Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
Dark Ritual
I find that I want to hit land drops each turn with this deck and 20 lands helps that. Also, why aren't you running 4 windswept heath? That card is an auto 4 of because it fetches forests and plains to dodge wasteland.
On deed: aura of silence and karmic justice are the best answers, aura makes it cost a whopping 5 mana and karmic justice says 'lol you blew up everything except my lands.'
I had a playset of heaths but there was a terrible accident involving gin and magic cards. I haven't been able to trade into my last heath just yet.
@ Spatula: I like running at least one (but no more than two) basic plains to give me a little more stability and resilience to land destruction.
Re: [Deck] Solitaire (Enchantress)
While running Moat, Halo and, to a lesser extent, Sigil maindeck and with cards like Nevermore, maybe more Halos, Aura of Silence and whatnot, don't you miss some white source sometimes?
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
caiomarcos
While running Moat, Halo and, to a lesser extent, Sigil maindeck and with cards like Nevermore, maybe more Halos, Aura of Silence and whatnot, don't you miss some white source sometimes?
The only double white I use is Aura of Silence, Nevermore, and Sigil in the SB. I try to stay away from the double white.
Re: [Deck] Solitaire (Enchantress)
This is the current list I am running
4 Argothian Enchntress
1 Emrakul, the Aeons Torn
1 Blood Moon
4 Elephant Grass
4 Enchantress's Presence
1 Ground Seal
1 Karmic Justice
1 Lignify
2 Mirri's Guile
1 Moat
2 Oblivion Ring
1 Runed Halo
1 Sigil of the Empty Throne
3 Solitary Confinement
3 Sterling Grove
4 Utopia Sprawl
3 Wild Growth
1 Words of War
2 Replenish
6 Forest
3 Plains
1 Karakas
1 Savannah
2 Serra's Sanctum
1 Taiga
4 Windswept Heath
2 Wooded Foothills
SB
1 Enlightened Tutor
1 Aura of Silence
2 Carpet of Flowers
1 Choke
1 City of Solitude
1 Curse of Exhaustion
4 Leyline of Sanctity
1 Nevermore
1 Seal of Cleansing
1 Stony Silence
1 Wheel of Sun and Moon
I play this every week at a local tournament with about 16-20 people. I don't think anything is a meta choice as the field is all over the place with blue being the most deck that is there. Any thoughts on the sideboard to help with the combo match up.
This is what I did last night
Round 1
Lost to combo 0-2
as I stated before combo is just a bad match up
Round 2
Beat counter balance 2-0
Game 1 Locked him out turn 4
Game 2 He resolved an early Ethersworn Canonist and a counterbalance, no top, resolved a city of solitude as he had no counter spell and missed with the counterbalance. Took many turns o-ringed the canonist 2 turns later casted emrakul he thought he had me as he resolved his ajani and kept him tapped played Karakas and he scooped.
Round 3
Beat zoo 2-1
Got the lock game 1 on turn 4 with 2 argothian and a solitary
Game 2 they had the nut had and was at zero on turn 3
Game 3 Had a lock on them but drew 4 lands in a row and got lucky to top deck a moat after having to sac solitary and then drew solitary of the moats draw
Round 4
Beat the rock 2-1
Game 1 he had the hand thoughtseize turn 1 hymn turn 2 which hit enchantress's and solitary.
Game 2 open with leyline argothian, enchantress's, solitary, sterling grove
Game 3 Both mulled to 6 I just won the race
Round 5
Beat g/w/u maverick 2-0
Game 1 Early draw for me he gets pridemage can only target sterling grove blows it up and then scoops.
Game 2 He mulled to 5 drew nothing but lands and counter spells but ran out of gas and couldn't get the replenish.
Any thoughts. Thinking of Mindbreak traps for combo matchup in board although Silence still gets through a solitary confinement
Re: [Deck] Solitaire (Enchantress)
Hey everyone, first post here. Just wanted to get some feedback. I've been playing Enchantress for a few months now and I feel pretty comfortable with most matchups.
Here is my current list:
MD:
4 Argothian Enchantress
2 Green Sun's Zenith
2 Replenish
4 Wild Growth
4 Utopia Sprawl
3 Elephant Grass
2 Mirri's Guile
4 Sterling Grove
1 Runed Halo
4 Enchantress's Presence
3 Solitary Confinement
1 Oblivion Ring
1 Words of War
1 Blood Moon
1 Moat
1 Sigil of the Empty Throne
4 Windswept Heath
2 Arid Mesa
2 Serra's Sanctum
1 Horizon Canopy
1 Karakas
1 Taiga
2 Savannah
7 Forest
2 Plains
SB:
2 Carpet of Flowers
1 Ground Seal
1 Stony Silence
1 Nevermore
1 Karmic Justice
3 Choke
1 Humilty
1 Curse of Exhaustion
4 Leyline of Sanctity
So far I haven't figured out how I want to deal with the Reanimator MU. Lignify is up for consideration over Nevermore/Curse, as is Aura of Silence (to help against Deed).
What are the best strategies to beat a T2 Jin Gitaxis?
Also, why are the lists that run basic plains not running Mesa (over foothills for example)?
Re: [Deck] Solitaire (Enchantress)
I'm not an Enchantress player but I think you want to turn Jin-Gitaxias against them by not dieing. They'll have like 7 turns to kill you before they drown. I imagine you want to hold his creatures at bay by using Elephant Grass and Solitary Confinement.
I'm not so sure if Jin is the main problem vs. Reanimator although them drawing Force after Force might blow you out, denying you your stall cards.
Re: [Deck] Solitaire (Enchantress)
Did GSZ make that well????
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
ginger
Hey everyone, first post here. Just wanted to get some feedback. I've been playing Enchantress for a few months now and I feel pretty comfortable with most matchups.
Here is my current list:
MD:
4 Argothian Enchantress
2 Green Sun's Zenith
2 Replenish
4 Wild Growth
4 Utopia Sprawl
3 Elephant Grass
2 Mirri's Guile
4 Sterling Grove
1 Runed Halo
4 Enchantress's Presence
3 Solitary Confinement
1 Oblivion Ring
1 Words of War
1 Blood Moon
1 Moat
1 Sigil of the Empty Throne
4 Windswept Heath
2 Arid Mesa
2 Serra's Sanctum
1 Horizon Canopy
1 Karakas
1 Taiga
2 Savannah
7 Forest
2 Plains
SB:
2 Carpet of Flowers
1 Ground Seal
1 Stony Silence
1 Nevermore
1 Karmic Justice
3 Choke
1 Humilty
1 Curse of Exhaustion
4 Leyline of Sanctity
So far I haven't figured out how I want to deal with the Reanimator MU. Lignify is up for consideration over Nevermore/Curse, as is Aura of Silence (to help against Deed).
What are the best strategies to beat a T2 Jin Gitaxis?
Also, why are the lists that run basic plains not running Mesa (over foothills for example)?
What is your meta like? That will assist us in providing constructive criticism for your deck. Based on the build I would say you're expecting combo/some variants of U Control/Aggro.
@ Runed Halo: In my opinion RH is one of those cards that in theory seems like a great addition for our deck but in reality rarely amounts to much utility, particularly with the current metas streaming more towards combo, Maverick, UR Delver, etc. I would suggest removing Halo.
@ Blood Moon: Depending on the meta Moon can be justified MD. Against combo like Reanimator, for example, it certainly can be quite powerful when dropped early but once they drop their big beastie it becomes useless if you have no means to answer the creature. I would suggest SBing it unless you have a meta with decks that get wrecked by a G1 Moon.
I typically always suggest running 2+ O-Ring as they answer nearly every threat to us. Heck, when my meta was running rampant with aggro such as tribal/Maverick/S&T I was running 3 O-Ring +2-3 Journey to Nowhere. This may be personal flavor, but I found that in a majority of situations I would rather have targeted removal like O-Ring than generic hate like Halo or Moon.
@ Curse of Exhaustion: 2WW is honestly too slow a card to be used to answer combo. A second Ground Seal or Stony Silence would overall be more effective as they can be cast earlier and still provide a relevant shut off mechanism against combo.
As for your land list I'm not overly fond of going up to 22. Our deck has enough cantrips as it is and I honestly don't consider a Canopy necessary for our deck, particularly since it has no utility for us mid-late game and that 1 life is highly relevant in the early game. In theory a Karakas MD is nice utility against Reanimator but as we have no means to tutor it up I honestly doubt how much it would really help out your MU other than those random instances where you open up with it in your starting 7. TBH if you were dedicated to having it I may actually advocate just replacing the MD GSZ with Living Wish as this would give you access to not only Karakas but also Bojuka Bog as well.
I personally run 8 fetch (4 Heath,2 Mesa, 2 Foothills) but the reason most lists opt to run 2 Foothills over 2 Mesa is that Green tends to be the more relevant color to tutor in the long run as we usually only need a single white source to start out on until we begin ramping with Sprawls/Sanctum. Of course, theres a lot of variant land lists that run no fetches, 8, have various Gx/Wx/GW duals so it doesn't matter as much.
I won't comment much further until I learn more about your meta.
Forlorn Egoist
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
ReinVos
I'm not an Enchantress player but I think you want to turn Jin-Gitaxias against them by not dieing. They'll have like 7 turns to kill you before they drown. I imagine you want to hold his creatures at bay by using Elephant Grass and Solitary Confinement.
I'm not so sure if Jin is the main problem vs. Reanimator although them drawing Force after Force might blow you out, denying you your stall cards.
If you don't play the deck, you probably shouldn't fill up the thread. Think about what you posted. How is Elephant Grass remotely helpful against a Turn 2 Jin? The thing is a four-turn clock itself, so even if you topdeck land every turn to keep Grass alive and they draw no other creatures or Entombs in their next 35 cards or so, they still kill you with Jin by just paying the cost and attacking. Solitary Confinement does nothing: You lose your hand to Jin; your Confinement dies on upkeep.
@ginger: Enchantress basically folds to Reanimator Game 1 unless the Reanimator player is extremely unlucky or doesn't know what he's doing. The best answers maindeck would probably be Karakas and Ground Seal. Lignify, O. Ring and Wheel of Sun and Moon are OK, but Enchantress has very few ways to interact preboard.
Re: [Deck] Solitaire (Enchantress)
Reading/posting in threads about decks you don't play is not a bad thing. If I didn't post my own (bad) ideas on Enchantress vs. Jin I would still be under the impression that you could try and beat a Jin that way. Now that you have pointed out why I can't, I've learned that much more. When I wrote it, I completely forgot Jin beats Confinement because of the discard. Not trying to make any excuses, but that's the only reason I thought it would actually be a decent plan to stick a Confinement.
Even if my response didn't make sense, I'm just trying to contribute to the thread or at the very least learn something. Well, guess what? I did learn something, and I got you to thank for it.
There's always someone lurking who will set posts like mine straight. Besides, I kinda warned everybody to take my post with a grain of salt by opening with: ''I'm not an Enchantress player but...''
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
ForlornEgoist
I typically always suggest running 2+ O-Ring as they answer nearly every threat to us. Heck, when my meta was running rampant with aggro such as tribal/Maverick/S&T I was running 3 O-Ring +2-3
Journey to Nowhere. This may be personal flavor, but I found that in a majority of situations I would rather have targeted removal like O-Ring than generic hate like Halo or Moon.
Forlorn Egoist
What are the reasons to play Journey to Nowhere over Lignify and vice-versa?
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
caiomarcos
Journey Stops Emrakul from SnT, and if is destroyed in your opponents turn, the creature won't be able to attack.
Other than that, mana issues I guess...
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
caiomarcos
The reasoning for JtN over Lignify is, for the most part, meta-dependant. Lignify excels at playing around an Iona, Shield of Emeria naming white. Being green, it's also slightly easier to cast on T2 if you're not holding a plains. My meta has a great flux of S&T-based strategies (Primarily UR Painter running S&T in the SB) so I needed the added removal for Emrakul.
There's also the minor benefits of removing from their field of play a creature they can use (for Natural Order, for example) not to mention if they manage to answer the JtN it still gives the creature summoning sickness. Also to consider is that O-Ring/JtN, unlike Lignify, can get around a Mother of Runes.
Realistically they both perform similar functions in negating a creature and for all intensive purposes Iona sees next to zero play anymore. I'm just fond of JtW as it has slightly more utility than Lignify, particularly if you're entering an unknown meta or expect S&T.
Forlorn Egoist
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
ForlornEgoist
The reasoning for JtN over
Lignify is, for the most part, meta-dependant.
Lignify excels at playing around an
Iona, Shield of Emeria naming white. Being green, it's also slightly easier to cast on T2 if you're not holding a plains. My meta has a great flux of S&T-based strategies (Primarily UR Painter running S&T in the SB) so I needed the added removal for Emrakul.
There's also the minor benefits of removing from their field of play a creature they can use (for
Natural Order, for example) not to mention if they manage to answer the JtN it still gives the creature summoning sickness. Also to consider is that O-Ring/JtN, unlike
Lignify, can get around a
Mother of Runes.
Realistically they both perform similar functions in negating a creature and for all intensive purposes Iona sees next to zero play anymore. I'm just fond of JtW as it has slightly more utility than
Lignify, particularly if you're entering an unknown meta or expect S&T.
Forlorn Egoist
Very good reasoning Forlorn.
Here's my decklist for discussion, there is a flex slot as i mark:
/ Lands
2 [ON] Windswept Heath
2 [US] Serra's Sanctum
1 [B] Taiga
1 [RAV] Temple Garden
3 [ZEN] Plains (2a)
6 [ZEN] Forest (4a)
1 [LG] Karakas
4 [ON] Wooded Foothills
// Creatures
4 [US] Argothian Enchantress
// Spells
1 [ON] Words of War
2 [MI] Enlightened Tutor
2 [UD] Replenish
2 [ALA] Oblivion Ring
1 [LG] Moat
1 [OD] Karmic Justice
4 [ON] Enchantress's Presence
1 [CFX] Sigil of the Empty Throne
4 [DIS] Utopia Sprawl
3 [U] Wild Growth
2 [TE] Mirri's Guile
4 [VI] Elephant Grass
3 [JU] Solitary Confinement
4 [IN] Sterling Grove
1 [SHM] Runed Halo
1 [OD] Ground Seal*
// Sideboard
SB: 1 [OD] Karmic Justice
SB: 1 [VI] City of Solitude
SB: 2 [SHM] Wheel of Sun and Moon
SB: 4 [M11] Leyline of Sanctity
SB: 3 [US] Carpet of Flowers
SB: 1 [7E] Circle of Protection: Red*
SB: 1 [ISD] Stony Silence
SB: 1 [ISD] Nevermore
SB: 1 [ZEN] Journey to Nowhere*
Ground seal is my flex slot and maybe the runed halo slot is too. What do you recomend me for those spaces?? I'm going into a 3k open meta tournament in a few weeks.
What i played formely in that slot:
O-ring
City of Solitude
Blood moon
In the side as you can see, there are flex slots too.
Moreover, you can notice that i dont own savannah. I run Temple garden in it's place, do you think that it's better a basic land in that slot instead a shockland?
Any suggestion is welcomed!
:)
GC
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
GoldenCid
Very good reasoning Forlorn.
Here's my decklist for discussion, there is a flex slot as i mark:
/ Lands
2 [ON] Windswept Heath
2 [US] Serra's Sanctum
1 [B] Taiga
1 [RAV] Temple Garden
3 [ZEN] Plains (2a)
6 [ZEN] Forest (4a)
1 [LG] Karakas
4 [ON] Wooded Foothills
// Creatures
4 [US] Argothian Enchantress
// Spells
1 [ON] Words of War
2 [MI] Enlightened Tutor
2 [UD] Replenish
2 [ALA] Oblivion Ring
1 [LG] Moat
1 [OD] Karmic Justice
4 [ON] Enchantress's Presence
1 [CFX] Sigil of the Empty Throne
4 [DIS] Utopia Sprawl
3 [U] Wild Growth
2 [TE] Mirri's Guile
4 [VI] Elephant Grass
3 [JU] Solitary Confinement
4 [IN] Sterling Grove
1 [SHM] Runed Halo
1 [OD] Ground Seal*
// Sideboard
SB: 1 [OD] Karmic Justice
SB: 1 [VI] City of Solitude
SB: 2 [SHM] Wheel of Sun and Moon
SB: 4 [M11] Leyline of Sanctity
SB: 3 [US] Carpet of Flowers
SB: 1 [7E] Circle of Protection: Red*
SB: 1 [ISD] Stony Silence
SB: 1 [ISD] Nevermore
SB: 1 [ZEN] Journey to Nowhere*
Ground seal is my flex slot and maybe the runed halo slot is too. What do you recomend me for those spaces?? I'm going into a 3k open meta tournament in a few weeks.
What i played formely in that slot:
O-ring
City of Solitude
Blood moon
In the side as you can see, there are flex slots too.
Moreover, you can notice that i dont own savannah. I run Temple garden in it's place, do you think that it's better a basic land in that slot instead a shockland?
Any suggestion is welcomed!
:)
GC
Max out your Windswept Heaths before using any other fetchlands.
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
lordofthepit
Max out your Windswept Heaths before using any other fetchlands.
Oh, sorry...they were wrongly swithched for any misterious reason!
Re: [Deck] Solitaire (Enchantress)
I would like to know how this deck works running Mirri rather GSZ or using both. How it would increase all draw enchantress effect and percentages.
By the way I'm thinking cut off my Words of War...actually I realize that it's useless at start and mid-late game because I did already search my Sigil/ Serra+Emrakul to finish. Does anyone have yet strong opinions to continue with it? Anyway I can prevent my own overdeck with Emrakul, so draw 3+ cards with every enchant isn't a issue.
Re: [Deck] Solitaire (Enchantress)
Masamune, I would recommend cutting it (or running Sigil in its slot) and seeing if you ever wish that slot was Words of War. I don't think you'll look back again.
Words of War tends to be a finisher when any finisher would do. It requires you to give up 9-10 of yours draws and wins the game in exchange. If you can afford to pay 9-10 mana and give up that many draws it does not matter what your kill is.
Re: past arguments in the thread:
If you're at all worried about the mirror, Words of Wind will shift the matchup to probably more than 85% in your favor, especially when paired with Emrakul. I think it probably does make other matchups a little worse (ones where an Angel army is really needed). Control does not like playing against Words of Wind. Aggro does not mind until you're ready to sink about 8-9 mana into running the loop either with Sensei's Divining Top or Sprawl/Growth (similar to your commitment with WoWar, but without giving up any card draw).
Top/Wind is a compact way to blow out games where you opponent puts all their efforts (counters, Cranial Extractions) into preventing you from getting your engine online. It can really shift the way you make your opponents play.
Re: [Deck] Solitaire (Enchantress)
Words of War is an enchantment, Emrakul is not. Both are useless in the early game. WoWar can be used to draw cards, Emrakul can not. This shouldn't be a discussion, there's no good reason to run Emrakul.
Words of Wind offers a slight edge in some matchups at the cost of an additional slot, plus it makes going to time more of an issue.
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
waSP
Masamune, I would recommend cutting it (or running Sigil in its slot) and seeing if you ever wish that slot was Words of War. I don't think you'll look back again.
Words of War tends to be a finisher when any finisher would do. It requires you to give up 9-10 of yours draws and wins the game in exchange. If you can afford to pay 9-10 mana and give up that many draws it does not matter what your kill is.
Re: past arguments in the thread:
If you're at all worried about the mirror, Words of Wind will shift the matchup to probably more than 85% in your favor, especially when paired with Emrakul. I think it probably does make other matchups a little worse (ones where an Angel army is really needed). Control does not like playing against Words of Wind. Aggro does not mind until you're ready to sink about 8-9 mana into running the loop either with Sensei's Divining Top or Sprawl/Growth (similar to your commitment with WoWar, but without giving up any card draw).
Top/Wind is a compact way to blow out games where you opponent puts all their efforts (counters, Cranial Extractions) into preventing you from getting your engine online. It can really shift the way you make your opponents play.
I can't understand how you argue against WoWar and sugest WoWind when every argument you gave against WoWar seems to be even stronger against WoWind. They are the same thing, but one actually kills your oponent. Care to explain further? Maybe I am missing something...