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Thread: [Deck] Solitaire (Enchantress)

  1. #3621

    Re: [Deck] Solitaire (Enchantress)

    Quote Originally Posted by Freggle View Post
    You know it's funny you mention this. I have thought about it quite a bit, but most of the time I sit down to do this I'd just rather play Magic. I'll look into it more seriously if you really are curious because I think I can learn a lot from the process as well. It's really going to cut down on my Magic in the hot tub or bed time though.

    It should also be mentioned that right after posting about how I have had success with the deck I got schooled 2 games in a row by jund decks running 2+ copies of Golgari Charm and landing T2 Lilli's. Have their lists changed that much recently? I went 2-3 for the night beating Imperial Painter, Deadguy Ale, and ANT.
    If you stream, I'll just come over and commentate and you play, lol. We have to start becoming famous.

  2. #3622

    Re: [Deck] Solitaire (Enchantress)

    Quote Originally Posted by Freggle View Post
    BGx decks can be difficult, but are certainly beatable. When playing in a BGx meta I look at a few things:

    - Is the deck I'm running redundant?
    - Running the max 12 Enchantress's will only help (4 argoth, 4 Pres, 4 Green Suns) Sterling / wish is not a replacement to keep the tempo on high.

    - Do I have deck manipulation? (they can't make you discard what is not in your hand)
    - Mirri's guile
    - Sylvan Library

    - Is there a plan b I can build into the 75 to catch players off guard?

    ...after those I look at target hate cards, and then I thin you want Compost to use in other MU's but maybe not.



    Frankly, I never tried it but I was always concerned about removal, and the fact that we tend to ignore the board (Confinement) so I was worried that the board would be clogged and to break the stalemate I was worried I have to attack with enchantments I didn't want to loose. Is this unwarranted?



    I played Orchard / Defense for a bit. I tabled it after a bad tournament where I played a lot of Black decks and got murdered with targeted discard. Playing this combo is powerful, but is weak to those affects as you need something to not die to the free creatures you are giving out. In addition, you can get stuck with hands of fatties and no way to cast / use them. There can be a build there, but its more conditional than others and therefore less sound no matter how fun it was, or how bad I wanted it to work.

    @ Sun Tsu & wins. As I read your post you are not so much concerned about actual wins as you are with learning a deck and play style of each version, and there they are all vastly different IMHO.

    GWr - This is for the prison lover. A player who likes to lock others out of their plan. This player knows the meta, and tunes their lists to exploit whatever hole they see in that meta through bullet enchantments, and from there win at will with an enchantment win of their choosing.

    GWr is susceptible to guessing the meta wrong (but it runs good stuff even when you do confinement / sterling), awkward draws like sterling hands but good mu enchantments but no enchantress effect. ... In short you have to study your meta you have to know your list you have to know what matters and you have to execute.

    UG - Is for a combo player that likes complex lines and math. This is designed for the type of player that wants to focus on comboing off. They still know a lot about the meta, but largely they are not tuning their list to react to it unless it interacts negatively with their combo. This player evaluates the hands on the speed to combo. This deck is about racing not locking. ...well racing to the lock, and winning through attacking. In doing so the lists focus on redundancy and not bullets, and so are "easier" to learn, but still requires a lot of practice, and frankly perhaps a mentor because some of the interactions are not complex but are not especially easy to know what is proper given your opponent.

    UG is susceptible to unkown play errors. Typical enchantress hate (basic land hate, -1/-1 effects) fast sleigh, and combo builds & needle effects.

    GW Helm - Is more for the combo prison player. The deck is designed to be resilient / redundant and draw cards. Unlike GWr it focuses on the Enchantress all-stars (confinement / Sanctum...) and maxes out those QTYs to just stick it and lock, but it's not looking to lock but for more than 1-2 turns. It also varies from GU's play style in that GW largely does not care about complex math (maybe mana & draws) but it does a 2 card combo. In that respect it is more of your Show and Tell variety of combo.

    I can speak to other builds if there is interest, but I'm too tired to blindly write it out now.
    im certainly interested in your insight into other builds if you have the time. you dont have to go super in depth, however. win condition and main strategies of the deck would be enough, or just a brief overview of how it works. basically what you did with your post. i love exploring all types of options and new ideas are always appreciated :D

    on the subject of mirri's guile, i've really liked this card in all of my different builds. playing this on turn 1 is massively good and helps the entire game (or till it is destroyed or dealt with). yea it doesnt really 'do anything' to effect the opponents board state, but a lot of builds that ive seen seem to try to be able to ignore what the opponent is doing or make what they are doing not matter through redundancy. when you can look at the top 3 every turn starting with your turn 2, the things you need to be able to meet the 2 game requirements most decks function on:

    1.) what do i need to do to stay alive another turn.
    2.) what do i need to do to either 'set up' or 'combo out' or effectively 'seal the game' even if its down the line a bit a few turns later.

    mirri's guile helps in both areas a great deal. i really cant say enough about how awesome this card is, especially if you are running shuffle effects (like GSZ and fetch lands). with mirri's guile, green sun zenith, and fetch lands together, the deck provides a good foundation for early turns and also offer redundancy to the areas our deck seems to struggle with if our opponents try to interact where it counts.

  3. #3623

    Re: [Deck] Solitaire (Enchantress)

    Quote Originally Posted by sun tzu View Post
    mirri's guile helps in both areas a great deal. i really cant say enough about how awesome this card is, especially if you are running shuffle effects (like GSZ and fetch lands). with mirri's guile, green sun zenith, and fetch lands together, the deck provides a good foundation for early turns and also offer redundancy to the areas our deck seems to struggle with if our opponents try to interact where it counts.
    After trying to drop my number of GSZ's down to 2 I certainly noticed the lessened shuffle effects. Only thing worse than getting Brainstorm locked whilst playing a blue deck is getting Mirri's Guile locked whilst playing Enchantress :P

    I wish there were a few more synergistic ways to give the deck shuffles without running more fetches. I suppose 1-2 Sterlings do this if you are using them as a tutor rather than a shroud.

    @Freggle, digging your most recent list although I'm a bit surprised you finally dropped the Abundant Growths, you were such a big advocate for them through the last months (years?) and 4x Solitary seems like overkill although I assume you run them out and let them fall on upkeep to buy additional turns if necessary, would make sense with an active Mirri's.

  4. #3624
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    Re: [Deck] Solitaire (Enchantress)

    I run Enlightened Tutor and Grove, which seems to give plenty of shuffles. However, I'm currently on GW Enchantress [i]withi] RIP/Helm and Replenish and but without GSZ, so the playstyle is very different.

  5. #3625

    Re: [Deck] Solitaire (Enchantress)

    i was wondering if anyone had some good ideas of cards to use against decks with several counterspells. if i dipped into another color i could find more answers, im sure, but i kinda wanna stick with UG words of wind with a small black splash for sideboard dread of night.

    some ideas i came up with are:

    pact of negation
    autumn's veil
    memory's journey (also a shuffle effect to 'combo' with mirri's guile)
    gutteral response
    quest for ancient secrets
    vexxing shusher
    xantid swarm

    of these, i'm currently thinking memory's journey has the most potential because of its flashback, but if you are running GSZ shusher or xantid swarm could also be good, especially after sideboard.

    i'll let you guys know if the 1 of memory's journey seems good. if anyone is interested in my decklist just ask and i'll post my current one.

  6. #3626

    Re: [Deck] Solitaire (Enchantress)

    The best cards i've ever seen against u decks are:

    City of solitude
    Carpet of flowers
    Dovescape
    In the eye of chaos

    GC

  7. #3627

    Re: [Deck] Solitaire (Enchantress)

    Hey everyone, new here. Been playing GW Enchantress to good success for about 6 months now, I actually have not had more success with any other Legacy decks I've tried. I am excited to join the discussion! Also, how do I tag cards in my post?

    Quote Originally Posted by GoldenCid View Post
    The best cards i've ever seen against u decks are:

    City of solitude
    Carpet of flowers
    Dovescape
    In the eye of chaos

    GC

    What do you mean by U? There are different strokes of Blue decks in this format. Delver, Show and Tell, Counterbalance, Stoneblade. The only characteristic these decks share is that they run Islands, Brainstorm and Force of Will.

    City of Solitude is worse than Choke. Choke is a threat, City is not.

    Carpet of Flowers is really nice, especially against Delver decks.

    Dovescape?? Please explain the applications of this card, I am intrigued. The effect is obviously powerful but 6 mana is a lot. It would be really sweet technology against Omni-Tell though, which is quite the unwinnable matchup, I think it might be the worst MU for this deck (at least for GW not sure about other versions). Even there, they cast Show and Tell putting Omni into play (you presumable put Dovescape into play) then cast Enter the Infinite and make 12 birds and kill you with them. Still, an interesting card maybe?

    In the Eye of Chaos is a really powerful card but I have never seen it in action. It is theoretically good against Storm but Dark Ritual still makes a mana and it doesn't hinder their LEDs. It might be really nice against Force of Will decks b/c it also makes their Brainstorms cost 1U etc.

  8. #3628
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    Re: [Deck] Solitaire (Enchantress)

    Quote Originally Posted by jmeka View Post
    If you stream, I'll just come over and commentate and you play, lol. We have to start becoming famous.
    I don't need to be famous, but lets shoot for a launch this week sometime. FYI as a gimmick I will have any guest spots who stop by the thread drink one of my homebrews (varying from good to horrible) I peg you for the infamous "Orange Cider" or 6 month fermented orange juice. Working title of the stream it the "Forbidden Grove" .. a play on forbidden Orchard, and a nod to the Orange Groves of Central FL a thing you know I have a soft spot for.

    Quote Originally Posted by sun tzu View Post
    im certainly interested in your insight into other builds if you have the time. you dont have to go super in depth, however. win condition and main strategies of the deck would be enough, or just a brief overview of how it works. basically what you did with your post. i love exploring all types of options and new ideas are always appreciated :D
    I will try and do that soonish, but I'd like to fire-up the stream and write a decent primer for the developmental thread before flying to mardi gras in a week and a half.

    Quote Originally Posted by Mortox View Post
    @Freggle, digging your most recent list although I'm a bit surprised you finally dropped the Abundant Growths, you were such a big advocate for them through the last months (years?) and 4x Solitary seems like overkill although I assume you run them out and let them fall on upkeep to buy additional turns if necessary, would make sense with an active Mirri's.
    Thanks, I'm still leery on this, but I'm interested in the best version that can be made. ...so I have to try it without them.

    Solitary is probably the best card in the deck. And 4 is not too many since you first will be decayed or dealt with in some manner. Plus you wan tit fast for combo and hyper aggressive decks, when sterling is far too slow.

    Quote Originally Posted by sun tzu View Post
    i was wondering if anyone had some good ideas of cards to use against decks with several counterspells.
    People hit the heavy hitters, but it really comes down to which version you are playing. If you are to be the aggressor Carpet of Flowers is likely the best call. If you are the control City of Solitude is likely the better call.

  9. #3629
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    Re: [Deck] Solitaire (Enchantress)

    Sort of backing away from the more detailed discussions for a moment - can we try to define the core of the deck vs. the flex slots/playstyle choices? I don't expect to come up with a 58 card core like RUG Delver, but I think moving beyond the "4 Presence, 4 Argothian, everything else up to the pilot" view that's dominated discussion on Enchantress for the past several years is important so we can start actually optimizing. Having certain cards as sacred cows isn't good when you're winning left and right, but I think we need to at least have a common starting point for design/discussion. I propose:

    Draw/Mainupulation
    4 Enchantress's Presence
    4 Argothian Enchantress
    2 Mirri's Guile or Sylvan Library, with preference to the former

    Mana
    4 Windswept Heath
    4 Wild Growth
    4 Utopia Sprawl
    6 Forest
    2 Plains
    2 Serra's Sanctum

    Protection
    2 Solitary Confinement
    1 Elephant Grass
    1 Sphere of Safety
    4 Leyline of Sanctity

    Utility/Removal

    1 Oblivion Ring
    1 Rest in Peace
    1 Seal of Cleansing or Seal of Primordium

    In my mind, these quantities are all the minimum to be considered optimal and I think are fairly non-controversial for existence somewhere in the 75. For instance, I think running more than 2 Sanctums is right, but I also think that there are ways of constructing the deck/reasonable metagames where you don't want the extra nonbasics. Similarly, I don't see a problem with lists forgoing Savannah, although I definitely think it belongs in GWx versions as a 2 of alongside a 1-2 of Gx dual of the splash color because hitting all the colors becomes more important in those builds. I also have tried to keep this list as short as possible and keep the numbers associated with any given card as low as possible so as to maximize possible discussion.

    Please, let me know what you guys think.

    Also, Freggle - if you're open to it, I'd like to collaborate on the primer.

  10. #3630

    Re: [Deck] Solitaire (Enchantress)

    Quote Originally Posted by LOLaSageOwl View Post
    Hey everyone, new here. Been playing GW Enchantress to good success for about 6 months now, I actually have not had more success with any other Legacy decks I've tried. I am excited to join the discussion! Also, how do I tag cards in my post?




    What do you mean by U? There are different strokes of Blue decks in this format. Delver, Show and Tell, Counterbalance, Stoneblade. The only characteristic these decks share is that they run Islands, Brainstorm and Force of Will.

    City of Solitude is worse than Choke. Choke is a threat, City is not.

    Carpet of Flowers is really nice, especially against Delver decks.

    Dovescape?? Please explain the applications of this card, I am intrigued. The effect is obviously powerful but 6 mana is a lot. It would be really sweet technology against Omni-Tell though, which is quite the unwinnable matchup, I think it might be the worst MU for this deck (at least for GW not sure about other versions). Even there, they cast Show and Tell putting Omni into play (you presumable put Dovescape into play) then cast Enter the Infinite and make 12 birds and kill you with them. Still, an interesting card maybe?

    In the Eye of Chaos is a really powerful card but I have never seen it in action. It is theoretically good against Storm but Dark Ritual still makes a mana and it doesn't hinder their LEDs. It might be really nice against Force of Will decks b/c it also makes their Brainstorms cost 1U etc.
    Yeah...i forgot choke...

    When i say u deck i mean decks that disrupt your strategy using counterspells. Off course omnitell and similar probably does not justify the addition of caret of flowers due that they use 1 island to win. As Freggle mentioned above whether you us carpet of city depends on the scenario. Mainly i run a split of both cards.

    Proably dovescape represent a strategy more than an answer. Commonly is combined with vexing shusher to counter oponent spells but not yours. Anyway it goes throught countermagic.

    In the eye of chaos is tha bomb! I'm not saying that it's the best choice against counter magic but just think on paying 5 for fow! 2 for daze...maybe in combination with choke it'd shine!!
    Yeah as its text reads, it does not hit artifact but i invite you to see what would happen with a combo hand like this with In the eye of chaos on line:

    2 Dark ritual + petal + LED + cabal ritual + ad nauseam (with a land in play)

    GC.

  11. #3631

    Re: [Deck] Solitaire (Enchantress)

    Quote Originally Posted by btm10 View Post
    Sort of backing away from the more detailed discussions for a moment - can we try to define the core of the deck vs. the flex slots/playstyle choices? I don't expect to come up with a 58 card core like RUG Delver, but I think moving beyond the "4 Presence, 4 Argothian, everything else up to the pilot" view that's dominated discussion on Enchantress for the past several years is important so we can start actually optimizing. Having certain cards as sacred cows isn't good when you're winning left and right, but I think we need to at least have a common starting point for design/discussion. I propose:

    Draw/Mainupulation
    4 Enchantress's Presence
    4 Argothian Enchantress
    2 Mirri's Guile or Sylvan Library, with preference to the former

    Mana
    4 Windswept Heath
    4 Wild Growth
    4 Utopia Sprawl
    6 Forest
    2 Plains
    2 Serra's Sanctum

    Protection
    2 Solitary Confinement
    1 Elephant Grass
    1 Sphere of Safety
    4 Leyline of Sanctity

    Utility/Removal

    1 Oblivion Ring
    1 Rest in Peace
    1 Seal of Cleansing or Seal of Primordium

    In my mind, these quantities are all the minimum to be considered optimal and I think are fairly non-controversial for existence somewhere in the 75. For instance, I think running more than 2 Sanctums is right, but I also think that there are ways of constructing the deck/reasonable metagames where you don't want the extra nonbasics. Similarly, I don't see a problem with lists forgoing Savannah, although I definitely think it belongs in GWx versions as a 2 of alongside a 1-2 of Gx dual of the splash color because hitting all the colors becomes more important in those builds. I also have tried to keep this list as short as possible and keep the numbers associated with any given card as low as possible so as to maximize possible discussion.

    Please, let me know what you guys think.

    Also, Freggle - if you're open to it, I'd like to collaborate on the primer.
    Bringing this up is a good idea. The core spells for this deck should be:

    4x Argothian Enchantress
    4x Enchtress' Presence
    4x Green Sun's Zenith
    4x Wild Growth
    4x Utopia Sprawl
    1x Sylvan Library or Mirri's Guile though I think Guile is better because it is a 1 drop.

    If you're not playing these 21 cards you aren't playing Enchantress, White or Blue version. Having all of these cards in your deck gives you the greatest probability of keeping a good opening hand. If you cut a Green Sun for example that's one less possible Enchantress to have in your opener which is unacceptable considering this deck doesn't function without an Enchantress in play.

    If you're playing White you can add these to the core:

    4x Sterling Grove
    2-4x Solitary Confinement.

    If you're playing white Sterling Grove is a pseudo 13-16th Enchantress. Confinement is your 3 mana "win condition". I like to play 3 because it's the worst possible card when you don't have Enchantress in play, is useless against Sneak Show, and isn't always a game-ending lock if the opponent has Deathrite Shaman.

    Can't say much about the cards you would add to the core of the blue version because I have no experience with it but I would assume it would have 4x Cloud of Faeries?

    This is the land base that I run. I have liked it but I should test variations on it.

    10x Forest
    8x Green Fetches
    2x Savannah
    2x Serra's Sanctum

    I would like to test -1 Fetch or Basic +1 Sanctum or +1 Savannah. I like 10 Forest 0 Plains because Green mana is important, the deck can function without White mana but not without Green mana. You need Green sources of mana in the early turns, you can win games not playing a single white source until you need to play a white spell, you can win games with only one white source in play.



    When i say u deck i mean decks that disrupt your strategy using counterspells. Off course omnitell and similar probably does not justify the addition of caret of flowers due that they use 1 island to win. As Freggle mentioned above whether you us carpet of city depends on the scenario. Mainly i run a split of both cards.
    Decks that disrupt us with counterspells are not nearly as problematic as decks that disrupt us with discard. They have to counter our Enchantress or their counterspells become irrelevant because now if they want to counter our spell we still draw a card. This means they might have to 2 for 1 themselves with a Force of Will so they do not lose to the Enchantress. With discard on the other hand it is always a 1 for 1 trade for them and sometimes a 2 for 1 if it's Hymn to Tourach.
    Proably dovescape represent a strategy more than an answer. Commonly is combined with vexing shusher to counter oponent spells but not yours. Anyway it goes throught countermagic.
    Dovescape is an interesting win condition but I think it's just worse than other options. Sigil of the Empty Throne costs 1 less mana and doesn't mess with our spells, Helm + RiP kills them instantly.

    In the eye of chaos is tha bomb! I'm not saying that it's the best choice against counter magic but just think on paying 5 for fow! 2 for daze...maybe in combination with choke it'd shine!!
    Yeah as its text reads, it does not hit artifact but i invite you to see what would happen with a combo hand like this with In the eye of chaos on line:

    2 Dark ritual + petal + LED + cabal ritual + ad nauseam (with a land in play)
    I did not take into consideration that it makes Ad Nauseum cost 10, that is quite good. It would also be quite good against High Tide. High Tide costing 1U is a big deal b/c that is one less Island they have untapped. I would strongly consider splashing a Tropical Island for this card in the correct meta.
    Last edited by LOLaSageOwl; 02-16-2014 at 10:40 PM.

  12. #3632
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    Re: [Deck] Solitaire (Enchantress)

    Has anyone tried running suppression field in the maindeck? I had it in the SB and it kept proving its worth in match after match, and I finally moved it to the MD.

    I generally have found the card to be very oppressive to my opponents while having only a minimal impact on my own development due to playing only 4 fetches and generally having more mana. I have not done extensive testing with it yet, but from the little I have done it seems strong.

  13. #3633
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    Re: [Deck] Solitaire (Enchantress)

    Hi, i played the Paris GP this WE. I dropped on 4-0-3 but i really enjoyed playing this deck.

    Here the list i have registred :

    1 plain
    9 forest
    4 windswept heath
    4 Serra's sanctum
    1 karakas
    1 Dryad arbor

    4 Argothian Enchantress
    4 Enchantress's presence
    4 Green Sun's Zenith
    4 Wild Growth
    4 Utopia Sprawl
    4 Solitary Confinement
    3 Sterling Grove
    3 Rest in peace
    2 Helm of obedience
    2 Oblivion Ring
    2 Mirri's Guile
    1 Sphere of safety
    1 Enlightened Tutor
    1 Emrakul
    1 Sigil of the empty throne
    1 Mana bloom

    Side:
    4 Leyline of sanctity
    3 Rule of law
    2 Oblivion ring
    3 Carpet of flowers
    1 City of solitude
    1 Gaddock teeg
    1 Ethersworn canonist

    First i am a casual player so i haven't tested the deck a lot and i don't know the format very well... (i have only tested with a friend so it's not as effective as tested in real situations with several opponents!)

    I played against :
    1/ RIP/Helm combo with counterbalance (win 2/0),
    2/ Burn (win 2/1). thx to the leyline!
    3/ Elves (lose 0/2). Ok it's a bad match up but i loose because of 2 awfull hands. the first Game i muligan to 3 and i start with 2 forests and 1 heath... I have drawn Sanctum, then growth... ok, game 2. I muligan to 5 and i kept a bad hand with only a growth and Rule of law... I played the rule of law on turn 2 so i could survive some turns but i never drawn something useful...
    4/ Nic Fit (win 2/1). A bad match up for me. All 3 games began the same ways with argothian for me, explorer + burning wish to pyroclasm for him. I won the first with Emrakul (the only time during all the WE!). He won the second. I won the third on a misplay. He sacrificed its pernicious deed too early so i can come back with 2 presence and kill him with RIP/Helm.
    5/ Imperial Painter (lose 1/2): THE BIGEST MISPLAY I EVER MADE! He won his 2 games with the combo Painter/Grindstone but i didn't realize i had emrakul into my library...
    6/ Dredge (win 2/0) : I sacrificed the grove to fetch RIP on the 2 games and so i had all the time i needed to kill him.
    7/ U/W Miracles (lose 0/2) : A good player. He seems to play his deck since a long time and he made the good choices at the good time. I had correct hands but i never succeded to gain control of the board.

    On friday, i played a last chance trial. I win the first round against UR Delver (2/0) and i lose the second round against Esper Stoneblade (1/2).

    In fact, I was very enjoyed playing this deck and i never played the same match-up twice! I haven't seen any TNN, or TES or ANT!

    My impressions:
    - i like dryad arbor. I used it many times on turn 1 with GSZ, it can block a big creature to survive 1 turn more and it can be sacrified in response of the second ability of liliana!
    - i never regret not playing elephant grass. Instead i played 4 solitary confinement, 1 sphere of safety, 1 sigil and 1 mana bloom (to keep solitary confinement in play without many enchantress effects and/or to combine with Sigil to be sure to have at least 1 angel per turn). Solitary is a must! Sigil was very usefull, i won many game with it and it can stop aggro early (especialy with mana bloom). But i was pretty disappointed with sphere of safety. I never used it in 9 round so i should have put it on SB.
    - I hesitated playing sterling grove but i never regret this choice. I actually used it much more as tutor rather than for its ability to give shroud... The same is true for enlightened tutor, i think 1 in MD is the good compromise.
    - I played Emrakul only 1 game during all the WE. But i haven't played against show and tell or sneak and it could have saved me on round 5 if i hadn't made this terrible misplay! So i think i will kept it main deck for few more test!
    - I purchased a karakas just before the event and i never used it... Again, i don't played against show and tell, nor Death and taxes so i think it's still a good investisment for the future ;-)

    In summary, if I had to replay the tournament I will only replace the sphere of safety MD by the 4th sterling grove. And i don't know what to think about mana bloom. I found it useful to help keeping a solidarity confinement in play or to generate angels without enchantress effect but in the same time, i often side it out... For the future i would like to test with more mana bloom (like 2 or 3) and i think it's possible to build the deck to take more advantage of it... or perhaps it's just an "anecdotic" card without potential!

    I hope my english is not too bad!
    Last edited by Potawo; 02-18-2014 at 03:44 AM.

  14. #3634
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    Re: [Deck] Solitaire (Enchantress)

    Quote Originally Posted by btm10 View Post
    Also, Freggle - if you're open to it, I'd like to collaborate on the primer.
    I was thinking more along the lines of the primer for the RIP / Helm version only, but yes I'd love to have more hands in the pot. I'll PM you my email. I hope to hit itlater this week. For that matterI would love to see some of the orginals chime in as well. (Spatula, Done Bite Holmes, ESG, Folorn, others i'm sure I missed ...) to create a comprehensive Enchantress primer.

    Quote Originally Posted by The_Dingo View Post
    Has anyone tried running suppression field in the maindeck?
    Yes. It's a swingy card, but when it is good it is great. If it didn't hit helm (or if I switched wincons) I would run them main right now.

    Quote Originally Posted by Potawo View Post
    Hi, i played the Paris GP this WE. I dropped on 4-0-3 but i really enjoyed playing this deck.
    Sweet run. I really enjoyed reading this. I did the same thing against painter when I first started testing Emrakul. Board out all or most RIP's when you play that MU becuase with RIP on the battlefield Emrakul exiles.

  15. #3635
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    Re: [Deck] Solitaire (Enchantress)

    Quote Originally Posted by LOLaSageOwl View Post
    Bringing this up is a good idea. The core spells for this deck should be:

    4x Argothian Enchantress
    4x Enchtress' Presence
    4x Green Sun's Zenith
    4x Wild Growth
    4x Utopia Sprawl
    1x Sylvan Library or Mirri's Guile though I think Guile is better because it is a 1 drop.

    If you're not playing these 21 cards you aren't playing Enchantress, White or Blue version. Having all of these cards in your deck gives you the greatest probability of keeping a good opening hand. If you cut a Green Sun for example that's one less possible Enchantress to have in your opener which is unacceptable considering this deck doesn't function without an Enchantress in play.

    If you're playing White you can add these to the core:

    4x Sterling Grove
    2-4x Solitary Confinement.

    If you're playing white Sterling Grove is a pseudo 13-16th Enchantress. Confinement is your 3 mana "win condition". I like to play 3 because it's the worst possible card when you don't have Enchantress in play, is useless against Sneak Show, and isn't always a game-ending lock if the opponent has Deathrite Shaman.

    Can't say much about the cards you would add to the core of the blue version because I have no experience with it but I would assume it would have 4x Cloud of Faeries?

    This is the land base that I run. I have liked it but I should test variations on it.

    10x Forest
    8x Green Fetches
    2x Savannah
    2x Serra's Sanctum
    I think that UG Enchantress and WGx Enchantress are two wholly different decks and that discussion of UG should go into that thread. This one is for discussion of control Enchantress, if you want to think about it that way. There's even an argument for considering GW Helm Enchantress a separate deck. I don't think that it is, but the argument is there.

    I had initially excluded GSZ, Enlightened Tutor, and Sterling Grove from my list because I think that the discussion is still active on these cards. I think that GSZ is definitely a serious contender for slots, I'm just not totally sold yet, and looking at the lists that have performed well in the past 6 months, I don't see unambiguous evidence either way. So putting those cards in as part of the core goes a little far, IMO.

  16. #3636
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    Re: [Deck] Solitaire (Enchantress)

    Im working on a variant if this deck and was wondering what it loses to? Which cards and what matches?

    I figure its weaknesses will be similar to the ones ill experience.
    Play 4 Card Blind!

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  17. #3637
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    Re: [Deck] Solitaire (Enchantress)

    Combo is generally abysmal. If I had to rank it from least awful to most awful, I'd put it something like Elves, Reanimator, Sneak and Show, ANT, Omnitell.

    The flip side is that tempo is 50/50 against pretty solid players in my testing and your straight aggro matches are as good as combo is bad. Midrange is favorable 55/45-ish) and your control match is highly build dependent. If you run WGb with 3-4 Duress/Thoughtseize + Words of Waste, run Sylvan Library over Guile, and run Replenish, it's good, but your tempo matchup will suffer a bit. If you go straight GW or GWr, its a little weaker but keeps the tempo matchup around 50/50. Jund can be rough no matter what you do.

  18. #3638

    Re: [Deck] Solitaire (Enchantress)

    if i was to make a deck around enchantress + dovescape, what synergies could i exploit? i feel like dovescape might have some potential, but ive never tried it so im not sure where to begin with the card. humility might work for a late game strategy, once you have 1 or 2 enchantress effects in play. elephant grass could also fit in. would a deck using this card even be viable? 6 mana can be obtained semi-easily but could it even be worth it? any ideas on a deck using dovescape would be greatly appreciated :D
    Last edited by sun tzu; 02-20-2014 at 05:58 PM.

  19. #3639

    Re: [Deck] Solitaire (Enchantress)

    If you're using Green Sun's Zenith, finding Vexing Shusher so you get both the enchantment and the tokens is pretty neat. Otherwise, your curve is still higher than most other decks, so you get more tokens than them overall.

  20. #3640
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    Re: [Deck] Solitaire (Enchantress)

    Quote Originally Posted by sun tzu View Post
    i was wondering if anyone had some good ideas of cards to use against decks with several counterspells.
    A fairly late response, but I use a GW non-RIP build. I find that Choke to be quite a threat, where as City of Solitude, not so much. It will give them more to counter, and just bring them all back again with Replenish once their permission resources has been exhausted. I also started experimenting with something else, I was running a singleton Emrakul, on the deck as my last resort win-con. But I dropped it, in order to try an experiment and replaced the Emarakul with Decree of Justice instead. It's never a dead card really, and can be used as an early chump blocker.

    If for some reason you find the card to be dead, just cycle it away, it's pretty similar to Sigil as it can make a bunch of angels for the finish, but int he face of permission however, cycling it for a mass army of soldiers does the job just fine.

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