MP Tallowisp

J

Jigglypuff

Guest
W/G Beatdown
4 Tallowisp
3 Blinking Spirit
4 Phantom Centaur
3 Nomad Mythmaker
2 Oyobi, Who Split the Heavens
3 Empyrial Armor
3 Armadillo Cloak
1 Flickering Ward
2 Druid's Call
2 Rancor
2 Elephant Guide
4 Kodama's Reach
3 Disenchant
24 lands

I'm not quite sure how the deck will do, especially considering that non-damaging removal is fairly popular in my group right now, but it might be wildly entertaining. What do you think?

(- Steve -)
 
J

jorael

Guest
From my experience: don't expect Nomad Mythmaker to live a full round and lose its summoning sickness. Opponents will gun for it. I run 4 in my enchantment deck and that is not too much. Have you considered Kitsune Mystic? The card is fun with creature enchantments! (Alexi’s Cloak, armadillo cloak, bequeathal).
Phantom Centaur is good one indeed. Nice synergy with tallowisp and a very good creature to throw some enchantments on. Do you have Winds of Rath? (Destroy all creatures that aren’t enchanted. They can’t be regenerated) Great removal in the deck.

I don't have any Betrayers yet, so I haven't used Tallowisp in my enchant-deck yet, but I want to use it together with Song of Serenity (1G, enchantment: Enchanted creatures can’t attack or block).

My deck:

12 plains
12 forest

4 Sakura-tribe elder
4 Devout witness
4 nomad mythmaker
4 kitsune mystic
4 phantom centaur

4 bequeathal
4 armadill cloack
4 unquestioned authority
4 winds of rath
 
L

Limited

Guest
I'd drop the Oyobi's for some cheaper spirits, like the kami of the false hope or ancient law.. seems like the deck could use some speed.
It would also allow you to cut the Kodama's Reach for some more creatures, cause when playing a creature enchantment deck people are going to be gunning for you creatures..
 
T

TheCasualOblivion

Guest
This isn't really for multiplayer, but here is the tallowisp deck I came up with:

Creatures (24)
2 Lantern Kami
2 Kami of False Hope
3 Loam Dweller
4 Kami of Ancient Law
4 Tallowisp
4 Radiant Essence
4 Windborne Muse
1 Hikari, Twilight Guardian

Spells (16)
4 Shining Shoal
1 Rancor
2 Armadillo Cloak
1 Ancestral Mask
3 Pacifism
3 Arrest
2 Cage of Hands

Land
3 Elfhame Palace
2 Brushland
9 Plains
6 Forest
 
E

Ephraim

Guest
I haven't played much Tallowisp yet, but don't be shy of white's pseudo-removal enchantments. Pack a copy or two of Pacifism or Cage of Hands. You also have a white/green build going on, so I don't know how useful this information might be to you, but run Rootwater Shaman if you can. Flickering Ward at instant speed is very good. I would recommend taking Oyobi out of the deck. Elephant Guide, Rancor, and Armadillo cloak provide you with plenty of ways of winning the game. Auratog has fantastic synergy with Rancor as well as with the rest of the deck. If you want a dedicated win condition, I'd suggest that. Since you're running Empyrial Armor, it also couldn't hurt to run Argothian Enchantress or Verduran Enchantress.
 
S

Striking Dragon

Guest
Endless Wurm could be good, 9/9 trample for five, little drawback in this deck. Cessation/brilliant halo/fortitude may be good in that case.
 

Oversoul

The Tentacled One
Striking Dragon said:
Endless Wurm could be good, 9/9 trample for five, little drawback in this deck. Cessation/brilliant halo/fortitude may be good in that case.
If you use Endless Wurm, be sure to Rancor it whenever possible. Then it reads a lot like...

Endless Wurm (with Rancor) 3GG
Creature -- Wurm or something else Oversoul is too lazy to look up
Trample
During your main phase pay G.
11/9

That is a considerably good deal.
 
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