Why on Earth would we be doing that?
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okay, wisecracker, I forgot to mention aggro-control, like merfolk and TA. Or you tell me against which deck you want to play choke.
city of solitude is not as dangerous as choke.
choke can permanently stop you from playing spells, city of solitude just limits you to playing them on your turn.
sure you won't be countering anything for a while, but at least you can try to play things like tranquility or reverent silence.
dude, honestly, this is leading nowhere.
now think about which deck your playing and read your stupid question again. let it sink in, think about it and hit yourself.
This type of discourse is NOT acceptable. Since you seem relatively new, this is just a verbal warning.
-PR
Hi all,
Just me weighing in on the debate.
Choke is solid in that it's an allround answer that tries to handle counters and creatures a like by choking of the mana supply.
City of Solitude looks to shut down the counters, 1 part of the deck. Including counters which are very cheap or even free (Spell Snare, CounterBalance, Foce of Will, Daze). Then it leaves the other threats to be handled by the rest of the deck, Elephant Grass, Solitary Confinement, your own dudes (angels or pegasi) and the speed of the combo (burn them with Words of War).
I prefer a combination of both but having a City of Solitude is more important because it is a sure fire way to handle the biggest weakness this deck has, the counters. Under Choke, cards can and will still be counterd. The rest of the deck is well equipped to handle a beatdown deck with relatively little speed and few threats.
You don't want to do this to yourself. I'll let you back out now if you so choose. Think about it; you're young, you have a lot to live for.
The point that everyone else seems to understand is that City of Solitude only deals with one part of the strategy control and aggro-control decks will use against you. And that furthermore, it's their reactive strategy. So while you're busy reacting to their reactive strategy, they'll simply change their game plan a little and deal with it.
What Choke does is deny them mana completely. That cripples all their strategies. No Krosan Grip, no beaters, no sweepers, no cantripping into answers/threats.
That's why Choke is much better than City.
True of control decks, but something that seems dangerous to assume about Counter-Top.Quote:
Originally Posted by Just Me
Also note that against Counter-Top, both Counterbalance and Krosan Grip function.
Although I agree that a combination of the two can be very strong. Especially since City usually leads them into tapping out on their turn, setting up for a juicy Choke.
Edit - How juicy would it be if they printed a 3 mana enchantment with cascade and a relevant ability?
hi
i plan to play enchantress at the biggest non-WOTC-organized-legacy-tournament AKA le bazaar of moxen
i suppose the meta will be:
-ThreshThreshThreshThreshThresh
-nassif deck
-ichorid (a vintage the day after so it's easy to remove bazaars...)
-gob/faerie/merfolk
-landstill (loved in italia and spain)
my decklist:
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// NAME: enchantress
// Lands
2 [US] Serra's Sanctum
4 [ON] Windswept Heath
3 [A] Savannah
1 [A] Taiga
8 [P2] Forest (3)
2 [P2] Plains (3)
1 [FUT] Horizon Canopy (don't know why... it was in my words of wind built... maybe the 3rd plains)
// Creatures
4 [US] Argothian Enchantress
// Spells
4 [ON] Enchantress's Presence
4 [IN] Sterling Grove
2 [JU] Solitary Confinement
4 [VI] Elephant Grass
4 [DIS] Utopia Sprawl
2 [OD] Ground Seal
2 [UD] Replenish
1 [ALA] Oblivion Ring
1 [ON] Words of War
2 [CFX] Sigil of the Empty Throne (2 because 1 is too few sometimes you need to win faster)
1 [LG] Moat
1 [VI] City of Solitude (choke?)
2 [MI] Enlightened Tutor
1 [WL] Aura of Silence
1 [OD] Karmic Justice
3 [7E] Wild Growth
// Sideboard
SB: 1 [JU] Solitary Confinement
SB: 1 [UD] Replenish
SB: 2 [SHM] Runed Halo (maybe only one)
SB: 1 [ALA] Oblivion Ring
SB: 1 [VI] City of Solitude (2 if choke maindeck)
SB: 1 [WL] Aura of Silence
SB: 2 [OD] Karmic Justice
SB: 1 [OD] Sphere of Law
SB: 3 [TE] Choke (2 if choke maindeck)
SB: 1 [DIS] Dovescape
SB: 1 [PLC] Seal of Primordium (maybe 0)
so maybe 2 SB room... but what for?
-4th replenish?
-3rd ground seal?
what do you think of that?
thanks
why are there some builds that run 2 enlightened tutors?
i understand it adds to consistency of fetching some enchantment in time of need, but it also detracts from card drawing via the enchantress engines.
it's only 2 cards so it isn't a big problem for enchantress engine
and as you say, it adds consistency
i'd like to play 3 ground seal as it's great in ichorid matchup, and i expect to be faced to ichorid a lot (vintage tournament the day after)...
maybe i'll cut aura of silence... still testing...
I recently dropped 1 Sanctum in favor of another basicland. Maybe it's just me but more than often I found myself stuck with a Sanctum early on where I would much rather just drop a Forest and develop my board. When having to rely on Sanctum on say turn 2-5 more than often the amount of green mana is limiting your progress although you have access to enough white mana via Sanctum.
Just my 2 cents but I feel much more stable right now.
I also upped my Ground Seal count to 3 again and try 4 Sprawl + 3 Wild Growth with no further acceleration (playing 20 lands).
Like I said pages ago, when you start using Ground Seals for their cantrip you'll love it. I have four.
Also why run 2 x E. Tutor when you have 4 x Sterling Grove, Mirri's Guile and Sylvan Library?
With very few non-enchantments you can ride the back of a single enchantment effect + Solitary into a second engine ftw. Upping the non-enchantments hinders this.
I just got back from Virginia's Dual Draft. I failed hard 2-4. Here's my list and first tourny report I've done. I'm newish to the deck and playing against guys like Dan (Nitewolf) doesn't bode well in the victory department.
The List
Land//20
2x Plains
8x Forest
4x Heath
2x Savannah
1x Plateau
1x Horizon Canopy
2x Serra's Sanctum
4x Argothian Enchantress
4x Enchantress's Presence
4x Sterling Grove
4x Elephant Grass
4x Utopia Sprawl
3x Wild Growth
2x Oblivion Ring
3x Ground Seal
2x Solitary Confinement
1x Choke
1x Words of War
1x Sigil
1x Karmic Justice
1x Sylvan Library
2x Replenish
1x Runed Halo
1x Enlightened Tutor
1x Aura of Silence
SB//
2x Runed Halo
1x Replenish
1x Tarmogoyf (I had nothing else to board, I assure you I never sided it in)
2x Karmic Justice
1x Oblivion Ring
1x Rule of Law
1x Aura of Silence
1x Sacred Ground
1x Seal of Primordium
2x Blood Moon
2x Choke
Match 1 against Drew w/ It's the Fear
I win first game by working around Countertop and going crazy with Sigil. I board in Chokes and and Replenish and Justices. Lose game two, he had a perfect Counterbalance lock with a 3/2/1cc on top. I win G3 juts before we go to turns by Angel Beats.
1-0/2-1
Match 2 against Scott w/ Landstill
I rock him game 1 with my maindeck Choke and eventually Angel him to 0. I lose G2/3 because he boarded in 4x Stifle/4x Dreadnought....I didn't see it coming Game 2 and Game three he played 2nd turn Nought with protection against my Halo and Seal of Primodium.
1-1/3-3
Match 3 against ??? w/ Epic Elf Sur
I win Game 1 after I slow him down with Grasses. I set up a Grove+Confinement lock and proceed to lay the beats. G2 he races me with 3 lords. G3 I am able to slow him and work around Harmonic Sliver/Zealot and Replenish ftw.
2-1/5-4
Match 4 against Nitweolf w/ UGwb NLU? (Vindicate, Countertop, Confidant, Coatl)
I win game 1, once again due to Choke MD. A clear MVP of the tournament. G's 2 and 3 he sides in Plagues, killing my Enchantress's. I don't draw any Presences and he is able to protect his Plagues.
2-2/6-6
Match 5 against ??? w/ Rb Gobbos.
This is when it goes downhill. My inexperience with Enchantress begins to show. He kills two of my 0/1's with Wierdings but I am able to slow him down with Grasses. I am about to control the game with Confinement lock when I accidentally draw for the turn with a Confinement in play. My opponent yells judge and I am assigned a game loss. My opponent felt awful as he didn't know it would've been so steep, he knew I had that game. Oh well, I shoulda known what my cards did :frown: G2 I must keep a 5 card hand, with only one land. It's a Canopy, I Wild Growth it but it is wasted and I cant recover.
2-3/6-8
Match 6 against Travis w/ Team America.
I win Game 1 by going insane with Words of War. G2 I have the game but he makes a nice play by swinging with Goyf, damage on stack, Gripping my Confinement, avoiding my Karmic Justice trigger. Well done Travis, I didn't know that worked. G3 he beats me Sinkhole+Stifle+Wasteland.
2-4/7-10
Oh well, my first ever big Legacy Tournament. I played with some real nice guys and I got a lot better by playing with them. Cards I loved were Sigil, E. Tutor, MD Choke, and Runed Halo. I hated Blood Moon and Canopy. Blood Moon + Choke = overkill. I feel as if I could cut Moon and the Plateau for a more stable manabase and better SB slots. Let me know what you guys think of my list and please feel free to help me out with my list/give me some play tips for the deck.
Thanks!
G59
Sounds to me like you lost 2 matches because of wasteland, which is honestly unacceptable; I would cut plateau and canopy in favor of basics without a second thought. Also make sure you never fetch non-basics if you don't have to.
I never liked library, and i think enlightened tutor fills the same basic role better. Other than that, the main looks very solid. The sideboard seems alot more random, with too many 1-ofs. Needs more chokes / city of solitude, seeing as half your games were against blue.
You didnt really say, but it looks like halo should have been a bigger factor. Maybe you didnt board it in, or actively use it enough, but it is a bomb against TA and ITF. Congrats on playing enchatress tho, and the list looks pretty good overall.
I agree, cut Plateau & Horizon Canopy for basics. I personally don't like the 'toolbox' builds (with 1-ofs and ET). The percentages of getting your one-of answer to a certain deck in time is very slim, and I don't like spending a turn fetching it with tutor effects. To me Solitary Confinement is the ultimate Answer (or Question to pose to them), and I just want to get it into play asap.
Then again I've kind of moved on from this deck, it seemed to easy to disrupt and had too many bad hands. If you don't get an enchantress effect on the board you just lose. Deep down I still love it I'm just playing other things in a world of counters and discard.
Oh and as a tip - you are allowed to put a counter/gem on top of your library. Do this at the end of each turn to remind yourself not to draw a card in your draw step / pay any relevant upkeeps. I lost a game when I forgot to pay upkeep thanks to my opponents Tabernacle, when I should have swung for lethal. So yeah I do this from now on.
whoever runs the "toolbox builds" or the "tutor package" or whatever you call it with enlightened tutor, here's a great tip!!
Sometimes, I hesitated playing enlightened tutor, because I needed a land more than an enchantment and especially one-land-hands with utopia sprawl (which I love to keep when I'm on the draw) get ruined if you're stuck with enlightened tutor and a presence in hand, but just can't manage to draw the third mana... My solution: Tree of Tales as a one-of.
I'm still in the testing phase, but maybe some of you might try it and afterwards post some experiences.
Here's my mana base as of now:
8 Forest
2 Serra's Sanctum
2 Plains
4 Windswept Heath
1 Savannah
1 Taiga
1 Horizon Canopy
1 Tree of Tales
I'm still not sure about the Canopy, but it's just a bomb against Control, cause you can draw faster into your threats and thus play more than one a turn, if they've countered your draw effects.
Hi all,
I run an all enchantment deck (to tell the truth I didn't know there was a deck called Enchantress till someone pointed it out lol), basically mine's a W/R deck that uses seals, testament of faith, runed halo (4), rector (4), worship (2), sulfuric vortex (2), transcendence (1), Dragonform (1), opal avenger (3), etc. with some fetchland, plateus, and 2 sanctum.
Its actually kinda funny you guys were just talking about tutors being inefficient and interfering with land, that's been my main complaint.. I started with 4 in my deck now I've cut down to like 2.. its just such a midgame spell, I don't even want to look at it in the early game lol. Sometimes I'll turn1 tutor for a divining top, but after testing it seems slow and sets be a turn back almost and I lose a card draw. Its like.. the best and the worst card in my deck sometimes >.<*
Does anyone know better card drawing for white/red? I see a white enchantress.. just too slow though to get out, and too vulnerable. I thought about replacing my 2 Oblivion rings with 2 Hobble, its like a bad pacifism but the card draw would keep my tempo going.. that's the one problem I have is with no draw combined with tutoring, I end up going into topdeck mode too fast. Any thoughts?
You absolutely must play Green for the 8x Enchantress's, no discussion.
Rats :**[
So basically they're too good to not splash, I take it especially the 2cc one.. hmm. Dangit lol, that was one of the things that made me proud that my deck got by with very little need for non-basics... well, guess its either bite the bullet and explode my card draw or have to weasel by some games >.<
Hey, but if I win this next tourney you gotta give me all your starwars.. except the fett man :P
What you're talking about seems to be more along the lines of (Mono) White Control, like the Mighty Quinn, Parfait, Rifter, Rabid Wombat, etc.
You may want to check those decks out for inspiration.