Re: [Deck] Solitaire (Enchantress)
Planning for SC Detroit assuming no changes on the 20th. Plans will likely change depending on bans and unbans. Here's hoping for Earthcraft!
Main Deck
4 Windswept Heath
3 Savannah
1 Plateau
2 Serra's Sanctum
3 Plains
9 Forest
4 Argothian Enchantress
4 Enchantress's Presence
2 Green Sun's Zenith
4 Elephant Grass
4 Wild Growth
4 Utopia Sprawl
3 Solitary Confinement
4 Sterling Grove
2 Oblivion Ring
1 Words of War
1 Replenish
1 Sacred Mesa
1 Enlightened Tutor
1 Humility
1 Moat
1 Blood Moon
Sideboard
2 Oblivion Ring
1 Seal of Cleansing
1 Seal of Primordium
1 Sacred Ground
1 Aura of Silence
1 Worship
1 Sigil of the Empty Throne
1 City of Solitude
1 Solitary Confinement
2 Ground Seal - not Wheel because Seal stops Snapcaster Mage
1 Replenish
1 Karmic Justice
1 empty sleeve
Sideboard Plans
RUG Delver
-Sterling Grove x4
-Blood Moon x1
+Ground Seal x2
+Solitary Confinement x1
+Worship x1
+Sigil of the Empty Throne x1
Reanimator
-Moat x1
-Blood Moon x1
+Ground Seal x2
Dredge
-2 Sterling Grove
-1 Oblivion Ring
-1 Blood Moon
+Replenish x1
+Ground Seal x2
+Solitary Confinement x1
Stoneblade
-Moat x1
-Humility x1
-Elephant Grass x1
-Solitary Confinement x1
+Oblivion Ring x2
+Replenish x1
+City of Solitude x1
Maverick
-Blood Moon x1
-Replenish x1
+Solitary Confinement x1
+Oblivion Ring x1
Sneak and Show
-Moat x1
-Solitary Confinement x1
-Elephant Grass x1
-Green Sun's Zenith x1
-Sterling Grove x2
+Aura of Silence x1
+Sacred Ground x1
+Seal of Cleansing x1
+Seal of Primordium x1
+Oblivion Ring x2
Re: [Deck] Solitaire (Enchantress)
land tax. Just thought i'd post it since i dont see it yet
Re: [Deck] Solitaire (Enchantress)
I don't think there's that much to say. You have things like Wild Growth, Utopia Sprawl and Carpet of Flowers, and land drops are guaranteed anyway once the draw engine starts flowing. IMO Enchantress would profit much more from Earthcraft, both as a much better accelerator and as an enabler for Sacred Mesa.
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
anonymos
Planning for SC Detroit assuming no changes on the 20th. Plans will likely change depending on bans and unbans. Here's hoping for
Earthcraft!
Main Deck
4 Windswept Heath
3 Savannah
1 Plateau
2 Serra's Sanctum
3 Plains
9 Forest
4 Argothian Enchantress
4 Enchantress's Presence
2 Green Sun's Zenith
4 Elephant Grass
4 Wild Growth
4 Utopia Sprawl
3 Solitary Confinement
4 Sterling Grove
2 Oblivion Ring
1 Words of War
1 Replenish
1 Sacred Mesa
1 Enlightened Tutor
1 Humility
1 Moat
1 Blood Moon
Sideboard
2 Oblivion Ring
1 Seal of Cleansing
1 Seal of Primordium
1 Sacred Ground
1 Aura of Silence
1 Worship
1 Sigil of the Empty Throne
1 City of Solitude
1 Solitary Confinement
2 Ground Seal - not Wheel because Seal stops
Snapcaster Mage
1 Replenish
1 Karmic Justice
1 empty sleeve
*snip*
Why Sacred Mesa over Sigil? Other than Humility I see no reason for this really. Sigil ends the game quicker 99% of the time which can be huge with a deck like this where you are sure to find yourself in turns at some point. There are other reasons to but I really see no good reason outside of Humility to run Sigil (and if Humility is out you can easily end game with WoW anyways since it now kills every creature.
I would suggest another Replenish main, FoW is everywhere and discard is making a comeback, you only run 2 wincons and one way to get them back not to mention most of the hardest matchups for this deck are heavy disruption or decks with boardsweepers (or both) and Replenish will always be the best option vs. these threats. Personally I would push the E Tutor to the SB and bring in the Replenish main. Vs. decks with counters E-Tutor is often just wasting a turn to tap out and get your spell countered.
I would recommend cutting Plateau for Taiga. Early game you just lose without green mana, so you want to have as much access to it as possible. 99% of the time you don't want to see your red mana land the first 3-4 turns but those times you draw Plateau early you will wish it was Taiga, trust me. You will NEVER fetch Plateau for white mana. You need red mana for Blood Moon and Words. If you are casting Blood Moon the dual land is going to be a mountain anyways, if you are casting Words you usually have a healthy draw engine going and you will usually have no mana issues at that point. It's the times you draw Plateau + Sanctum in your opening hand you will be kicking yourself.
SB- I don't like your SB at all personally.
Sigil - belongs in MD, the only time you want to drop Humility G1 is in emergencies or vs. fatty.dec. I can see the wisdom of running Humility MD right now, but the times you actually want to drop it it's going to be so bomb you won't care about Sigil making 1/1's. Vs. Fatty decks they have no answer for Humility MD so they basically have no way to win once it hits the board. Vs. Maverick with Humility down they have no way to remove it and all their guys become 1/1s. The only danger now is Jitte really, but between Grass, Moat, Solitary you should be able to get there and they have no answer to Words so it should have no problem getting there, Mesa is not going to make much of a difference here. Vs. RUG/BUG/xUG Humility is alright and depending on board state you might want to drop one. At the same time Mesa sucks here while Humility is not down. Your Sanctum isn't going to survive long and Mesa is going to seriously speedbump you, 4/4 angels are a real threat to them and a single angel kills everything but Goyf in most builds while ending the game quickly instead of durdling around making 1/1's to chump instead of dropping lock pieces + 4/4 angels all over the board is going to make a huge difference.
I'd cut Seals, what enchantments/artifacts are you afraid of that O-Ring or Aura can't answer?
I'd cut the 4th Solitary, I think 3 MD is enough.
IMO the Enlightened Tutor plan is super strong here, especially in this meta.
You could run 3-4x E Tutors SB which allows you to run Crypt and/or Grafdigger's Cage. Then you have the option of tutoring up turn 1 Crypt/Cage vs. Reanimator and Dredge or Humility vs. Show and Tell and Hypergenesis which gives you a lot more game vs. them. It also allows you to run and tutor up silver bullets vs. a variety of other random decks.
I would cut at least one Ground Seal, it's average at best vs. most Graveyard decks and if you run E. Tutors you can afford to run Crypt or Cage which are leagues better vs. the decks you need to beat. I would run at least one Choke SB. It is leagues above Ground Seal vs. decks with Snapcaster as well as every other deck running blue.
I would consider running a Vexing Shusher SB. You already have 2 GSZ main and Shusher can cause serious headaches to Counterbalance decks or other decks heavy on counters.
With E Tutor in mind I would consider some silver bulllets vs. random decks you might expect to see or to shore up problem matchups. Examples not yet mentioned Wheel of Sun/Moon, Stoney Silence, Pithing Needle, Seal of Fire (vs. hate bears), the list goes on (just check other decklists if you need more ideas)...
Anyways good luck. Be sure to play at a reasonable pace and DO NOT hesitate to call a judge if your opponent is playing too slow. Always politely recommend your opponent concede if you have them locked out of the game (most durdles don't use their heads here unless you help them) and honestly point out the fact that it will help you both have a better chance to finish the match without a draw. I'd highly recommend putting a reminder on top of your deck if you have upkeep triggers. Always make sure you randomize the deck properly as Enchantress has a way of clumping since you normally play 20 permanents in a game and scoop them all up at once. Always keep your eye on the clock, that two minutes wasted early in a match can easily come back to bite you at the end and mean the difference between winning and drawing.
Re: [Deck] Solitaire (Enchantress)
Land Tax got unbanned!
That card can fuel a Solitary Confinement without Echantress effect in play! A nivce line of play if you have a 4/4 Angel beating down or if you need to stay alive 3 more extra turns for example.
It also helps by reducing the lands you draw in the late game. Activating it twice is pretty neat. No mana issues, better draws late game (less chance on fizzling with a Lock supported by just 1 draw effect for example).
It also turns white mana into green mana (like the opposite of Utopia Sprawl). Making mulls easier.
Not saying it's a must have but it's also something that does require serious contemplation and testing.
Are tehre any echantments that make good use out of sacking lands? Does this make Squandered Resources more interesting?
Re: [Deck] Solitaire (Enchantress)
Land Tax might also be pretty sweet with Attunement in the blue splash. Draw 3 discard 4 is pretty nice when 3 of those are land eh? It returns to your hand whenever you use it, so discard 4 is likely even workable on its own given that it will trigger each of your enchantress's every time you play it so you have a perpetual draw engine. On its own, I'm guessing that you'll usually be drawing 4 discarding 4, given that you have at least one Enchantress to work with, which allows you to sculpt and lay down whatever you need to lock the board up. It also lets you get to your win condition faster, which can be a problem for Enchantress if your opponent gets to sit in top deck mode waiting on their Reverent Silence(s).
Re: [Deck] Solitaire (Enchantress)
Exploration + Squandered Resources also seem interesting to combine with Land Tax. It makes sure you'll trigger the Land Tax, it allows you to play more lands to actually use the lands you taxed for and it'll provide additional mana when it's sacced (to keep Land Tax going). Smells like a comboish version of the deck?
Re: [Deck] Solitaire (Enchantress)
But the deck is called Solitaire for a reason.
Playing Land Tax means you care about your opponent playing more lands than you.
Enchantress/Solitaire needs Earthcraft back. I've been playing a bunch of goldfishes with Earthcraft on MWS by myself. It's pretty nuts and very 'powered', but it's doesn't solve Enchantress' problem of running into counters or protecting itself from discard.
Here's my list with Earthcraft (inspired by SpatulaOfTheAges's list):
4 [ON] Windswept Heath
2 [US] Serra's Sanctum
3 [R] Savannah
11 [ZEN] Forest (4)
1 [R] Taiga
4 [US] Argothian Enchantress
2 [AL] Elvish Spirit Guide
2 [UD] Replenish
4 [ON] Enchantress's Presence
3 [IN] Sterling Grove
3 [JU] Solitary Confinement
4 [DIS] Utopia Sprawl
3 [IA] Wild Growth
2 [TE] Earthcraft
2 [MBS] Green Sun's Zenith
2 [OD] Squirrel Nest
1 [ON] Words of War
1 [M12] Oblivion Ring
4 [VI] Elephant Grass
Like I said, Earthcraft is pretty nuts, even without Squirrel Nest. In my solo games, I often was able to tap Argothian Enchantress into untapping my Sprawl-Forest to net me mana. I replaced the Explorations with Earthcraft and I definitely think Earthcraft just on its own is better.
Now Squirrel Nest... Forget attacking with infinite Squirrels, give me that infinite mana!
If you can get two Sprawls (one for Red, one for White) and a Squirrel Nest on a Forest, and have Earthcraft down, you can cast anything in your deck for free? This is really good in Enchantress, because you can just keep casting Enchantments and drawing cards until you resolve Words of War, and then with infinite mana, you can replace enough draws to kill your opponent.
I have no doubt Earthcraft would make Enchantress a tier 1, but I don;t think it would be to the point where everyone would play it or the deck would be too degenerate.
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
Just me
Land Tax got unbanned!
That card can fuel a Solitary Confinement without Echantress effect in play! A nivce line of play if you have a 4/4 Angel beating down or if you need to stay alive 3 more extra turns for example.
That sounds really interesting!
Re: [Deck] Solitaire (Enchantress)
No, that's not gonna cut it. Having a Confinement in play without at least 1 Enchantress effect ain't gonna lead anywhere. Land Tax doesn't change that. Needing to stay alive for just a couple of turns? Why? To draw the game? And why can't you pitch just any other card to Confinement then? And why don't you have an Enchantress effect in the first place?
Too fringe to warrant kicking out any other (better) Enchantment.
Re: [Deck] Solitaire (Enchantress)
@shawon: has earthcraft shown a significative advantage over traditional builds? Significative.
On land tax, I agree with julian. Even the blue splash makes it optimal.
Re: [Deck] Solitaire (Enchantress)
If I can put it in one sentence: When Earthcraft gets unbanned (and it WILL, see Land Tax), and you're playing Enchantress without SquirrelCraft, you're doing it wrong.
Even Sacred Mesa with Earthcraft isn't worth it. It takes another card to combo and you need twice as many cards to get infinite mana.
EDIT: Let me add more than that.
SquirrelCraft doesn't actually speed up Enchantress to kill on an earlier turn. What people who think Earthcraft is too powerful need to realize is that Squirrel Nest has to attached to an untapped Forest/basic and you still have to wait a turn to attack. Even with Utopia Sprawl, if you were going to go straight to assembling Squirrel Craft, the earliest you can kill is turn 4.
On the contrary, you don't have to wait many turns until you find and resolve Words of War, so in a way Squirrel Craft does speed up the deck. And even if you do resolve Words of War, you can generate infinite mana with Squirrel Craft and kill them much much faster.
SquirrelCraft just adds a higher threat density to Enchantress that no other card can match (not even Sigil!) while still maintaining and even improving the speed of the deck. That's the best thing I can say about it.
Re: [Deck] Solitaire (Enchantress)
Sacred Mesa without Earthcraft is clunky. Squirrel Nest without Earthcraft is useless.
Enchantress is too slow of a combo deck to be worried about the earliest turn in which it can kill. Also, 1-card win condition > 2-card win condition. I'd never run Mesa/Craft or Squirrel/Craft over Words of War.
I also fail to see how Squirrel/Craft generates mana. You can tap enchanted land for mana or for the token, but not for both. Care to elaborate?
Re: [Deck] Solitaire (Enchantress)
http://digboston.com/wp-content/uplo...1/facepalm.jpg
I just reread Squirrel Nest. I assumed it read "Whenever enchanted land is tapped for mana, put a 1/1 Squirrel on the battlefield."
My conception of the card is quite worse than what it actually reads: "Enchanted land has TAP: Put a 1/1 green Squirrel creature token onto the battlefield."
So much for generating infinite mana.
But wait.
You can still generate infinite mana though. You would just have to create infinite tokens with Squirrel Craft and then after you untap, you can tap an arbitrarily large number of untapped Squirrels to Earthcraft a Forest/Plains for infinite mana, more if you have an Aura attached to them.
Of course, that's not as dependable as the scenarios I previously described, because those scenarios didn't involve waiting to untap Squirrels. But the option to generate infinite mana is there, should it happen you can't attack with your Squirrels or they can't deal damage (a la Peacekeeper).
Some of what I said still remains true, especially about Earthcraft. I misread Squirrel Nest, but I got Earthcraft down right. Earthcraft is still both a dangerous enabler and is decent mana acceleration with Argothian on the battlefield. You still have an advantage over Enchantress decks by being able to chain enchantments while still having access to SquirrelCraft.
My purpose for trying out SquirrelCraft in the first place was seeing for myself how powerful the combo is and if it really was worth unbanning. I may have overhyped SquirrelCraft, but I did say it was still worth unbanning. So if I thought what was a more powerful SquirrelCraft was safe to unban, then what does that say about my opinions on the actual SquirrelCraft engine? Clearly, I still think Earthcraft is safe to unban, so I got my results in the end. I'm not hung up too much that I misread Squirrel Nest :P
Quote:
Originally Posted by Nonex
Enchantress is too slow of a combo deck to be worried about the earliest turn in which it can kill. Also, 1-card win condition > 2-card win condition. I'd never run Mesa/Craft or Squirrel/Craft over Words of War.
Thanks for getting me to reread Squirrel Nest and your tutorial on 1-card win conditions, but if you look at my list you'll notice I ran both SquirrelCraft and Words of War. I was talking about running SquirrelCraft in conjunction with Words of War, not replacing the card.
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
Shawon
Thanks for getting me to reread Squirrel Nest and your tutorial on 1-card win conditions, but if you look at my list you'll notice I ran both SquirrelCraft and Words of War. I was talking about running SquirrelCraft in conjunction with Words of War, not replacing the card.
My bad. That's one of those facepalms for me.
I agree on the rest. Earthcraft is pretty good on its own and I find it unbannable for today's standards too. The only discrepancy with you is that I'd still prefer Sacred Mesa over Squirrel Nest because you can get infinite mana the turn you make the tokens, though.
Re: [Deck] Solitaire (Enchantress)
I guess no love for Attunement? It functions nicely on its own provided you have a few Enchantress's in play as you get to bounce it every time and replay it, retriggering your Enchantress's. Its absolutely nuts with Land Tax in play as Tax allows you to use it for 2U every turn to draw 6 cards and keep 2 of them. Nice if you are trying to get to that win condition quickly. Also, its not like you can't tutor up a singleton Attunement with Sterling Grove or Enlightened Tutor if you manage to land an early Tax.
Also, I don't see the point to the Earth Craft combo in this deck. It would be an entirely separate build in a completely different deck, if its even close to viable. Solitaire is about locking down the board, maintaining the lock and then getting to the win condition (lately in my locals people are winning with Emrakul). Diluting the decks ability to lock with fast combos that can easily be disrupted by QPM and Wasteland means you are running fewer cards to get to your lock. Its simply counterintuitive for what the deck is trying to do.
EDIT:
Also...
Opalescence.. Seems good as a 1'of tutor target via Etutor and Grove for matchups where you have to win faster under your lock. It might be a pretty solid way to get there quickly against storm combo after you lay down some hate for them (if you even get to that point). You can't sit on your lock pieces for that long or they'll just cantrip til they find Burning Wish --> Reverent Silence and storm you out.
Re: [Deck] Solitaire (Enchantress)
I honestly do not think Squirrelcraft would be any good here, but I have tested with just Earthcraft multiple times over the years. It's hardly broken, but running 1-3 has the potential to make the deck much faster if you can land an Argothian or two.
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by
HPB_Eggo
I honestly do not think Squirrelcraft would be any good here, but I have tested with just Earthcraft multiple times over the years. It's hardly broken, but running 1-3 has the potential to make the deck much faster if you can land an Argothian or two.
Yes. Without any doubt. Earthcraft Enchantress makes the deck.
-faster
-more consistent
-more resilent
-allows a win outside an enchantress effect
I like enchantress so much I tried for a year or two to make a Vintage worthy deck. The version that came the closest used Squirrel - Craft. Exploring all 5 colors there was not anything close to that. I'd be very surprised if Wizards unbans Earthcraft in Legacy, and if they did I would be very surprised if it lasted.
Re: [Deck] Solitaire (Enchantress)
Quote:
Originally Posted by Vacrix
Also, I don't see the point to the Earth Craft combo in this deck. It would be an entirely separate build in a completely different deck, if its even close to viable. Solitaire is about locking down the board, maintaining the lock and then getting to the win condition (lately in my locals people are winning with Emrakul). Diluting the decks ability to lock with fast combos that can easily be disrupted by QPM and Wasteland means you are running fewer cards to get to your lock. Its simply counterintuitive for what the deck is trying to do.
Wasteland doesn't do much since Earthcraft only untaps basics, and Qasali Pridemage can be answered with Sterling Grove/Replenish/Humility.
SquirrelCraft isn't a fast combo. It's a turn 5 combo if you have no mana acceleration.
Turn 4 with Utopia Sprawl. That's not fast in Legacy. Anyway, only one half of the combo is counterintuitive. Earthcraft speeds up the deck with Argothian Enchantress in play thus you don't have to depend on drawing or tutoring Squirrel Nest just to make use of Earthcraft.
Like I said before, the purpose of SquirrelCraft isn't to speed up the deck but to add a higher threat density while facilitating your plan A (which is setting up Confinement lock and finishing with Words of War).
I think SquirrelCraft is also very helpful if you're forced to run Humility. With Humility in play, you can only draw cards off of Presence, thus it makes it harder to combo off with Words or set up a Confinement-lock. SquirrelCraft in this situation becomes an immediate threat that is much harder to deal with if Humility shuts down some of your opponent's answers.
Re: [Deck] Solitaire (Enchantress)
Hello,
I won yesterday with this list:
Lands
6 Forest
4 Windswept Heath
2 Plains
2 Serra's Sanctum
2 Savannah
1 Taiga
1 Horizon Canopy
1 Karakas
1 Wooded Foothills
Creatures
4 Argothian Enchantress
1 Emrakul, the Aeons Torn
Spells
4 Utopia Sprawl
4 Elephant Grass
4 Wild Growth
4 Sterling Grove
4 Enchantress's Presence
3 Solitary Confinement
2 Mirri's Guile
2 Enlightened Tutor
2 Oblivion Ring
2 Replenish
1 Words of War
1 Karmic Justice
1 Ground Seal
1 Sigil of the Empty Throne
Sideboard
1 Solitary Confinement
1 Karmic Justice
2 Choke
2 Wheel of Sun and Moon
4 Leyline of Sanctity
2 Stony Silence
1 Aura of Silence
1 Runed Halo
1 Faith's Fetters
I played against:
Round 1:
vz. Agro elves, Won.
Very easy match, G1 and G2 without problem.
Round 2:
vs.GW Maverick, lose.
Won G1 whithout problem, but lost G2 and G3, becouse Thalia+Gaddock+Canonist.
Round 3:
vs.GW Maverick, Won.
Won G1 whithout problem and G2 too becouse he dosent have the same hates the other maverick.
Round 4:
vs.Nicfit, Won.
Won G1 whithout problem and G2 i won becosa an Faith'f Fetters on deed an won next turn.
Semi-finals:
vs.Affinity, Won.
Won G1 very very easy and G2 too, I think this match is something about 95% chance of win.
Finals:
vs.GW Maverick from Round 2, Won.
Won G1 whithout problem, G2 he dosent find Thalia+Gaddock+Canonist and I won.
My only problems are Thalia and Canonist, i thiking on playing with 2 humility against it.
Cya