Well, generally speaking there are a multitude of reasons to select either build, but in my playtesting I've found that you make the decision based not only on play preference but also meta. The GWr shell tends to be more explosive in terms of "comboing," off. In a meta filled with aggro or non-interactive decks, the GWr shell shines as it only requires you play 1 or 2 defensive enchantments before comboing off. The weakness of this build, however, is that even post-SB its very susceptible to Combo/Control (counter/discard) and requires utility via Tutors as well as intelligent SBing (given that we have lots of different answers to something but they all have their limitations).
Contrariwise, the benefit of the UG shell is it can reliably contend (at least, as far as Enchantress builds are concerned) with control-based decks. Note the UG Thread: http://www.mtgthesource.com/forums/s...-G-Enchantress.
UG builds tend to have much better ways at interacting with Control decks. Seal of Removal is, in my opinion, a good standard that helps to answer early aggro or "Cheat," creatures via S&T/SA/Reanimator. 4 GSZ as well as Eternal Witness helps to fight through counters and insure you're not just blindly using tutor effects in the hopes of wearing down their counters. Carpet of Flowers for extra mana, and the combo engine Cloud of Faeries + Words of Wind can sometimes be used for a lock that can assure a win more easily than those in GWr shells. Not to mention you can use fun cards like In the Eye of Chaos provided you can afford them.
Both builds have their benefits, as noted, and really just boil down to what your preference is as well as your meta. Control decks are quite popular right now and as such I believe the UG build is worth considering, even if the GWr shell is still more prevalent.
As far as win cons the thing about Enchantress is its always kind of a "pick you win con," deck since you can really just decide how you want to win once you establish a board presence. Sigil of the Empty Throne tends to be standard given its utility not only as an ending win con but as an early answer to enemy creatures. Let's face it, getting a free 4/4 flying token just for playing an enchantment is valuable at any state of the game. Beyond this there are numerous options available as you noted. Heck, you could even be silly and run that Enchantment who's name I've forgotten that costs G and reads something to the effect of X: Put X counters on this. Win the game when you have 100 counters (more effective in UG than GWr.
Words of War generally speaking is simply good in that it can prevent you from decking yourself. A rare happenstance, but can be relevant. An early WoW can also help you snipe problem threats if you feel as though you're having difficulty setting up your combo (Confidant, Delver, etc.). It can also be reliably sustained for dmg with 2 Enchantress effects.
Realistically speaking, most of our wincons require you have established some sort of board presence which requires fighting through the plethora of hate/control in the present meta. What you need to ask yourself first and foremost is which build will permit me to sustain and survive AGAINST the meta.
Forlorn Egoist
How to play Belcher:
Step 1) Draw 7 cards.
Step 2) Throw said 7 cards onto the table while making a "BLAH!" sound.
Step 3) Hold up hands quizically and ask: "Do I win?"
Decks
Enchantress
Dragon Stompy
Rock
UG Madness/Thresh (Pauper)
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