Personal Sactuary isn't very good. Manabarbs is cute, but the thing with bleed effects is that they won't stop playing spells just because it hurts... they just have to be more efficient about killing you. Abolisher however, is the nuts.
I never said it was good, just that it's possible to run. Manabarbs isn't meant to get them to stop (at least not immediately) just to slow them down....jeez it's too early for me to deal with people cutting my ideas down already. -__-
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Personal Sactuary isn't very good. Manabarbs is cute, but the thing with bleed effects is that they won't stop playing spells just because it hurts... they just have to be more efficient about killing you. Abolisher however, is the nuts.
This. Manabards + Personal Sanctuary is just too cute. It doesn't even get set up until turn 4.
Quote from Artificial Alchemist »
@Harigh- I was meaning for Thrun to be the main target for your auras since he is the resilient creature needed to run auras. Swinging with 12/12 hexproof trampler on t5 would be scary.
I can definitely understand that. I think Thrun is amazing, but Gigantiform is kind of meh to me. I'd rather have a 10/10 flying first-striker, than a 12/12 trampler.
Quote from pandafarmer »
I think Thrun is key. Esp with the regen. Once you lose Totem Armor after rotation it won't be as a big of a hit to the strategy. Also, Angelic is better than Giagant due to flying. That's one thing about this deck is we don't have many options against flyers.
I'm slowly starting to think Thrun might be key too. He is a really hard to get rid of threat.
I'm working on a new GW list now. It's looking like Grand Abolisher is going to need to be a sideboard card, just because of the density of enchantments needed for Enchantress and Spiritdancer.
I never said it was good, just that it's possible to run. Manabarbs isn't meant to get them to stop (at least not immediately) just to slow them down....jeez it's too early for me to deal with people cutting my ideas down already. -__-
Well that's the thing Kira... people obviously believe that this kind of a deck will work, and we just all want to be sure that it's going to be the best possible version to bring to the table. Suggestions are always good and can be discussed, but if you don't want them to be scrutenized, then you should think about them and give us your reasons why you think they would work so we can see where you're coming from.
I'm a Legacy Enchantress player and a Enduring Ideal player as well... I would LOVE to see something like this work in T2... but I think G/W with Thrun as the win is the way to push. Splashing red really is not a good path to take for what you need to do.
Glad to have a few Legacy Enchantress players interested in this.
So, I've decided that because Thrun is such a resilient threat, he is definitely best for the main wincon. But what do you guys think about buffing him? Does he require more than 2 Angelic Destiny in the deck to win? Maybe 3? Or should we include Spirit Mantle to make him a more evasive threat? Or should we just dedicate our enchantments to control/protecting Enchantress and just use him as is?
I'm toying with a Bant build. I need to do some goldfishing before I'm able to tell if it will work or not, but I should be able to tonight before FNM. I dunno, something about having Mana Leak and Preordain makes me feel better. Plus, drawing 3 cards off of Spreading Seas is fun.
I have to say that I tend to disagree with g/w, I've played legacy enchantress a bit and for standard I firmly believe in U/W, you get strong spells as finishers such as Mind Control and Volition Reigns (Stealing planeswalkers is fun). Also you get a much nicer control package and are more resilient to DoJ or other effects knocking you out of the game since you're more of a control shell. I think either way RDW needs some focus in the sideboard, but U/W will probably do that better than G/W as well. In Legacy you use green for your enchantresses because Argothian gets shroud and most of the deck is actually a control type shell. Taking advantage of different enchantments that hose particular decks in the meta. I think if you focus on G/W you're going to get more buffing and ultimately line yourself up to get 2-for-1'd more often, also that ultimately G/W has been tried when M10/Zen was in and it never made it past a casual build for fun. If you're looking for something with a little more reach and stronger potential U/W is definitely the way to go IMO, Also you get blue leyline which will allow you to keep counter mana open and play your cards at end of opponents turn really leaving this in a great position for a fun controlly game and allowing you to pseudo haste anything you steal.
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Bant is a good idea simply because of Seas (and I agree with Volition Reigns). It's pretty manditory to have against manlands and Valakut I think...
As for dropping G, I think it's worth splashing for Thrun at the very least. A singleton Forest is worth it IMO for an alt win as strong as he would be in this kind of deck.
^
Manaleak is not a good card in the current meta. I play U/W control myself atm, and alot of control players are leaving the counterspells behind and go for a tap out approach.
Mana leak is only decent against splinter twin and valakut. Splinter twin gets immediately stopped dead by [/card]Lightmine Field[/card] and valakut by Leyline of Sanctity.
Also about your comment earlier, Lightmine has a completely different purpose then Luminarch Ascension. Ascension is a win condition that has phenomenal synergy with the Field.
Field just locks the field down.
Thrun is a decent idea, and since I got some time to think about the deck my revised list would look something like:
I cut out the Unlife for thrun, Trollhide for Spider Umbra, and 1 land for 1 bird.
Trollhide's major problem is you can not regenerate immediately after you land it, and the spider umbra is simply 1 cmc, which curves better with our current cards + landbase, hence 23 land.
Edit I got ninja'd by veritoanimus:
Sadly I must truly disagree with you on the U/W shell.
The biggest problem you are having and will have is your curve. You are playing too much high cmc cards in a deck that at its core wants to snowball out of control.
Your anti-agro matchup will be incredibly weak, and as I mentioned before counterspells are the weaker solution if you can use permanents instead. Also your deck relies too much on your blue leyline to get into play, which is a flawed concept.
^
Manaleak is not a good card in the current meta. I play U/W control myself atm, and alot of control players are leaving the counterspells behind and go for a tap out approach.
Mana leak is only decent against splinter twin and valakut. Splinter twin gets immediately stopped dead by [/card]Lightmine Field[/card] and valakut by Leyline of Sanctity.
Also about your comment earlier, Lightmine has a completely different purpose then Luminarch Ascension. Ascension is a win condition that has phenomenal synergy with the Field.
Field just locks the field down.
Thrun is a decent idea, and since I got some time to think about the deck my revised list would look something like:
I cut out the Unlife for thrun, Trollhide for Spider Umbra, and 1 land for 1 bird.
Trollhide's major problem is you can not regenerate immediately after you land it, and the spider umbra is simply 1 cmc, which curves better with our current cards + landbase, hence 23 land.
Edit I got ninja'd by veritoanimus:
Sadly I must truly disagree with you on the U/W shell.
The biggest problem you are having and will have is your curve. You are playing too much high cmc cards in a deck that at its core wants to snowball out of control.
Your anti-agro matchup will be incredibly weak, and as I mentioned before counterspells are the weaker solution if you can use permanents instead. Also your deck relies too much on your blue leyline to get into play, which is a flawed concept.
1 - Even if Mana Leak isn't worth it, Spreading Seas is. Spreading Seas is amazing against 3 decks that are (at least in my meta) played frequently. Valakut (Keep them off green or Valakut), Splinter Twin (They already have a shaky manabase, so keeping them off double red for Twin shouldn't be hard), and Monoblack (Try casting Obliterator with Islands). Plus, Preordain never hurts a control-ish deck.
2 - Hm. I'd never thought about the synergy between the two, but my comment never said they served the same purpose, but what I meant is that they are both amazing in certain matchups, and terrible in others, so they are a meta decision.
3 - I must say I agree with you on the problem of the UW shell. The curve of the blue enchantments needed is just too high.
Quote from veritoanimus »
I think either way RDW needs some focus in the sideboard, but U/W will probably do that better than G/W as well.
I agree that RDW needs some focus in the sideboard, because they can easily burn out our Spiritdancers and Enchantresses. I like Refraction Trap.
Quote from veritoanimus »
I think if you focus on G/W you're going to get more buffing and ultimately line yourself up to get 2-for-1'd more often, also that ultimately G/W has been tried when M10/Zen was in and it never made it past a casual build for fun.
I can't comment on M10/Zen standard, because I wasn't playing then, but I feel like Thrun allows you to not be 2-for-1'd very often as long as he is the focus of your enchantments. Hexproof + cheap regeneration makes him VERY resilient.
I think I'm probably going to end up sticking with a Bant build for now. Seeing as how it has two Allied pairs, the manabase shouldn't be too shaky. I'll toy around with it and let you guys know how it goes.
Also, I feel you guys should know that Conley Woods mentioned Spiritdancer and Enchantress in an article today. He said it's a good base to investigate. I think we're a little ahead on that
Although Thrun should help a little, he's legendary and only one creature. in order to go G/W you have to either Rely on him too much or accept getting 2-for-1'd. Either way it doesn't seem like a plan.
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Although Thrun should help a little, he's legendary and only one creature. in order to go G/W you have to either Rely on him too much or accept getting 2-for-1'd. Either way it doesn't seem like a plan.
I do admit that relying so much on Thrun seems like a bad plan, but Canopy Cover helps you not be 2-for-1'd too. Plus, it adds to your count of 2 CMC enchantments and helps protect your Spiritdancers and Enchantresses.
So, I've been toying with that Bant build again, and I was able to come up with a list I think is decent. The manabase may need a little work but I like the deck overall.
Color Reasons -
Blue - Spreading Seas makes for a very powerful early to mid game. Consistently drawing 3-4 cards off of it is amazing. Plus, it's almost necessary in todays meta. It turns Creeping Tar Pit into an Island, really helps the Valakut matchup, and even helps the Twin matchup. Plus, Preordain is just amazing. Using it to find the enchantments you need, or even find Spiritdancers or Enchantresses, is very useful.
Green - Green has a few things I really like too. Number one, Thrun. Thrun is an amazingly resilient threat on his own, and enchanting him with Angelic Destiny makes him a beast. Green also has Canopy Cover to help protect our Spiritdancers and Enchantresses. Not only that, but it turns Spiritdancer into a decent blocker at 2/4 P/T to help the matchup against aggro.
Card Choices - I decided not to use Khalni Heart Expedition because it requires landfall, which isn't good in a deck with 23 land. It also doesn't have any synergy with Spiritdancer, only with Enchantress. A few other things had to be left out just to fit in the enchantments I wanted, like BoP and Spider Umbra. I'm testing Volition Reins, but I may take it out and replace it with Mind Control. I frequently hit UU, but not always UUU. Then again, if the manabase can be fixed, that won't be an issue. Dismember is there to help the Splinter Twin matchup game 1. Post-board we have 4 Lightmine Field, but I like having an instant answer too.
It's actually quite a different list. The one in this thread is much more focused on auras and less focuses on stealing and control cards (we like more enchantments for that) , and (My build at least) takes a different route than waiting until turn 6 for Titans.
EDIT: Also, Harigh? If you want to reach the UUU needed for Volition Reins consistently, you're going to need at least 11 sources of blue mana. I mean, you need 15 sources of blue mana to obtain UUU consistently by turn 6 if your deck contains no card-draw. Taking the Enchantresses into account, I'm thinking anywhere between 11 and 13 blue sources is optimal.
It's actually quite a different list. The one in this thread is much more focused on auras and less focuses on stealing and control cards (we like more enchantments for that) , and (My build at least) takes a different route than waiting until turn 6 for Titans.
Though I do love the metamorphs. They could become the other person's titan as well as another Spirtdancer.
How about adding for the G/W shell Garruk, Primal Hunter. He gives you free creatures for you to throw aura's on so that alleviates your 2 for 1 problem, gives you added draw, and an extra wincon. Also against RDW matches brave the elements in the board would be good tech to keep your enchantresses alive and against other decks like valakut that run slagstorm.
EDIT: Also, Harigh? If you want to reach the UUU needed for Volition Reins consistently, you're going to need at least 11 sources of blue mana. I mean, you need 15 sources of blue mana to obtain UUU consistently by turn 6 if your deck contains no card-draw. Taking the Enchantresses into account, I'm thinking anywhere between 11 and 13 blue sources is optimal.
Yeah, I'm not the best at manabases. I usually just fire up Workstation and use the George Baxter analysis. But I'm at work now, so I was going to do it in a few hours.
Quote from pandafarmer »
Though I do love the metamorphs. They could become the other person's titan as well as another Spirtdancer.
I love them too. I don't know why it never occurred to me to include them. I'm going to find a way to squeeze them in.
How about adding for the G/W shell Garruk, Primal Hunter. He gives you free creatures for you to throw aura's on so that alleviates your 2 for 1 problem, gives you added draw, and an extra wincon. Also against RDW matches brave the elements in the board would be good tech to keep your enchantresses alive and against other decks like valakut that run slagstorm.
I had intended on including Brave in the sideboard. I just haven't really started work on it yet. I always work to find a solid MD first. As far as Garruk, I don't think he's the right fit for this deck. The vanilla 3/3's die too easily and don't give enough value to devote our auras to them, we have plenty of card draw, and the wincon isn't worth the slot, imo. I'd rather stick a quicker wincon in if I need another one.
If you're unhappy about Thrun being legendary, you do have Troll Ascetic. He's essentially the same, but less resilient and cheaper. And he could work with Doubling Chant, so you can have more potential threats (and abuse the Enchantress/Spirit Dancer more).
...Troll Ascetic hasn't been in standard since 10th edition? This is the Standard Deck Creation Forum. Believe me, I'd run him if I could, but this is a Standard deck.
...As far as Garruk, I don't think he's the right fit for this deck. The vanilla 3/3's die too easily and don't give enough value to devote our auras to them...
@Harigh- Thats kinda what i like about him though. If they're spending removal on those tokens its negative card advantage for them and less removal in hand to point at your enchantress. He was just to add a little more diversity, although he's probably not doable in your bant style, but something worth considering if going only G/W.
@Harigh- Thats kinda what i like about him though. If they're spending removal on those tokens its negative card advantage for them and less removal in hand to point at your enchantress. He was just to add a little more diversity, although he's probably not doable in your bant style, but something worth considering if going only G/W.
Hm. I think he might be decent in G/W. The only thing is, you'd have to make sure the deck has enchantments worth putting on them. Something scary enough to warrant the opponent giving it attention without spending too many resources on it. I suppose Spirit Mantle could do the job. A 4/4 evasive beater isn't exactly something you want to let sit around.
Well that's the thing Kira... people obviously believe that this kind of a deck will work, and we just all want to be sure that it's going to be the best possible version to bring to the table. Suggestions are always good and can be discussed, but if you don't want them to be scrutenized, then you should think about them and give us your reasons why you think they would work so we can see where you're coming from.
I'm a Legacy Enchantress player and a Enduring Ideal player as well... I would LOVE to see something like this work in T2... but I think G/W with Thrun as the win is the way to push. Splashing red really is not a good path to take for what you need to do.
I know everyone wants it to be as good as it possibly can, but not everyone is a severely competitive player. I like to build FNM decks frequently, because sadly that's all I can really make it too unless whatever event is within my state, for example I went to the Mid-west Master Series in KC(last month I believe it was). At my local store, we have a few people that buy the best cards and net-deck the best decks (though the build original decks from time to time) and they get SO heated when I beat them with a homebrew deck like my "1940's" Infect. Anyway, I played Mono White Enchantress (again not the best deck ever) a few months back in extended and a few cards I'd like to mention for consideration.
Narcolepsy: Keeps big baddies like Titans tapped down (yes I know that get at least one activation)
[CARD]
Divine Favor[/CARD] Draw some cards, gain some life...maybe worth it.
[CARD]
Corrupted Conscience[/CARD]: More control magic, but not sure if infect is the route you wanna go.
Non-Enchantment cards
[CARD]
Grand Abolisher[/CARD]: Again I have to suggest him. He's so nice to have around when you need to stick something like angelic destiny.
Auramancer: No one's mentioned her yet(that I know of) and she's practically begging to be in this.
I know everyone wants it to be as good as it possibly can, but not everyone is a severely competitive player. I like to build FNM decks frequently, because sadly that's all I can really make it too unless whatever event is within my state, for example I went to the Mid-west Master Series in KC(last month I believe it was). At my local store, we have a few people that buy the best cards and net-deck the best decks (though the build original decks from time to time) and they get SO heated when I beat them with a homebrew deck like my "1940's" Infect. Anyway, I played Mono White Enchantress (again not the best deck ever) a few months back in extended and a few cards I'd like to mention for consideration.
Narcolepsy: Keeps big baddies like Titans tapped down (yes I know that get at least one activation)
[CARD]
Divine Favor[/CARD] Draw some cards, gain some life...maybe worth it.
[CARD]
Corrupted Conscience[/CARD]: More control magic, but not sure if infect is the route you wanna go.
Non-Enchantment cards
[CARD]
Grand Abolisher[/CARD]: Again I have to suggest him. He's so nice to have around when you need to stick something like angelic destiny.
Auramancer: No one's mentioned her yet(that I know of) and she's practically begging to be in this.
I have really been eyeing Guard Duty. There are very few creatures it's a dead card against. The sorcery speed may be it's only down fall. Journey is even better, but with the same problem.
Divine Favor would probably be a good card for the aggro matchup, turning our creatures into legitimate blockers and putting us a little farther out of their reach on life totals.
Narcolepsy just isn't good enough for it's cost, considering Guard Duty is just as effective. The only time it shines is for stuff like Elvish Archdruid, but I don't forsee that being a problem.
Grand Abolisher will undoubtedly be somewhere in my 75. 4 of him. I just can't decide if he's MD material, or a hate bear for control.
Auramancer..... I forgot she was being printed. That's going in the sideboard once my FNM crowd realizes what I'm doing.
Archon of Justice might be a little too expensive, but he is a 4/4 flier... Not a bad clock there.
I'm going to main deck Abolisher. He makes you're spells un-counterable (on your turn of course) and let's you attack without being hindered by removal. I can see him being in a scepter-chant deck in legacy or modern.
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I have been testing this deck, and it seems very solid. This is the list I have been testing
I like it overall, but I see one glaring issue with the deck. Norn's Annex should be Lightmine Field. It still slows aggro down, but it has more synergy with our deck.
I like it overall, but I see one glaring issue with the deck. Norn's Annex should be Lightmine Field. It still slows aggro down, but it has more synergy with our deck.
Okay, I will make that change. Any other Ideas? I have found Metamorph to be nuts, it is so versatile.
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I never said it was good, just that it's possible to run. Manabarbs isn't meant to get them to stop (at least not immediately) just to slow them down....jeez it's too early for me to deal with people cutting my ideas down already. -__-
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This. Manabards + Personal Sanctuary is just too cute. It doesn't even get set up until turn 4.
I can definitely understand that. I think Thrun is amazing, but Gigantiform is kind of meh to me. I'd rather have a 10/10 flying first-striker, than a 12/12 trampler.
I'm slowly starting to think Thrun might be key too. He is a really hard to get rid of threat.
I'm working on a new GW list now. It's looking like Grand Abolisher is going to need to be a sideboard card, just because of the density of enchantments needed for Enchantress and Spiritdancer.
Well that's the thing Kira... people obviously believe that this kind of a deck will work, and we just all want to be sure that it's going to be the best possible version to bring to the table. Suggestions are always good and can be discussed, but if you don't want them to be scrutenized, then you should think about them and give us your reasons why you think they would work so we can see where you're coming from.
I'm a Legacy Enchantress player and a Enduring Ideal player as well... I would LOVE to see something like this work in T2... but I think G/W with Thrun as the win is the way to push. Splashing red really is not a good path to take for what you need to do.
So, I've decided that because Thrun is such a resilient threat, he is definitely best for the main wincon. But what do you guys think about buffing him? Does he require more than 2 Angelic Destiny in the deck to win? Maybe 3? Or should we include Spirit Mantle to make him a more evasive threat? Or should we just dedicate our enchantments to control/protecting Enchantress and just use him as is?
I'm toying with a Bant build. I need to do some goldfishing before I'm able to tell if it will work or not, but I should be able to tonight before FNM. I dunno, something about having Mana Leak and Preordain makes me feel better. Plus, drawing 3 cards off of Spreading Seas is fun.
If you hate the deck, I'm probably playing it!
As for dropping G, I think it's worth splashing for Thrun at the very least. A singleton Forest is worth it IMO for an alt win as strong as he would be in this kind of deck.
Manaleak is not a good card in the current meta. I play U/W control myself atm, and alot of control players are leaving the counterspells behind and go for a tap out approach.
Mana leak is only decent against splinter twin and valakut. Splinter twin gets immediately stopped dead by [/card]Lightmine Field[/card] and valakut by Leyline of Sanctity.
Also about your comment earlier, Lightmine has a completely different purpose then Luminarch Ascension. Ascension is a win condition that has phenomenal synergy with the Field.
Field just locks the field down.
Thrun is a decent idea, and since I got some time to think about the deck my revised list would look something like:
4 Oblivion Ring
4 khalni Heart Expedition
3 Leyline of Sanctity
2 Luminarch Ascension
3 Lightmine Field
4 Canopy Cover
2 Angelic Destiny
2 Spider Umbra
3 Birds of Paradise
4 Kor SpiritDancer
4 Mesa Enchantress
2 Thrun, the last Troll
23 whatever land
I cut out the Unlife for thrun, Trollhide for Spider Umbra, and 1 land for 1 bird.
Trollhide's major problem is you can not regenerate immediately after you land it, and the spider umbra is simply 1 cmc, which curves better with our current cards + landbase, hence 23 land.
Edit I got ninja'd by veritoanimus:
Sadly I must truly disagree with you on the U/W shell.
The biggest problem you are having and will have is your curve. You are playing too much high cmc cards in a deck that at its core wants to snowball out of control.
Your anti-agro matchup will be incredibly weak, and as I mentioned before counterspells are the weaker solution if you can use permanents instead. Also your deck relies too much on your blue leyline to get into play, which is a flawed concept.
Give irony and sarcasm, when ignorance and stupidity is found.
The whip is kept for special occasions
1 - Even if Mana Leak isn't worth it, Spreading Seas is. Spreading Seas is amazing against 3 decks that are (at least in my meta) played frequently. Valakut (Keep them off green or Valakut), Splinter Twin (They already have a shaky manabase, so keeping them off double red for Twin shouldn't be hard), and Monoblack (Try casting Obliterator with Islands). Plus, Preordain never hurts a control-ish deck.
2 - Hm. I'd never thought about the synergy between the two, but my comment never said they served the same purpose, but what I meant is that they are both amazing in certain matchups, and terrible in others, so they are a meta decision.
3 - I must say I agree with you on the problem of the UW shell. The curve of the blue enchantments needed is just too high.
I agree that RDW needs some focus in the sideboard, because they can easily burn out our Spiritdancers and Enchantresses. I like Refraction Trap.
I can't comment on M10/Zen standard, because I wasn't playing then, but I feel like Thrun allows you to not be 2-for-1'd very often as long as he is the focus of your enchantments. Hexproof + cheap regeneration makes him VERY resilient.
I think I'm probably going to end up sticking with a Bant build for now. Seeing as how it has two Allied pairs, the manabase shouldn't be too shaky. I'll toy around with it and let you guys know how it goes.
Also, I feel you guys should know that Conley Woods mentioned Spiritdancer and Enchantress in an article today. He said it's a good base to investigate. I think we're a little ahead on that
If you hate the deck, I'm probably playing it!
I do admit that relying so much on Thrun seems like a bad plan, but Canopy Cover helps you not be 2-for-1'd too. Plus, it adds to your count of 2 CMC enchantments and helps protect your Spiritdancers and Enchantresses.
So, I've been toying with that Bant build again, and I was able to come up with a list I think is decent. The manabase may need a little work but I like the deck overall.
Color Reasons -
Blue - Spreading Seas makes for a very powerful early to mid game. Consistently drawing 3-4 cards off of it is amazing. Plus, it's almost necessary in todays meta. It turns Creeping Tar Pit into an Island, really helps the Valakut matchup, and even helps the Twin matchup. Plus, Preordain is just amazing. Using it to find the enchantments you need, or even find Spiritdancers or Enchantresses, is very useful.
Green - Green has a few things I really like too. Number one, Thrun. Thrun is an amazingly resilient threat on his own, and enchanting him with Angelic Destiny makes him a beast. Green also has Canopy Cover to help protect our Spiritdancers and Enchantresses. Not only that, but it turns Spiritdancer into a decent blocker at 2/4 P/T to help the matchup against aggro.
Card Choices - I decided not to use Khalni Heart Expedition because it requires landfall, which isn't good in a deck with 23 land. It also doesn't have any synergy with Spiritdancer, only with Enchantress. A few other things had to be left out just to fit in the enchantments I wanted, like BoP and Spider Umbra. I'm testing Volition Reins, but I may take it out and replace it with Mind Control. I frequently hit UU, but not always UUU. Then again, if the manabase can be fixed, that won't be an issue. Dismember is there to help the Splinter Twin matchup game 1. Post-board we have 4 Lightmine Field, but I like having an instant answer too.
Without further ado, here's my Bant build:
4 Seachrome Coast
5 Plains
3 Glacial Fortress
3 Sunpetal Grove
2 Forest
2 Island
4 Mesa Enchantress
3 Thrun, the Last Troll
4 Preordain
4 Oblivion Ring
4 Spreading Seas
3 Canopy Cover
2 Lightmine Field
2 Angelic Destiny
2 Volition Reins
2 Luminarch Ascension
3 Dismember
Anyhoo, I threw this together in about five minutes. It's probably total jank, but it looks like it would be fun to try out at least.
4 Razorverge Thicket
4 Sunpetal Grove
3 Stirring Wildwood
2 Mystifying Maze
7 Plains
4 Forest
4 Mesa Enchantress
4 Kor Spiritdancer
3 Thrun, the Last Troll
2 Kor Firewalker
2 Auramancer
Non-Aura Enchantments - 4
4 Oblivion Ring
4 Canopy Cover
4 Forced Worship
3 Pacifism
2 Spirit Mantle
2 Nimbus Wings
2 Angelic Destiny
EDIT: Also, Harigh? If you want to reach the UUU needed for Volition Reins consistently, you're going to need at least 11 sources of blue mana. I mean, you need 15 sources of blue mana to obtain UUU consistently by turn 6 if your deck contains no card-draw. Taking the Enchantresses into account, I'm thinking anywhere between 11 and 13 blue sources is optimal.
Check out my expected lands table at:
https://spreadsheets.google.com/spreadsheet/ccc?key=0Airj6A6lYAz_dG05T2JETnVTak1xQ0tqOHNSdEJLWVE&hl=en_US#gid=0
Though I do love the metamorphs. They could become the other person's titan as well as another Spirtdancer.
Yeah, I'm not the best at manabases. I usually just fire up Workstation and use the George Baxter analysis. But I'm at work now, so I was going to do it in a few hours.
I love them too. I don't know why it never occurred to me to include them. I'm going to find a way to squeeze them in.
I had intended on including Brave in the sideboard. I just haven't really started work on it yet. I always work to find a solid MD first. As far as Garruk, I don't think he's the right fit for this deck. The vanilla 3/3's die too easily and don't give enough value to devote our auras to them, we have plenty of card draw, and the wincon isn't worth the slot, imo. I'd rather stick a quicker wincon in if I need another one.
...Troll Ascetic hasn't been in standard since 10th edition? This is the Standard Deck Creation Forum. Believe me, I'd run him if I could, but this is a Standard deck.
@Harigh- Thats kinda what i like about him though. If they're spending removal on those tokens its negative card advantage for them and less removal in hand to point at your enchantress. He was just to add a little more diversity, although he's probably not doable in your bant style, but something worth considering if going only G/W.
Hm. I think he might be decent in G/W. The only thing is, you'd have to make sure the deck has enchantments worth putting on them. Something scary enough to warrant the opponent giving it attention without spending too many resources on it. I suppose Spirit Mantle could do the job. A 4/4 evasive beater isn't exactly something you want to let sit around.
I know everyone wants it to be as good as it possibly can, but not everyone is a severely competitive player. I like to build FNM decks frequently, because sadly that's all I can really make it too unless whatever event is within my state, for example I went to the Mid-west Master Series in KC(last month I believe it was). At my local store, we have a few people that buy the best cards and net-deck the best decks (though the build original decks from time to time) and they get SO heated when I beat them with a homebrew deck like my "1940's" Infect. Anyway, I played Mono White Enchantress (again not the best deck ever) a few months back in extended and a few cards I'd like to mention for consideration.
Guard Duty: Essentially a removal spell.
Journey to Nowhere: Same as above.
Narcolepsy: Keeps big baddies like Titans tapped down (yes I know that get at least one activation)
[CARD]
Divine Favor[/CARD] Draw some cards, gain some life...maybe worth it.
[CARD]
Corrupted Conscience[/CARD]: More control magic, but not sure if infect is the route you wanna go.
Arrest: Pretty self explanatory.
Non-Enchantment cards
[CARD]
Grand Abolisher[/CARD]: Again I have to suggest him. He's so nice to have around when you need to stick something like angelic destiny.
Auramancer: No one's mentioned her yet(that I know of) and she's practically begging to be in this.
Archon of Justice: Maybe a bit too expensive but he's pretty good.
Again...just suggestions..
WUBRGBubble HulkWUBRG
BGThe SicknessGB
EDH
WGCaptain SisayGW
GUEdric, Spymaster of Card-AdvantageUG
I have really been eyeing Guard Duty. There are very few creatures it's a dead card against. The sorcery speed may be it's only down fall. Journey is even better, but with the same problem.
Divine Favor would probably be a good card for the aggro matchup, turning our creatures into legitimate blockers and putting us a little farther out of their reach on life totals.
Narcolepsy just isn't good enough for it's cost, considering Guard Duty is just as effective. The only time it shines is for stuff like Elvish Archdruid, but I don't forsee that being a problem.
Grand Abolisher will undoubtedly be somewhere in my 75. 4 of him. I just can't decide if he's MD material, or a hate bear for control.
Auramancer..... I forgot she was being printed. That's going in the sideboard once my FNM crowd realizes what I'm doing.
Archon of Justice might be a little too expensive, but he is a 4/4 flier... Not a bad clock there.
WUBRGBubble HulkWUBRG
BGThe SicknessGB
EDH
WGCaptain SisayGW
GUEdric, Spymaster of Card-AdvantageUG
4 Kor Spiritdancer
4 Mesa Enchantress
2 Phyrexian Metamorph
1 Sun Titan
Spells:
3 Mana Leak
3 Preordain
Enchantments:
1 Exclusion Ritual
2 Luminarch Ascension
3 Norn's Annex
4 Spreading Seas
4 Oblivion Ring
3 Journey to Nowhere
4 Celestial Colonnade
4 Seachrome Coast
4 Glacial fortress
6 Plains
4 Island
3 Leyline of Sanctity
4 Flashfreeze
1 Norn's Annex
1 Luminarch Ascension
1 Exclusion Ritual
1 Phyrexian Metamorph
1 Journey to Nowhere
3 Day of Judgment
I have been testing this deck, and it seems very solid. This is the list I have been testing
WUBRG Door to NothingnessWUBRG 20-4-1
WRBoros HumansWR 67-15-3
WBWB TokensWB 32-5-3
Current legacy Decks:
RRRed Deck WinsRR 17-4-0
*I missed top 8 of a TCG Player 1k based off of breakers playing Door to Nothingness. I was terribly sad.
I like it overall, but I see one glaring issue with the deck. Norn's Annex should be Lightmine Field. It still slows aggro down, but it has more synergy with our deck.
Okay, I will make that change. Any other Ideas? I have found Metamorph to be nuts, it is so versatile.
WUBRG Door to NothingnessWUBRG 20-4-1
WRBoros HumansWR 67-15-3
WBWB TokensWB 32-5-3
Current legacy Decks:
RRRed Deck WinsRR 17-4-0
*I missed top 8 of a TCG Player 1k based off of breakers playing Door to Nothingness. I was terribly sad.