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Freggle
07-25-2011, 09:35 PM
Lands
18 Forest
4 Wasteland

Creatures
4 Wall of Blossoms
4 Argothian Enchantress
4 Dungrove Elder

Spells
4 Root Maze
4 Enchantress's Presence
4 Hidden Herd
4 Hidden Gibbons
4 Green Sun's Zenith
2 Elephant Grass
4 Wild Growth

Sideboard
4 Choke
2 Elephant Grass
4 Relic of Progenitus
2 Life From the Loam
4 Carpet of Flowers
1 Eternal Witness

This deck is designed to overwhelm you opponent with 1 CC Hidden enchantments and win the ground war.

One thing worth noting. The omission of Tarmogoyf. This was not a choice to make the deck more budget, although to be honest I do not own them. ...they were omitted for more easily triggered 1 cc enchantments, & the inclusion of Dungrove Elder.

Since this deck is mono green Dungrove Elder can typically get as large as a goyf at the time a goyf would be played, but it has the spot removal ability (Hexproof) making this guy a real force to be reckoned with.


Vs. Zoo

The MVP's are the hidden enchantments, and Root Maze.

When dropped Root Maze slows fetch based decks hard. Not only does the fetch land come into play tapped the land that is fetched also comes into play tapped.

Wall of Blossoms are large enough to block fully grown Nacatyl, and do not slow the deck with it's built in draw ability.

...more MU's to come.

rupus
07-25-2011, 09:55 PM
Interesting deck. I can't help but wonder if having hidden herd in the main will result in it being dead too often. Also, elephant grass is very powerful. I think it might be worth being a 4 of. Also, with zeniths you might want to include someone like viridian shaman or zealot as a 1 of in the main.

Freggle
07-25-2011, 10:05 PM
Interesting deck. I can't help but wonder if having hidden herd in the main will result in it being dead too often. Also, elephant grass is very powerful. I think it might be worth being a 4 of. Also, with zeniths you might want to include someone like viridian shaman or zealot as a 1 of in the main.

To me that is like saying Wasteland will be dead too often.

Running Wasteland myself ups Hidden Herds stock. As my opponent will have to use land drops to keep up. It may be worth running Life From the Loam main. ...but I like the smooth play and easy decision tree of this build.

randomly.anonymous
07-31-2011, 07:34 PM
Seems like this deck will get wrecked by chalice @1...

Freggle
08-02-2011, 08:46 PM
Seems like this deck will get wrecked by chalice @1...

You could Sideboard some Seal of Primordium, but in retrospect there are far better things to be doing with enchantress, or GSZ.

Kinderschreck
08-09-2011, 07:43 PM
You could Sideboard some Seal of Primordium, but in retrospect there are far better things to be doing with enchantress, or GSZ.

Krosan Grip?
Chalice of the Void on CC1 isn't the biggest problem, I think the bigger problem is Mental Misstep.
Besides I would try 2-3 Rancor for your Dungrove Elder.
This way you can beat harder and won't get stopped by each x/1 vanilia monster.
Works well with Hidden Herd and Hidden Gibbons, too.

Would drop the Green Sun's Zenith for 2-3 Rancor and 1-2Elephant Grass.

The 4 Wild Growth could be changed for 4 Exploration, but I think this is something you should decide on your own. Exploration works quit neat with the Dungrove Elder.

I would love to see Elvish Spirit Guide in the deck, for a speed increase but what you should drop for it, I don't know...

Enchantress's Presence is somethinge I would possible try to drop, since cc3 is quit at the end of the decks mana range and you played most of your entchantments earlier.

Other possible cards I think that are interessting:
Ancestral Mask
Hidden Guerrillas
Rofellos's Gift
Yavimaya Enchantress

Freggle
08-09-2011, 10:38 PM
Krosan Grip?
Chalice of the Void on CC1 isn't the biggest problem, I think the bigger problem is Mental Misstep.
Besides I would try 2-3 Rancor for your Dungrove Elder.
This way you can beat harder and won't get stopped by each x/1 vanilia monster.
Works well with Hidden Herd and Hidden Gibbons, too.

Would drop the Green Sun's Zenith for 2-3 Rancor and 1-2Elephant Grass.

The 4 Wild Growth could be changed for 4 Exploration, but I think this is something you should decide on your own. Exploration works quit neat with the Dungrove Elder.

I would love to see Elvish Spirit Guide in the deck, for a speed increase but what you should drop for it, I don't know...

Enchantress's Presence is somethinge I would possible try to drop, since cc3 is quit at the end of the decks mana range and you played most of your entchantments earlier.

Other possible cards I think that are interessting:
Ancestral Mask
Hidden Guerrillas
Rofellos's Gift
Yavimaya Enchantress

Yeah, the problem with this and all enchantress builds is the deck is kinda limp without a resolved enchantress. ...so if you were to cut the GSZ'z and the Enchantress Pressence and try and count of the card quality of hidden enchantments to get you to one of four of them I have a feeling it's a loosing game.

I suppose I shouldn't knock it till I test it though.

The original list (pre-source) ran Yavimaya Enchantress in the Dungrove Elder slot. This issue with Yavi is one the hiddens are triggered they are no longer enchantments. ...so it's weird.

I could beat zoo, but it was unfavorable. In order to win I had to stick and early Argothian Enchantress and start pumping out the enchantments AND stick a yavi to lure the instants, and land drops. Otherwise they would sit back hold the bolts swing over my still hidden enchantments a few turns and finish with a land drop and a tripple bolt.

Dungrove help that match since the hexproof would stop PTE, and it didn't require my deck to be pumping out the enchantments to be effective.

I would run Gaea's Touch over Exploration and Seal of Primordium over k grip because both would function better in this build.

Wild Growth & Utopia Sprawl are typically better than Exploration (over my years of building enchantress decks) because it doesn't require another card to be useful. Many times they are a free draw spell (play on an untapped land) for X cards. X = the number of enchantress effects in play.

If I were to play this I would certainly pump the side board with more hiddens and less hate to swing MU's

Since you are showing interest I'll playtest it more this week, and see how the list changes.

Edit: Oh, and about Mental Misstep you could care less. If your functioning correctly all your business spells are out of MM range enchantress's, GSZ, etc. ...and once an enchantress is in play you draw even if an enchantment is countered.

henry808
08-20-2011, 04:40 PM
so besides budget... i dont see ANY reason why you would run of Wall of Blossoms over Tarmogoyf in this list... why run a 0/4 for 1G when you could have a 4/5 or 5/6 for the same price? It's not like you need the card draw... heck... id rather see Troll Ascetic or Ohran Viper over Wall of Blossoms in this list. Other than that... the deck looks really cool. Good Job.

Kinderschreck
08-23-2011, 12:52 AM
Tarmogoyf lifes from the cards in the graveyard. If you don't play fetches, instants and sorceries early on, he is not as though as a Wall of Blossom. Also the draw is making a diffrence. :P