There's also Wheel of sun and moon and Runed Halo. Yeah, I'd love some more cephalids in the meta.
Currently Playing: Nourishing Lich.DeckOriginally Posted by Tacosnape, TrialByFire, Silverdragon mix
Current Record: 1-83-2
This deck rakes dredge over the coals big time.
Unless they can get a turn 1 combo win or something.
So Cephalid Breakfast is good.
I beat a dredge deck 2-0 in the tournament I played on Sunday. Both games I won I didn't even draw enchantress effects throughout the games.
No doubt Ichorid is easy.
I thought Cephalid would be a problem since they pack daze, fow, grip, bounce. Any of those would be a hard blow against enchantress. They can easily counter a Runed Halo/Wheel then bounce whatever for the win. In order to beat that, enchantress should play at least 3 of those cards in the first 3 or 4 turns. Or am I wrong?
"Want all, lose all."
Wrong unless they got a broken hand. Yeah, if they combo turn 2 with FoW protection we can't do nothing.
Otherwise you just need a disruption piece in the first 2 turns to stick. Then you have 1-2 turns to find another. The third one seals the deal, but you can play it on tun 5 to 8, depending on their hand.
So, basically, the strategy is what you described, but you just gotta be fast in sticking the first disruption piece, the others can be slower.
Currently Playing: Nourishing Lich.DeckOriginally Posted by Tacosnape, TrialByFire, Silverdragon mix
Current Record: 1-83-2
So, I heard Eventide has been spoiled so I browsed a bit. Some interesting things here and there, and then this showed up:
Helix Pinnacle
G
Enchantment Rare
Shroud
{X}: Put X tower counters on Helix Pinnacle.
At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game.
The common win conditions WoW and Mesa also serves as a defensive mechanism in a pinch, while this card doesn't. However, this is heck of a lot harder to remove or otherwise deal with, and can get past situations where WoW and Mesa can't. And you can do some obscure things with counting 100 counters.
Thoughts?
I'm sure someone will build a deck around it in Standard, some sort of mana ramp deal that drops this early, plays some fat, and either beats down or just loads this thing up. And there's that one card that doubles all the counters, too. Is that still legal in Standard?
edit - Holy shit, for some reason I thought this was the spoiler thread. My bad. Helix Pinnacle will never be viable in Legacy,
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Originally Posted by Slay
Also, Helix Pinnacle is completely unplayable.
Edit: I lied - thought it said each permanent.
Early one morning while making the round,
I took a shot of cocaine and I shot my woman down;
I went right home and I went to bed,
I stuck that lovin' .44 beneath my head.
Hey, I'd at least test it.
Cons:
- Requires 100G to win the game. Almost 3* times what it usually need to win with our other win conditions.
- It wins on your next turn.
- It's unuseful on its own. It does nothing.
- It's janky. A lot.
Pros:
- It costs just little to play. This could be good when digging for other cards/disruption.
- It's on our main color. It will not sit useless in your hand like WoW sometimes do.
- It has shroud.
- It's a good mana sink, like our other win cons are.
- It doesn't target and it doesn't need the red zone to win.
- It wins the mirror match like no other.![]()
- It's fun as hell.
I guess it can be useful as secondary/tertiary win condition if someone wants to be straight GW for any reason.
EDIT: errata: 5 times.
Currently Playing: Nourishing Lich.DeckOriginally Posted by Tacosnape, TrialByFire, Silverdragon mix
Current Record: 1-83-2
-Ground Seal
-Elephant Grass
-Spiritual Focus
-Sacred Ground
-(If you're really that worried about Extirpate) City of Solitude + Replenish
There shouldn't be any issue at all with Black decks. And the black decks that will give you headaches pack Deed, so I don't really see where this helps at all.
Light of Day would be a better solution in this narrow situation.
well once enchantress starts dominating the meta it will win the mirror :)
I've been watching this thread for a couple of weeks and I can't figure out what you guys do if they have two counterspells (for your first 2 enchantress's). You're only running 8, so it's pretty unlikely you'll see more than 2 in the first 5 or so turns unless you use grove to Tutor up a presence (card disadvantage).
I know that the (very) old type 1 version of the deck (by CooberP) that it appears this is based on ran a lot of disruption spells to deal with drains, etc.
But I know there's a better way to build this deck. It involves infinite combos so you don't lose if the game goes to extra turns.
You don't bait with Enchantress effects. You bait with Grove (fetching another bait), City of Solitude and anything of the kind. Obviously, game 1 lacks consistency on these cards, but eventually, something will land. You don't care about the few card disadvantage Grove generates while doing this if you are going to be able to set an Enchantress effect up soon.
This deck locks people by turn 4. Being able to kill the opponent won't happen much after that, so I can't see 50 minutes being a problem that would be solved by you playing another deck.
Keep moon-walking.
What we usually do is play some card that slows the game down until we find another enchantress, a replenish, sacred mesa (with lot of mana) or Hoofprints of the stag.
Notice that (not MUC) decks are packing no more than 8 counterspells. Daze doesn't count as Counterspell cause we play around it always. Notice also that there are a discrete number of other cards people have to counter in order to be in the game. Replenish is one. Moat is a must counter if you're not playing or playing few flying beaters. Elephant grass is a must counter too if you're beating with Psychatog, Tombstalkers and the like. Ground seal must be dealt if you are using a loam engine to gain card advantage. Also, Choke and City of Solitude are bad cards for blue decks.
Counterspell is too slow for an argothin/presence played on turn 2 on the play. Counterbalance is just annoying because our good spells are in the 3-4 cc slot.
Counterspells decks are not scary, and I would be glad to test with you if you like. It's storm combo decks we're fearing.
WoWar wins the game in a couple of turns. Sacred mesa too. We tested the blue version with the WoWind combo till nausea and it just sucked. If you want a combo-enchantress just look this up,
but it's much more reliant on enchantresses than the control version.
Currently Playing: Nourishing Lich.DeckOriginally Posted by Tacosnape, TrialByFire, Silverdragon mix
Current Record: 1-83-2
Rise of the Hobgoblins
{wr}{wr}
Enchantment
Rare
When Rise of the Hobgoblins comes into play, you may pay {X}. If you do, put X 1/1 red and white Goblin Soldier tokens into play.
{rw}: red and/or white creatures you control gain first strike until end of turn.
What do you guys thinks about this? An enchantment-Decree of Justice!
Just remember: Enchantress has "Tolarian Academy"!
Compared to Sacred Mesa, it doesn't seem to be too good. It needs a huge initial investment to do its job effectively, and is not immediately reusable if your opponent has an answer, which there are a lot of.
i want someone to use helixpinnacle to make the 100 plus counters and then someone engineered explosives it, or better yet, tranquil domain (that card is just bad in general)
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