, or even a Shroud beater for the late game. You'd think, Thrun and Uril? In Legacy? But you'd be surprised how often I can get to 5 or 6 mana to GSZ up one of these two and just beat face from there.

Creatures (16)
4 Kor Spiritdancer
1 Qasali Pridemage
2 Argothian Enchantress
2 Silhana Ledgewalker
3 Aura Gnarlid
2 Auratog
1 Thrun, the Last Troll
1 Uril, the Miststalker

Spells (4)
4 Green Sun's Zenith

Auras (22)
4 Rancor
4 Hyena Umbra
3 Lignify
2 Armadillo Cloak
2 Ancestral Mask
3 Wild Growth
4 Utopia Sprawl

Land (18)
4 Savannah
1 Taiga
4 Windswept Heath
1 Serra's Sanctum
1 Dryad Arbor
5 Forest
2 Plains

neoryujin
03-29-2011, 07:40 AM
I am somehow happy that many people play & enjoy this kind of deck, though having a bad reputation for its "2 for 1 trade" (killing the creature means killing the aura as well)

Here is another thread, where someone apparently took it to a tournament to compete with other competitive decks:

http://www.mtgthesource.com/forums/showthread.php?20376-Enchant-Creature-Deck

xMethodicalx
03-29-2011, 01:50 PM
I did not take it to a tournament, I just played it against my brothers tournament ranked decks. Though we did play it with a tournament style atmospehere haha.

neoryujin
03-30-2011, 10:43 AM
Well then, perhaps you should take it to a tournament :). Waiting eagerly for your report :D.

xMethodicalx
03-30-2011, 02:14 PM
Will definately after this semester of college. Not to many tournaments or means of getting to said sparce tournaments out here.

neoryujin
04-07-2011, 12:20 PM
I updated my blue white graveyard-enchantment deck:

http://www.mtgthesource.com/forums/showthread.php?19187-[Deck]-Hatching-Replenish-%28Blue-White-Graveyard-based-Enchantment%29

It has some prospect to be a competitive deck, I think, but I am having a hard time to test it, due to my budget.

If someone's interested to test it, you're very welcome.

Freggle
04-07-2011, 07:02 PM
I see Qweerios was on this thread too. He's helping me tweak a tournament version at is ending up to be "fairly budget." (Depending on the budget)

The meat of the deck is cheap except the Dark Confidants, and the Fetch / Duals. But just run basics.

oh and swap Oblivion Ring for Vindicate

http://www.mtgthesource.com/forums/showthread.php?20454-Kor-Spiritdancer-{Enchantress-y}-B-W

TheSleeper
11-03-2012, 01:07 PM
Reanimate target thread!

I love casual/budget decks and have always wanted to build around Kor Spiritdancer. Such a great card. Anyways here's my current list:

Enchantment (24)
4x Ancestral Mask
1x Battle Mastery
2x Daybreak Coronet
1x Enchanted Evening
2x Flickering Ward
2x Oblivion Ring
4x Rancor
4x Spider Umbra
4x Wild Growth
Creature (15)
4x Auratog
4x Kor Spiritdancer
3x Silhana Ledgewalker
4x Verduran Enchantress
Land (18)
10x Forest
3x Plains
1x Serra's Sanctum
4x Sunpetal Grove
Artifact (3)
3x Chrome Mox

I'll only bother to explain the less accepted choices:
-Mox is so good, speeds you up by a turn and this deck draws so many cards you'll never miss what you exiled. Allows a turn 1 Kor. God hand means you'll Rancor + Coronet and attack with 9/9 vigilant trample lifelink on Turn 2. A turn 1 Silhana with follow up auras could also go all the way. Less godlike is a turn 2 Verduran but will still pay for itself if she sticks around. Mox is still good mid game as you'll draw so many cards and need all the mana you can get your hands on to play them.

-Verduran: Argothians slower more needy sister. Difference is she can carry your auras, of which you have 22, so you need all the targets you can get. The 2-4-1 argument is moot. Worst case she probably drew you a card. Opponent is now -1, you're -2+1, thus even (tempo loss aside). At best she's winning you the game.

I don't have any different auras that give the same keywords. Ideally you'll stack a Silhana. The only card I feel is a little greedy is Enchanted Evening. No Aura Thief here, just turning each Mask into a buff in the range of +40/+40. Hilarious.