Primary Game Plan
This is a combo based enchantress deck designed to win the game by assembling the combo of Helm of Obedience + Rest in Peace. The combo is simple once amassed by simply payinginto the Helm exiles your opponents deck. Their next draw phase if they can not draw a card you win the game.
Primary Game Plan Considerations
If Rest in Peace is on the battle field there aren't too many cards in Magic that can stop the combo is Helm of Obedience resolves.
Most cards that will stop the combo are permanents (ex. Phyrexian Revoker, Pithing Needle, Null Rod, Stoney Silence) and therefore the deck has to have a stong plan against permanents. In enchantress there is no better card than Oblivion Ring.
The primary non-permanent spell we have to look out for is Krosan Grip. A well timed Grip can ruin our plans. All other articaft removal is too slow to stop the combo. Stifle stalls, but does not stop it. The best way for enchantress to beat grip is to have more wins (or win substitutes) to overrun their Grip count.
Proposed Prison / Combo Enchantress List (with RiP/Helm) Revised 9-29-2012:
Creatures (5)
4 Argothian Enchantress
1 Emrakul, the Aeons Torn
Artifacts (1)
1 Helm of Obedience
Sorceries (1)
1 Green Sun's Zenith
Enchantments (34)
The Draw:
4 Enchantress's Presence
The Acceleration:
3 Wild Growth
4 Utopia Sprawl
The Stall:
3 Solitary Confinement
4 Energy Field
3 Rest In Peace
4 Elephant Grass
2 Wheel of Sun and Moon
Disruption and Consistency:
3 Mirri's Guile
1 Oblivion Ring
2 Sterling Grove
Alternative Win:
1 Sigil of the Empty Throne
Mana (19)
2 Karakas
2 Serra's Sanctum
2 Windswept Heath
1 Savannah
7 Forest
4 Misty Rainforest
1 Island
Sideboard (underdeveloped):
4 Carpet of Flowers
4 Leyline of Sanctity
Decks Origin (Testing Basis)
Having had play UG enchantress for a bit of time now I feel there are some things we can use for a basis in the [Developmental] Spreading Illusions - An Enchantress Variant thread.
This concept was also discussed here in the traditional enchantress thread starting on about page 150.
Here is the latest deck list I had been running on 8-12-2012:
Deck Breakdown (Simple Version)
Enchantress Engine
Once an enchantress effect is landed on the battlefield the deck draws (1) card per effect on the field each time an enchantment is cast (even is countered.) This creates a considerable amount of card advantage (CA) over your opponent allowing the pilot to flood the board with enchantments or punch through a permission wall faster than other decks can.
The deck is considered to have 9 enchantress effects:
4 Argothian Enchantress
4 Enchantress's Presence
1 Green Sun's Zenith
The Green Sun's is included for three reasons:
- The statistics of the control Match up (MU)
- The shuffle effect (for Mirri's Guile)
- The additional enchantress effect
Card Choice Breakdown
The Wins: (In order of preference)
Helm of Obedience : [Targeted] Easily the most potent win as when combined with Rest in Peace it can forexile your entire opponents graveyard and win virtually on-the-spot. It should be noted that this will even work through reshuffle effects that avoid the graveyard
(such as Progenitus) because of the infinite loop clause in the MTG rules.
Sigil of the Empty Throne : [Non-Targeted] There is nothing more graceful than making a 4/4 flier for each enchantment you cast regardless of resolution. If resolved and protected with 34 enchantments floating in this deck this win condition (wincon) becomes absurd very quickly.
Emrakul, the Aeons Torn : [When all else fails] Can't Oblivion Ring that thing that is preventing you from winning? Make them sacrifice it. Emrakul also goes infinite with Karakas to win through the most disgusting of board states.
Wheel of Sun and Moon : [When absolutely everything else fails] Draw them out.
The Remainder:
... remainder forthcoming
Varience From Previous Lists
This new Helm list now gives us access to a 5 mana win now vs. a 15 mana win kinda now. Most of the card choices have been discussed at length in the other threads. I will detail them here in the future. the basis for this deck has been thoroughly tested, and I have exprienced success with it. The main change is the removal of Emrakul, and Emrakul enablers in lieu of the faster Helm and more stall. The rise in the number of Oblivion Rings is to combat any player shroud effects.
Cards for consideration:
Link RTR - Detention Sphere
Web of Inertia
Greater Auramancy
A Note to the Moderators
I see that there is another combo thread already discussing the concept of Rest In Peace and Helm of Obedience. Namely this thread. However, I feel this deck is different because it uses the enchantress shell to further it's game plan. If the moderators feel that there is not enough difference please delete this thread.
Last edited by Freggle; 09-30-2012 at 09:50 AM.
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