PLEASE REPLY WITH WHAT YOU THINK OF MY ENCHANTRESS DECK

K

KaVu_LoRd

Guest
4 VEDURAN ENCHANTRESS
4 YAVIMIYA " "
4 ARGOTHIAN " "
4 MIRRIS GUILE
4 VERNAL BLOOM
4 SEAL OF STREANGTH
4 RANCOR
4 TREETOP BRACERS
4 ANSESTRAL MASK
4 RABIT WOMBATS

20 FORESTS
 
G

Gizmo

Guest
Seeing as we aren`t being Type-II today, isn`t it a good idea to use some of the Enchantments you can return and replay? I`m not sure what set, but there was a cycle of them, I think it was Tempest actually (goes to check his commons boxes). Oh, the only green one was Broken Fall.
:(
In that case finding something to throw the Rancors to would would be the best way to let you sink all available mana into drawing cards. Also Exploration is more common in these decks than the Guile. As you draw mucho cards you fill up on land, allowing you to play more land also allows you to draw more card by playing more spells. It`s a self-enforcing cycle.
I also think Vernal Bloom is too big to use in this deck, but that`s another matter.
 
G

galtwish

Guest
I've played/played against a particularly fun Enchantress deck that would be something like this after Prophecy:
4 Argothian Enchantress
4 Verduran Enchantress
4 Yavimaya Enchantress
4 Land Grant
4 Enlightened Tutor
4 Sterling Grove
3 Spidersilk Armor
4 Sylvan Library
2 Ancestral Mask
2 Cho-Manno's Blessing
1 Noble Purpose
1 Ivory Mask
4 Rancor
4 Seal of Cleansing
3 Gaea's Blessing
4 Savannah
6 Plains
12 Forest

Enchantress is generally a casual build, so the added cards actually help prevent you from being decked. Once it gets going, it is pretty fearsome. Adding to the casual aspect of the deck is the fact that any deck with Perish or standard Black removal will destroy you.

Erik
 
G

Gerode

Guest
I have a Crazy Enchantress Deck with the Enchantresses and Song of Serenity (Enchanted creatures can't attack or block) and Angel's Trumpet (Creatures don't tap to attack. Creatures that didn't attack tap and ping their controller).
I just enchant my opponent's creatures, and have Rhoxen and such attack unblocked and untapped each turn.
 
D

Duel

Guest
Endless wurm!!!!!

Okay, I cast endless wurm, rancor it, draw 2 cards. Rancor it again. draw 2 more.
Next turn:
Sacr rancor, draw, play rancor, drasw 2 cards. Attack with a 13/9....
 
M

Mundungu

Guest
Ok here it goes. From the cards restrictions should be type 1 but with the inclusion of the new GW tutor enchantment might be 1.5 again. Have to try it out :

It is stlightly geared toward multiplayer

Green
4 Argothian
2 verdurant
3 Yavimaya
2 Endless Wurm
3 BOP
3 fertile ground
3 Rancor
3 luxuriant growth (G enchant land : when T for mana produces another G)
1 ancestral mask
2 earthcraft
1 Broken fall (to be replaced soon ...)
1 tutor (the green one that fetches creatures)
1 concordant crossroads
1 ancestral mask

White
1 faith healer
1 brilliant halo
1 mother of rune
2 sacred mesa
1 enlightned tutor
2 seal of cleansing
1 tundra wolf (first strike is IMHO, not used enough, just stops those trampling beasties)
1 land tax
1 academy rector

lands :
2 craddle
2 serra's sanctum
4 savannah
8 forest
4 plains

The idea is to threaten with the big creatures while possbliy getting the combo to go off.

It is one of the rare decks that combine the combo AND beatdown components.

It works pretty well.
 
J

Judecca

Guest
IT SUCKS!!!!!

you are dumb, APE-KING rules, and you know it
 
K

krichaiushii

Guest
In the G/W casual enchantress decks I have played -- both with and against, Auratogs are there -- to provide both a target for Rancor, and a method to sac Rancor.

If you stay G/W consider Femeref Enchantress -- draw a card whenever an enchantment goes into ANY graveyard from play.

Arenson's Aura (and the new Invasion version, name forgotten) works well, even without blue in the deck, especially with recurring enchantments.

As for the original deck posted, why are the Vernal Blooms there? They will make mana for what? Your most expensive card has a 4cc, and with no X spells, there really is no point for the Vernal Blooms. And while Mirri's Guile is nice, 4 in one deck is far too many.

Ideally, each card in your deck is fully utilized.

Gizmo's comment about Exploration is a valid one, but should you not be able to get any Explorations, consider Gaea's Touch from the Dark. As you are playing monogreen, it should not present too much of a problem -- besides, you can always sac it for GG.

Other cards to consider, aside from the oft-mentioned Endless Wurm, are the Thran Golem, Blanchwood Armor, and Enlightened Tutor.

Lastly, as you did not specify what type of play this deck is for, I am presuming you have built this deck along the casual guidelines this site supports.
 
M

Mikeymike

Guest
I'm going to stick under the assumptions that you are playing Type 1 or Extended and that you want to stay solid green.

I agree with the guys, vernal equinox is too slow (turn 4 the earliest) to give you a mana advantage. If you'd like some fast mana I would use Earthcraft (Tempest, Restricted) and Wild Growth AND DEFINITELY FASTBOND (Restricted, disgustingly abusable).

Earthcraft is a perfect card for this deck, the reason being it gives your usually useless Argothian Enchantresses a strong ability. Plus if you untap a basic land enchanted with Wild Growth, you just netted yourself an extra 2 mana.

Gaea's Cradle, Yavimaya Hollow, Sol Ring, Exploration, Calming Verse, and Autumn Willow are also great cards to consider for this deck.

As you can tell by all of your replies, there are a ton of ways to play this deck successfully, here is another list for you:

Creatures 16
3 VEDURAN ENCHANTRESS
4 YAVIMIYA " "
4 ARGOTHIAN " "
2 Endless Wurm
3 Autumn Willow or Rabid Wombats

Spells 4
2 Calming Verse (when was the last time you saw a deck with zero enchantments?)
2 Hurricanes (X spell finisher)

Enchantments 19
4 Wild Growth
4 RANCOR
4 ANSESTRAL MASK
2 Blanchwood Armor or Treetop Bracers
1 Fastbond (as many as your group allows you to play)
3 Eladamri's Vineyard
1 Earthcraft (as many as your group allows you to play)

Lands and such 21
1 Sol Ring
2 Yavimaya Hollows
18 FORESTS
 
T

Thallid Ice Cream Man

Guest
Since no one in my play group uses removal (except for the occasional black or red deck - what does that tell you about my group?) I use rather successfully a G/U Enchantress deck with metathran people and the Horseshoe Crab/Hermetic Study combo. Obviously, if you don't want to do this because your fellow players actually USE removal (gasp! j/k) then, my suggestion is something like this:

4x Argothian Enchantress
4x Yavimaya Enchantress
2x Verduran Enchantress (GG might be restrictive)
4x Auratog
3x Horseshoe Crab

4x Rancor
4x Ancestral Mask
2x Hermetic Study (On enchantress, or on Crab)
3x Alexi's Cloak
2x Launch
1x Spiritual Asylum (If you want to protect your Crab or something)
3x Sterling Grove
2x Pulse of Llanowar

4x Savannah
4x Tundra
4x Tropical Island
2x Gaea's Cradle
3x Forest
3x Island
2x Plains


As you will probably assume, I haven't tested this, so it might be very bad. Also, you could go Wild Growth-Earthcraft-Horseshoe Crab.
 
M

Mundungu

Guest
never thought of the horseshoe crab - earthcraft combo.

if you play a UG enchateress deck, attunement has its merits.
 
D

Duel

Guest
That's an old one. We banned Earthcraft in our playgroup, or at least, Zadok's Horseshoe/earthcraft deck.
 
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