Welcome hqql,
I tested already Root Maze, it seems good but not in reality. Root maze works only if you have it in start hand AND you start (low probability), otherwise it will slow us more than opponents.
I don't understand why play Abolish or Seal of primordials. Can you explain please?
To play Mox, you need lot of lands to have at least 2 in hand with a Mox. I suggest to you to compute the probability to have it. It seems very low.
Don't forget that in mid-game, a Mox will be useless. Honestly, I don't like Mox Diamond in your deck, but it's just my opinion.
We have to control our mana color with lands/fetchs + Utopia's sprawl. This way, we can have more slot for enchantments of control.
I think we don't have any slot for card like Prismatic.
Don't forget that humility works on Argothian. You want something like -1/-1 on all?
I don't feel anything about it.
We can't play Standstill because we are slower than any decks. And we need to play many enchantments. Standstill risk to hinder us.
Regards
Dihensoeur
Thx ^^
Well, actually... The way I figure it's most potent in your opening hand, if you start and with a mana advantage of 2. This however doesn't mean it's useless otherwise, you could not start and play it on turn 2, with a mana advantage of 2 this would still have a more negative effect on our opponent than it would on us. So, yeah, it's probably never going to be a gamewinner but I thought it would speed our deck up, relative to our opponent's, for the first few turns (which is where we can use all the boost we can get). Also, as long as we have that mana advantage the worst it'll be is a cantrip for 1 which fuels the sanctum.
I see most Enchantress builds playing at least some kind of removal (like Seal), which I think could be of help against a lot of decks depending on your local meta. So that's why removal.
I agree with you. The problem is that I want to have something in that slot that can give us an extra mana on turn 1, and Diamond seemed a whole lot better than Chrome (which I actually playtested in classical Enchantress and is just horrible imo). So, myeah, perhaps Exploration is a better option after all. Or do you disagree with using that slot for extra acceleration altogether?
Those other cards were discarded ideas anyway :)
Except for Standstill, but I see how that's not a great idea now. Thanks for the elaborate post btw, this really helps me a lot!
*gasp!* this signature gasped!
Another way that I'm thinking is to play x4 Leyline of the void MD and x3,x4 Web of Inertia MD, to go as fast as possible to the kill Helm.
- Rest in Peace + LLgive us 8 cards for combo with Helm and LL
can't be counter or destroy by Abrupt Decay.
- The meta often use graveyard so have LLMD give us good start point VS lot of decks.
- 8 grave-hate cards allow us to play Web of inertia as an additional protection. Moreover, it can be very good VS Sneak/Show.
Kill T2 is now possible:
T1: Starting with LL, play forest + enchant land
T2: play Serra's Sanctum + Wild Growth on Serra (one mana left)
tap Serra to get 4 manas (3 from enchantments + one extra mana from wild growth) to put Helm.
Then, with the mana left, kill the opponent.
Otherwise, a LL/RiP in the battlefield will provoke some stress to the opponent because at each turn we can put a helm.
I will test it with playing 4 Helm because
- Helm can be used alone
- To have more chance to have it
- To try to play it and to consume all counterspells.
Yes, but the Leyline is completely dead if you don't have it in your opening hand. Even if you can somehow cast it later, there will be cards in the yard by then, so you are going to need RiP anyway. Any thoughts on that?
Having played this list:
I can say trying not to loose the game is not the way to go. vs. Sneak and show we care very little about the an early Show and Tell. There are (2) main Karakas and everything besides Sneak Attack can be bounced.
There are many games where I will drop Helm in off an early show and win on untap. I'm finding that playing cards that let us combo faster is better than playing cards that allow us to loose slower. However that shouldn't be breaking news.
Web of Inertia should not be needed. The decks that the list above that I'm having difficulty beating are sleigh style builds with Qasali Pridemage. Fast decks with burn reach.
You would want to bring in Seal of Primordium against SnS so you can respond nab a Sneak Attack. This makes Karakas that much stronger.
Seal of Primordium also gives this deck so much game against a lot of other randoms.
A low curve, and draw seems to be the most resilient, and feisty build I've tested.
Strangely I do not miss Elephant Grass. Vs. the Sleigh builds it does not do enough fast enough, and vs. all other slower aggros the combo allows us to just win or Solitary Confinement lock them out before loosing. The draw also has been doing the trick vs. both discard and counter spells.
Discard, control, and midrange I can beat ...it's burn or sleigh lists that I can not beat right now.
Freggle,
Have you considered Blind Obedience for some additional inevitability.
Leyline is completely dead if you don't have it in your opening hand: Yes, but the goal is to kill with Helm as soon as possible (and the kill LL+ Helm works even the opponent have cards in his graveyard).
I want to test this way for the moment. I will report if I failed.
Sorry but Karakas isn't very efficient VS Sneak Attack.There are (2) main Karakas and everything besides Sneak Attack can be bounced.
If you bounce Emrakul before he choose it to attack, he can pay an additionalto put it again and attack with it.
If you bounce Emrakul after he choose it to attack, so you have to sac 6 permanents from annihilator effect.
Play mass grave-hate like LLand RiP allow me to be more efficient VS SnS.dec with Web of inertia and the threat to put a Helm with Show&Tell (and so more efficient VS all decks that need graveyard (rea,dredge, BUG....)).
@Freggle,
If Quasali is a problem, you maybe add x2,x3 Pithing Needle MD in your deck. You will have always some targets for pithing needle (planeswalker, fetch, Deathrite shaman, Vial...).
Yeah, your right. I knew that. The point I was trying to make was we can handle everything they throw at us with Karakas but we can not beat Sneak Attack with it (almost all of the time.)
...however what I'm finding is we can normally race Sneak Attack. If they use Show and Tell with all the draw cards i'm running I can usually find Karakas or Helm of Obedience and Graveyard hate card.
Not all the time of course, but it is favorable. I even beat a T1 SNT - >Emrakul on the draw because of Karakas. I beat a T2 SNT -> Emrakul because I had already lanaded a Wild Growth on a forest T1 and dropped in Helm off of the SnT. Untapped played white source dropped RiP with one floating (no force of will and they were tapped out) and activated Helm.
Most of the time the real problem for us is Sneak Attack, but I usually beat them before they go that route.
Yeah, I love the Pithing Needle tech, but I'm looking for alternative answers to give the deck more synergy. aka keeping a Turn 2 Solitary Confinement stable. I think the answer is Elephant Grass in the board, but I'll keep testing.
Another (old school) tech that I may test is Wall of Blossoms in a few or all of the Ground Seal slots. This card can slow down Nacatyls, Tarmogoyfs, Goblin Guides, Bob's, Bloodraids while still drawing. It also give an out to a Green sun's drawn under Confinement when you need the draw.
It should be mentioned though that Pithining Needle will shut off Sneak Attack and Top. ...both of which can be problematic.
I have considered it, but I don't think it does enough. The best thing it does is tap down artifact mana from storm decks and Candelabra from High Tide, but again I don't think it's good enough. The more I play this deck I'm not sure it needs anything other then Helm / Rip. Strangely the only two cards that this deck auto rolls over to is True Believer & Labratory Maniac. There is no way to win with that and our own Rest in Peace on the battle field. Seal of Primordium hits all the other player shroud cards.
Everything else there would need to be a string of the right answers at the right time to totally shut this deck down. Like countering a helm and / or rest in peace and using a surgical extraction on it prior to resolving another rest in peace. Like dredge mentalities I prefer to synergize my whole deck to win in the right scenario more soundly than to fight the off the cuff "can happen scenarios."
In the end I like Blind Obedience, but it's not making the cut. Landing that and hoping I hit a string of 20 spells that I can extort just doesn't seem to be the best.
This deck would be far better off just bringing in a Progenitus and Green Sun's Zenith'ing for it as an alt. Progenitus's shuffle effect is a replacement effect so you choose to shuffle it in the deck if RiP is out. You can get it out of your hand by discarding it to Solitary Confinement or having more than 7 cards. ...but I don't think it's needed.
At best Progenitus would be in the board.
How about Exploration? With Exploration you could, ideally, ramp all the way up to 5 available mana on turn 2, with which you can play both Argothian and Confinement, thus stabilizing your Confinement right from the start. I realise you need a perfect hand AND top card for this play to even be possible, but you would be able to ramp up to 4 available mana on turn 2 fairly easily if you had Exploration (+2 lands & Wild Growth or Utopia Sprawl) in your opening hand. That one extra mana on turn 2 could be an extra draw (Abundant Growth), it could be another extra mana available on turn 3 (Wild Growth/Utopia Sprawl), it could be an earlier deckfilter (Mirri's Guile/Enlightened Tutor) and 4 mana could also be RIP+Energy Field, essentially circumventing the need to stabilize a Confinement. On top of that, if you're running fetches for deckfiltering you could have filtered up to 8 lands from your deck already on turn 2 if you made every land drop with fetch. Sure, that won't happen a lot, but whether you drop your first fetch as an extra land on turn 4 or you've played 3 already on turn 2, it will always be of help.
So, not really a straight up solution for anything but rather something that could help us play the solutions we already have early more consistently and/or earlier altogether. In my opinion Exploration is a way better choice than Elephant Grass, if you can play a second land the turn you play Exploration it's net cost is 0, it speeds up our early game (where Elephant Grass could even slow us down) and it finally gives you guys a good excuse for playing 19 or 20 lands (I'm playtesting 16 atm and have yet to find myself manascrewed).
Thoughts?
*gasp!* this signature gasped!
Exploration is useful if we have many lands (mainly in start hand), so we need to have many lands in deck (around 23) and so decrease chance to draw enchantments with Argothian/presence. That's why I don't suggest to play it (and this card is very expensive >_<).
I don't find Elephant grass useful because it slow us and opponent needs only one creature to attack us (Delver 3 damages, Tarmo 4, Maverick with exalted, Lackey,...).
I had some time to work on this deck again today. I decided to do the research to understand why I feel the draw enchantment version is the way to go. I ran some numbers.
I decided to figure out the probability of combo based off of cards drawn. I am not a mathematician. I’m just a curious enchantress player. Some of this data may be incorrect. I’m willing to share my spreadsheet with anyone who is willing to help.
Using the HYPGEOM.DIST function in Excel I have built charts that show the probability of drawing a card based off of the quantity in the deck.
I then figured out the intersection of probabilities of drawing both 1 of each of the combo Rest in Peace | Helm of Obedience)seen below.
Probability to combo assembled in cards drawn / Seen
Cards drawn 1 RIP | 1 Helm
1 0.0000%
2 1.2774%
3 2.7532%
4 4.6878%
5 7.0141%
6 9.6708%
7 12.6014%
8 15.7546%
9 19.0836%
10 22.546%
11 26.1037%
12 29.7219%
13 33.3700%
14 37.0203%
15 40.6485%
16 44.2331%
17 47.7554%
18 51.1991%
19 54.5504%
20 57.7976%
21 60.9308%
22 63.9421%
23 66.8253%
24 69.5757%
25 72.1899%
26 74.6658%
27 77.0025%
28 79.2001%
29 81.2594%
30 83.1824%
31 84.9715%
32 86.6298%
33 88.1610%
34 89.5692%
35 90.8590%
36 92.0351%
37 93.1027%
38 94.0671%
39 94.9337%
40 95.7081%
41 96.3960%
42 97.0029%
43 97.5345%
44 97.9964%
45 98.3942%
46 98.7332%
47 99.0188%
48 99.2562%
49 99.4505%
50 99.6064%
51 99.7288%
52 99.8220%
53 99.8906%
54 99.9385%
55 99.9698%
56 99.9881%
57 99.9971%
58 100.0000%
59 100.0000%
60 100.0000%
I did the same for the combo of Solitary Confinement + Enchantress Effect below.
Probability to combo assembled in cards drawn / Seen
Cards drawn 1 ench | 1 Conf
1 0.0000%
2 4.0011%
3 8.1152%
4 13.0238%
5 18.3980%
6 23.9903%
7 29.6177%
8 35.1483%
9 40.4901%
10 45.5820%
11 50.3864%
12 54.8835%
13 59.0666%
14 62.9380%
15 66.5069%
16 69.7865%
17 72.7927%
18 75.5427%
19 78.0542%
20 80.3449%
21 82.4317%
22 84.3305%
23 86.0566%
24 87.6238%
25 89.0451%
26 90.3322%
27 91.4960%
28 92.5464%
29 93.4924%
30 94.3424%
31 95.1041%
32 95.7845%
33 96.3902%
34 96.9274%
35 97.4016%
36 97.8184%
37 98.1826%
38 98.4991%
39 98.7722%
40 99.0062%
41 99.2050%
42 99.3724%
43 99.5119%
44 99.6268%
45 99.7201%
46 99.7947%
47 99.8534%
48 99.8985%
49 99.9323%
50 99.9569%
51 99.9742%
52 99.9856%
53 99.9928%
54 99.9969%
55 99.9990%
56 99.9998%
57 100.0000%
58 100.0000%
59 100.0000%
60 100.0000%
Since these two combos are independent I took it one step further and calculated the probability of assembling either of these combos. Seen below:
Probability to combo assembled in cards drawn / Seen
Cards drawn Combo 1 or Combo 2
1 0.0000%
2 5.2274%
3 10.6450%
4 17.1010%
5 24.1217%
6 31.3411%
7 38.4869%
8 45.3654%
9 51.8467%
10 57.8511%
11 63.3374%
12 68.2930%
13 72.7261%
14 76.6585%
15 80.1213%
16 83.1509%
17 85.7856%
18 88.0646%
19 90.0257%
20 91.7051%
21 93.1362%
22 94.3499%
23 95.3743%
24 96.2346%
25 96.9534%
26 97.5507%
27 98.0443%
28 98.4497%
29 98.7804%
30 99.0485%
31 99.2642%
32 99.4364%
33 99.5726%
34 99.6795%
35 99.7625%
36 99.8262%
37 99.8746%
38 99.9110%
39 99.9378%
40 99.9573%
41 99.9713%
42 99.9812%
43 99.9880%
44 99.9925%
45 99.9955%
46 99.9974%
47 99.9986%
48 99.9992%
49 99.9996%
50 99.9998%
51 99.9999%
52 100.0000%
53 100.0000%
54 100.0000%
55 100.0000%
56 100.0000%
57 100.0000%
58 100.0000%
59 100.0000%
60 100.0000%
The last part is unfinished I goldfished the deck 3 games to determine the average number of cards seen when unabated.
I got this chart:
Turn | Average Cards drawn / Seen (Guile) Cumulative
1 | 7
2 | 9.6
3 | 12.3
4 | 16
5 | 21
6 | 26
Now I know that data set is inconclusive, but I wanted to share it as an example. I will work on this more when I have more time.
With this data we can assume the following:
If unabated this deck wins about turn 6
At this turn the deck has a little over 93% chance to draw into either Confinement / Enchantress or RiP / Helm
The next step, when I have the chance will be to manipulate the card numbers to see if I can get better union numbers aka speed it up.
I have been following this thread for quite a while, and I'm very glad it got some more attention. I have been building this deck for a while. I couldn't agree more with the abrupt decay problem, it's too bad because I just forked out some hard cash for a playset of Energy Fields. Besides the point, your new build seems like it's missing 2 card slots? Also, I noticed there are no fetchlands, is this specifically to protect yourself from Delver and their stifles? I have been testing and it seems that I have been running into too many forests, not sure cutting out the fetches is the best idea just to avoid one deck's strategy?
Also, is 3 helms necessary? I feel like I run into them far quicker than I have use for them.
Your input would be awesome,
Soviet
Below is the list I have been running:
4 Abundant Growth
4 Mirri's Guile
4 Wild Growth
4 Utopia Sprawl
4 Enchantress's Presence
4 Argothian Enchantress
3 Green Sun's Zenith
3 Ground Seal
4 Rest in Peace
4 Solitary Confinement
3 Helm of Obedience
3 Serra's Sanctum
2 Karakas
14 Forest
Sideboard
4 Leyline of Sanctity
3 Tormod's Crypt
3 Oblivion Ring
2 Sylvan Library
3 Elephant Grass
I did not run fetches for a few reasons.
-You do not need the color fixing
-I did want to avoid Stifle to get around taxing counter magic faster
-I wanted to avoid all incidental damage
-I wanted to weaken the affect of Blood Moon on deck.
In other words since we could afford to I wanted to make the mana as stable as possible since that is one of the best ways to attack Enchantress.
There have been more than a hand-full of games that I have won at 1 life, therefore the incidental damage does matter. The question I have not answered however is is this better than fetching to see a fresh 3 with Mirri's Guile?
I think the most correct list will have some number of fetches (no more than 4) to just freshen a stale Guile in a pinch.
As for the (3) Helm. It is currently the only way the deck wins. Having bumped the Serra's Sanctum to 3 gives this deck a lot more gas, and makes it almost unfair. You should be able to combo off around turns 4-6 with multiple RiP's and multiple Helm's so long as you land an enchantress early.
You can run less than 3 but it may make the deck slower. If you do I would replace it with another win condition Likely Sigil of the Empty Throne since it too can be cast solely off a large tap of Serra's Sanctum. Doing this would hedge against cards like Surgical Extraction.
Hopefully that helps. You may also want to take a look at this list here:
http://www.mtgdecks.net/decks/view/41123
I personally have not played it, but it looks like a pile of fun. It got 1st out of 42 back in December. What is your current list?
Hello guys this is my last list. I scored several top4 and at the last tournament i have won 3 match with a 2-0 in a row and lost by "pernicious deck style" 0-2.
4 Enchantress's Presence
4 Utopia Sprawl
4 Wild Growth
3 Mirri's Guile
2 Oblivion Ring
3 Solitary Confinement
4 Sterling Grove
4 Elephant Grass
4 Argothian Enchantress
2 Serra's Sanctum
3 Plains
8 Forest
4 Windswepth Heath
2 Temple Garden
2 Rest in Peace
2 Helm of Obedience
1 Enlightened Tutor
1 Worship
1 City of Solitude
1 Sigil of the Empty Throne
1 Karakas
SB: 2 Choke
SB: 3 Krosan Grip
SB: 2 Aura of Silence
SB: 2 Autumn's Veil
SB: 1 Humility
SB: 1 Rest In Peace
SB: 4 Leyline of Sanctity
I think I'll run 1/2 Karmic Justice and maybe another Enlightened Tutor to avoid revoker/needle on sterling grove and blocking mass-removal effect like pernicious or serenity with Karmic in play (protected by sterling grove)
Smile, breathe and go slowly
Finally got some helms. These cards are hard to get here...
I have a traditional list with 4 RiP an 1 Helm and 1 E. Tutor. It combo's out remarkably fast and it retains the control-aspect I see missing here more and more (especially without Energy Field, tbut the manabase is very stable right now with all these here forests). I really dig the maindeck hate and the fast clock.
Some questions (mainly at Freggle I guess, but everyone can chime in obv.);
1) Is the lack of Elephant Grass and Sphere of Safety no problem against 'fair' aggro like Maverick, Goblins, Merfolk and Zoo? Or just a calculated risk due to metagame?
2) No Sterling Grove? In response to Helm, they bounce, kill, whatevers the RiP...? Of course you might dig to another, but some protection in combo decks often goes a along way.
3) I dig the no-fetch experiment, but with 4 Guile I really would run at least 4, maybe even 6 to max their usefulness. It might hurt a little, but that doesn't matter if it speeds you up a turn.
Hi all,
I'm actually testing Naya Enchantress (GWR):
Lands (20):
1 Arid Mesa
1 Karakas
1 Plateau
1 Taiga
2 Plains
2 Serra's Sanctum
4 Windswept Heath
8 Forest
Kills (4):
3 Helm of Obedience
1 Sigil of the Empty Throne
Draw (11):
4 Argothian Enchantress
3 Mirri's Guile
(because allow to control the draw)
4 Enchantress's Presence
Control (19):
2 Pithing Needle
1 Words of War
(can be a kill but not the goal for me)
2 Blood Moon
3 Elephant Grass
4 Seal of Fire
4 Rest in Peace
3 Solitary Confinement
Others (6):
2 Sterling Grove
4 Utopia Sprawl
Sideboad:
1 Pyroblast
2 Red Elemental Blast
1 Blind Obedience
1 Nevermore
1 Humility
1 Ethersworn Canonist
1 Grafdigger's Cage
1 Rule of Law
2 Oblivion Ring
3 Enlightened Tutor
1 Pithing Needle
Explanation:
- Blood Moon: This card is actually a win card vs Jund/BUG/TT/Esper...and more powerful than Back to basics
- Seal of fire: This card is more powerful than you think. If you check the toughness all powerful creatures in legacy (Dark confidant, Deathrite shaman, Thalia, Delver, Vendilion, Stoneforge...), you will see all cards that Seal of fire can destroy.
Some examples:
T1 Lackey Goblin, T1 Seal of fire
T1 Deathrite Shama, T1 Seal of fire => no Liliana T2
TX Stoneforge go take Batterskull, next turn Seal of fire => no batterskull in the battlefield
TX Dark confidant => Seal of fire => cut the CA of the opponent.
...
- Words of war: I'm using it to control the board and not for kill.
I use the naya strategy because I find that we can't stay hidden behind a protection:
- Lot of creatures/Planeswalkers offer to the opponent too advantages.
- At the least destroy card (like Abrupt Decay :) ), our protection is out and we suffer all opponent's creatures.
Sideboard explanation:
- Pyroblast / Red elemental blast: It's not an enchantment yes, but this is really a strong card. It allows us to put Helm combo in security and/or destroy any dangerous Jace.
A short report from a tournament (26players):
1-2 Slivers deck
Mana death, then he mana death, then mana death...a very bad luck round...And not interesting
2-1 UWR Miracle
I win with Helm T4.
I lost the second by Jace.
Then I win with many Helm that he can't manage all.
0-2 UWR Miracle Helm
I put Rest in peace and he topdeck it's only Helm T5 and kill me...a lucky opponent!
I lost the second by Elspeth + counterspell
2-0 Affinity : Solitary => win, Solitary => win.
@Just me: my opinion:
Without Energy Field, Elephant Grass is obv for aggro. But I want to know too the opinion of Freggle about it.
I go back to Sterling Grove to have a little protection for the combo or tutor a destroyed RiP or others depending the situation, I see that all opponents try to manage RiP as far as possible.
Mirri's Guile is very powerful, you prefer very often play T1 Guile than any other card like wild growth. Fetchs are good to shuffle library when top3 is very bad.
Regards,
Dihensoeur
All the questions below are heavily interconnected.
To say that it is "no problem" would be a severe overstatement. (Fast) Zoo is a deck I keep sleeved and test against quite a bit. The G1 MU is slightly favorable. Sometimes you have to tilt your deck in unconventional ways (like blocking with Argothian) but it's generally fine. I have played against Maverick a few time on Coctrice, and have won each time. They will bring in Ethersworn, but it's not quite enough because of the draw triggers built in on Abundant Growth and Ground Seal, and 3 MD Serra's Sanctum / 2 Karakas make Thalia & Teeg almost moot. This may not be a large enough sample size to call it favorable though. It might just be the surprise factor.
When they loose fast G1 they tend to tilt into full beatdown mode over hatebears when the should play the match slower and be the control. That why I question the data.
It is a hedge against the meta though. I want to set-up the main to beat the broader meta, and board into the E grass Games 2-3 if they do good work there. I do not bring them in vs. Maverick because I feel the mana spent on the CU is not a good trade off. Your better off just going all in on Helming them as fast as possible as their hate bears can lock things down quick. Serra's Sanctum seems to be the trump card there because they will calculate if you can helm them next turn with the mana on board, and tap out to drop an Elpeth or something to maximize damage, but then you drop Sanctum and deck them as it is an all white combo.
Sphere of Saftey - I wouldn't play it in this meta. We can't replenish it, and is a liability in hand if you face off against tempo decks. I would main Sigil of the Empty Throne light years ahead of Sphere right now. I would do that because it can kill, and doesn't have to have enchantments in play prior to casting to be good. Sigil tokens can be on D and be equally if not more effective till you get rolling and take over the game.
What you say is very true, but often (2) RIP does the same thing (1) RIP and (1) Grove. If grove were all green or all white they would be main, but the GW can stall a rolling turn. The turn I actually combo I usually have absurd amounts of mana (Sanctum) and drop multiple RIP's before helm. That seems to do the trick for the most part.
I have put this deck down for a bit to test other pet decks, but the last version re-incorperated some Groves and it wasn't too detrimental to the decks progression.
Well this is where then you might want the Elephant Grass main again to pull that off. It's not uncommon for me to pull of a Zoo win with 1 life.
With a single enchantress effect in play Abundant Growth does a good job of clearing the top (3.) Guile -> put Abundant on top. Play abundant draw (2). Then the Top two are fresh, but as I say earlier (4) or so fetches would likely be the most correct. They would be useful in the control MU when you can not seem to stick an enchantress effect though. It could potentially give us the ability to keep presenting a must counter spell to eventually get rolling.
@Dihensoeur - I'd love to hear how this deck progresses, and it sounds like you want Choke in your meta.
Thanks for the reply and input. If there's a Legacy side-event, I hope to play the deck at the the GP Utrecht (depending on how the GP itself goes).
I think I'll take out 1 of 2 Sphere's and add in Sigil or a faster card, I'll see.
After playing on Magic Online for the last couple days I think I need to re-tool my combo package.
Here is the current list:
Creatures (4)
4 Argothian Enchantress
Enchantments (31)
3 Abundant Growth
4 Mirri's Guile
4 Wild Growth
4 Utopia Sprawl
4 Enchantress's Presence
3 Ground Seal
4 Rest in Peace
4 Solitary Confinement
1 Sigil of the Empty Throne
Sorcery (3)
3 Green Sun's Zenith
Artifacts (3)
3 Helm of Obedience
Lands (19)
3 Serra's Sanctum
2 Karakas
14 Forest
Sideboard (15)
3 Elephant Grass
3 Tormod's Crypt
4 Leyline of Sanctity
3 Oblivion Ring
2 Sterling Grove
It seems to be even to slightly favorable against control. Slightly favorable to aggro. Poor to combo. ...and most of MTGO is combo.
I can usually go 1-2 so it's not blow outs, but I need that little edge.
Since this deck is open to all 5 colors for a splash (4 Utopia Sprawl & 3 Abundant Growth) I would consider off-color choices if they just nail combo, but would prefer to stay on-color if possible. What are the best cards for combo that enchantress can run? I picked up some Aura of Silence, Seal of Primordium & Suppression Field to test, but am I missing something obvious?
@Freggle - what are the ground seals useful against? It doesn't seem to stop much. It doesn't stop dredge, flashback or grim lavamancers. I only see it hurting reanimation?
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