One Enchanted Evening

  • Thread starter Captain Caveman
  • Start date
C

Captain Caveman

Guest
I need some suggestions.

I've got 4 Enchantress Presence and now I need to build a Type
II deck using them. I've tryed a few different builds but they end
up being rather weak. Of course this is for casual T2 so any idea
is welcome.

Here is one of my bad builds:(Ya, its bad, that's why I need the help.)

This deck was build for casual play and the occasional 3 player
Type II game. Most of the cards will replace themselves if I
can get/keep Wall of Mulch and/or Enchantress Presence in play.

Hodg Podg:
4 Wall of Mulch
4 Wall of Spears
3 Wall of Swords
1 Sunweb

4 Enchantress Presence
4 Wild Growth
3 Rolling Stones
3 Wrath of God
2 Testament of Faith
2 Centuar Glade
2 Disenchant
2 Words of Worship
1 Mirari's Wake

8 Plains
7 Forest
4 Nantuko Monastery
3 Secluded Steppe
3 Tranquil Thicket

Casual Play Rulz,

:D
 
T

train

Guest
I'm going to list a bunch of stuff now... there's my reasoning for each item below it...

Sunweb
Color= White Type= Creature - Wall Cost= 3W; 5/6, Flying. ; ~this~ can't block creatures with power 2 or less

*3 more in place of the Wall of Swords, this is a fattie!!!

Crown of Vigor
Type= Enchant Creature Cost= 1G; Enchanted creature gets +1/+1. ; Sacrifice ~this~: Enchanted creature and other creatures that share a creature type with it get +1/+1 until end of turn.

*Walls!!!...

Invigorating Boon
Color= Green Type= Enchantment Cost= 1G ON(U)
Text (ON): Whenever a player cycles a card, you may put a +1/+1 counter on target creature.

*Cheap Enchantment - you get fat walls!!!

Steely Resolve
Color= Green Type= Enchantment Cost= 1G ON(R)
Text (ON): As ~this~ comes into play, choose a creature type. ; Creatures of the chosen type can't be the targets of spells or abilities.

*Enchantment - This would be perfect against black or red, most spells/abilities target nowadays...

Tribal Unity
Color= Green Type= Instant Cost= X2G ON(U)
Text (ON): Creatures of the type of your choice get +X/+X until end of turn.

*Good for the kill...

Words of Wilding
Color= Green Type= Enchantment Cost= 2G ON(R)
Text (ON): {1}: The next time you would draw a card this turn, put a 2/2 green Bear creature token into play instead.

*Enchantment - if your going to draw so much, why not make an army as well...

Harsh Mercy
Color= White Type= Sorcery Cost= 2W ON(R)
Text (ON): Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated.

*In place of some of the wrath of gods(cheaper)...you name walls, they have soldiers clerics, and birds... they lose 2/3 of their creatures, you lose none...


Mobilization
Color= White Type= Enchantment Cost= 2W ON(R)
Text (ON): Attacking doesn't cause Soldiers to tap. ; {2}{W}: Put a 1/1 white Soldier creature token into play.

*Enchantment - You'll have the mana... great for blocking or building up attackers...


Shared Triumph
Color= White Type= Enchantment Cost= 1W ON(R)
Text (ON): As ~this~ comes into play, choose a creature type. Creatures of the chosen type get +1/+1

*Enchantment - Walls!!!...


Sigil of the New Dawn
Color= White Type= Enchantment Cost= 3W ON(R)
Text (ON): Whenever a creature is put into your graveyard from play, you may pay {1}{W}. If you do, return that card to your hand.

*Enchantment - There's a whole lot of drawing going on while mulching other walls!!!

Words of Worship
Color= White Type= Enchantment Cost= 2W ON(R)
Text (ON): {1}: The next time you would draw a card this turn, you gain 5 life instead.

*Enchantment - If your going to have a lot of mulching - life isn't bad...

There's a lot to choose from... Some of the more expensive items(highest is 4cc.) are still real affordable...

Most of the ones named are rares... but they're not in high demand so they should be easily tradeable...

The possibilities are endless...;)
 
O

olwen

Guest
I met an Enchantress deck at States. It did pretty well.
From my recollection, it looked like this:

4 Birds of Paradise
4 Elvish Pioneer
4 Testament of Faith
2 Mobilization
4 Verduran Enchantress

4 Wild Growth
2 Naturalize
3 Steely Resolve
2 Solitary Confinement
4 Enchantress Presence
2 Worship
2 Mirari's Wake

11 Forest
4 Plains
4 Brushland
4 Windswept Heath

Sideboard should include
Aegis of Honor
Compost
Sanctimony
Ground Seal
Sacred Ground
Karmic Justice
Wrath of God
 
C

Captain Caveman

Guest
train,

Thanks for all those suggestions. I don't have most of those
Rares but I'll keep an eye out some of them. I've only got one
Sunweb but I'd be playing with more if i had them.:D



Crown of Vigor is pretty sweeeet. I hadn't thought of that. ....And
I call myself a Tribe player.

Steely Resolve would be good if I don't run any creature `chants.


I'm running two Words of Worship and Centaur Glade is my
Mobilization filler. 4/4 Centuar tokens(with Wake in play) are
pretty strong. When I can make 3 or 4 a turn.(w/Wake)



olwen,

Thanks for that decklist, I'll have to give it a try.




Has anyone else seen an Enchantress based deck? Maybe we
just don't have enough good enchantments in the Type II
environment to support that type of deck.

Any ideas are welcome.
 
I

Istanbul

Guest
Ground Seal goes in vs. Reanimator.
olwen - Cute deck, but...how does it win? Lots of 1/1 soldiers? Seems flimsy. I'll SB in my Tranquilities, and you get to lose.
 
O

olwen

Guest
With the Wake out, you get to make many many soldiers bigger than 1/1. He might have another way to win but I didn't see it.

I agree that it dies to Tranquility but that's the nature of Enchantress decks. I don't know of anyone having Tranquility in their sideboard at the State Championships.

I was playing RGW Astral Slide/Lightning Rift. The Ground Seal came in against me to stop stupid Cartographer tricks.
--
Olwen
 
T

train

Guest
Actually I'm going to try bulding an Enchantress deck just because of this thread...
 
C

Captain Caveman

Guest
Great.

I was hoping one of you creative types would come up with
something good/fun.
 
C

Captain Caveman

Guest
I'm just going to toss out some more ideas. I haven't built these
decks I'm just brainstorming and looking for feedback.(ideas) Both
of these would be very expensive to build. :eek:


4 Enchantress' Prescence
3 Mirari's Wake
2 Centaur Glade
4 Wrath of God
4 Spirit Link
3 Kitar's Desire
4 Pacifism
4 Wild Growth
4 Birds of Paradise
3 Exalted Angel
1 Crush of Wurms
4 Nantuko Monastery
3 Windswept Heath
9 Plains
8 Forest


If Confinement works the way I hope then this next idea can
burn the opponent out.

G/W/r
4 Wild Growth
4 Spitit Link
4 Kirtar's Desire
4 Spirit Cairn
4 Enchantress's Presence
4 Solitary Confinement
4 Earthquake
4 Mirari's Wake
4 Ground Seal

24 land
 
J

Jigglypuff

Guest
How are you hoping that Confinement works? I like the second deck better than the first, although you might consider a mixture of Hurricanes and Earthquakes simply so you have some flying defense. Other than that, the deck seems solid.

(- Steve -)
 
T

train

Guest
There's no graveyard manipulation for your discarding... or way to draw once the confinement's in play...I actually don't see how the confinement would be beneficial in the second deck... unless...

If you're thinking of having multiple presence in play and then playing a confinement, then casting an enchantment to draw multiple times... be careful - you could shoot yourself in the foot by not drawing enchantments...

The best thing to do in that case would be to have something else in the deck that allows you to draw... Jayemdae Tome is the old stand by...;)

I think that's what you're trying to do... If so, it's a modern day Aluren set-up for enchantments... Just don't forget the Tome... COOL!!!...

:eek: :cool:

The first deck: Solid G/W build - stalls with the desires... pacifisms and wraths... not a bad idea to have so many Enchan-tures...
 
J

Jigglypuff

Guest
I personally think that the second deck has enough enchantments that he can reliably draw a new enchantment each turn. With two Presences in play, the chances become even better. The only thing I'm worried about is the amount of time you'll need to have the Confinement in play. I'd usually suggest holding it until you're ready to kill, but you also might want to use it for defense. I'd suggest playing it as soon as you think that you can reliably support it and hope to draw into the kill before too long.

(- Steve -)
 
T

train

Guest
Puff has a great point...

The land draws would be one of the only things stopping you...

Some way to draw should be essential...

If the Earthquake and Spirit cairns are the kill...

Make sure you can get rid of anything they may have(enchantment-wise) that could prevent the damage to them...

The Cairns are nice... hopefully the opponent won't be running counters/enchantment control...

I thinkthey'd do fine... just don't forget a Tome or something like it.;)
 
C

Captain Caveman

Guest
I based the kill in the second deck on the assumption that a
Wake fueled Earthquake would not deal damage to "me". The
Spirit Cairn tokens are a secondary kill method.

Ground Seal is just a cantrip filler. With Presence in play it
would draw two cards. I guess it also prevents Glory, Flash-
Back and stuff. Don't know for sure.

Its just a idea. Not very good but I thought it might spark
an idea from one of you creative deck-builders.
 
T

train

Guest
I forgot Ground seal had a draw built-in... It's a little more worth playing then...

Other enchnatments likethe following might not be bad to look at...

Rowen
Color= Green Type= Enchantment Cost= 2GG VI(R)/6(R)/7(R)
Text (6th/7th): Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card.

*So you don't get stuck with lands... and it's an enchantment...

Words of Wilding
Color= Green Type= Enchantment Cost= 2G ON(R)
Text (ON): {1}: The next time you would draw a card this turn, put a 2/2 green Bear creature token into play instead.

*If you're drawing so much - this is cheaper than the cairn...

Words of Worship
Color= White Type= Enchantment Cost= 2W ON(R)
Text (ON): {1}: The next time you would draw a card this turn, you gain 5 life instead.

*Life is never a bad thing...

Unquestioned Authority
Color= White Type= Enchant Creature Cost= 2W JU(U)
Text (JU): When ~this~ comes into play, draw a card. ; Enchanted creature has protection from creatures.

It's an enchan-draw...

But I think the deck will work well for you...;) :cool:
 
Top