I've been playing around with a couple of enchantress builds, and after a little bit of research it seemed like Krond, the Dawn Clad is the closet thing there is at the moment to a real enchantress general. After some tweaking and goldfishing, I've arrived at a point where 30% of the time, it works all the time, but the rest of the time . . . well, it's best not to discuss it. I'm looking for some advice as to how I might be able to tweak this shell to get it to a point where it will be worth my time to pick up the pieces of the deck that I need and actually start playing it. This is where I'm at so far:
Basically I want to get this deck the point where it will work most of the time. I don't play in a 100% contemplative group, but I will be playing against some fairly tuned lists. If there were a standard level of "competativeness" I'd put my group at an 7.5/10. Does anyone have any advice that can help me get this deck to that point, or is this a lost cause until we see the rest of Theros block?
*This mana base is composed of cards that I actually own and have copies of available, I do intend to pick up a buddy land, an old fetch, as well as a new fetch and a proper dual if I can get this deck to where it feels like it's worth playing.
This probably isn't the kind of advice you want, but: what do you mean she's the only enchantress general? There's Bruna, Light of Alabaster. She's a completely brutal enchantress general, and I know this because my friend has a Bruna enchantress deck that make me almost want to ragequit every time he plays it. Almost.
*EDIT* Wait, ignore what I said. I ignorantly didn't know about the Enchantresses and always thought an "enchantress deck" was just an enchantment-focused deck...I feel like an idiot now. Sorry about that.
*EDIT* Wait, ignore what I said. I ignorantly didn't know about the Enchantresses and always thought an "enchantress deck" was just an enchantment-focused deck...I feel like an idiot now. Sorry about that.
Well, you CAN do enchantress without G, but it's much more difficult and much more secondary to the game plan.
Ramp and color fixing are super important for Krond IMO. 6 CMC and that color intensive GGGWWW casting cost. Dual lands that can provide both colors and don't enter tapped should take priority over utility lands.
I'll also echo the idea of running Auras that can recur or bounce themselves since Krond needs one on him to go online and can't recover them from the Graveyard like Bruna, Light of Alabaster. As such, you're probably going to be looking into mostly utility Auras. This is OK since Krond is already a pretty decent beater on his own. You also probably won't be OHKO'ing opponents if you go this route. But he still can be a three-turn clock, and super annihilator 1 on every swing is sweet. Doing a quick search, these are some I'd consider running that I don't already see in your list:
Are you trying to base your Enchatress' primarily off of Aura's, or just overall Enchantments?
I understand your Commander runs on being enchanted but that doesn't mean you need to focus a deck on Auras.
Personally I hate Aura's, and I hate nothing more then loosing cards 2 for 1 every time you play them. With that said, you could stick to just playing ~6Aura's that can reoccur themselves and no go too heavy.
IMO go with anything granting Hexproof and the following: Aspect of Mongoose Rancor Angelic Destiny
------------------------------------------- Flickering Ward Conviction
I like these two because of there return to hand effect. You can consistently reply them to trigger card draw and Angels.
Being that they can always come back to your hand you don't need too many of them. An you could always tutor for them as well. Then fill the rest of the deck up with juice and protection.
Ramp and color fixing are super important for Krond IMO. 6 CMC and that color intensive GGGWWW casting cost. Dual lands that can provide both colors and don't enter tapped should take priority over utility lands.
I was thinking that I wasn't going to really need to ramp since my mana curve stops at six (I don't ever plan on actually casting Eldrazi Conscription, it's really the intent to cheat it into play on Auratouched Mage or pull it out of the graveyard with Nomad Mythmaker). I may have been working off a faulty premise though, I mean Krond really is the only hard reamoval in this deck.
I realized this morning that I really didn't post much about the deck. So I'm baically trying to get at least two enchantress effects onto the board and then just pretty much spam enchantments to build towards either a voltron style kill with Krond, Spririt Dancer or the Wombat, a token swarm, or a giant Atog with a Replenish to reset.
The biggest issue that I'm having in testing at the moment is that the deck either fires on all cylindars or it just doesn't do anything. Currently what I'm doing is mulliganing into either a card drawing enchantress, or a tutor and at least one enchantment. From there I should be able to generate enough card advantage to power through my deck and find what I need. That just doesn't seem to happen as often, or as quickly as I need to.
I'm currently thinking about cutting the atog package, and probably Faith's Reward so that I can squeze a bit more of the utility and removal that I'm going to need to make this a real deck but there are still come cuts that I think I'm going to have to make.
Are you trying to base your Enchatress' primarily off of Aura's, or just overall Enchantments?
Origionally, I was just trying to use enchantments, but when I switched over to Krond from a bant build things shifted and I think things have gotten a little inbred from goldfishing. I felt like 8 (Eldrazi Conscription dosn't really count) was a good number of creature auras to have to so that I can hit one by the time I can get Krond out and to make Kor Spirit Dancer and Rabid Wombat relevant. I'm not intending to build this as a Voltron deck around Krond, but I want that to be a viable option.
Woooooo another selesnya enchantress. I ARISE FROM MY SLUMBER!!! Well then young one you are entering a realm where many wish to enter and where few succeed. All the fancy talk aside let's start ripping apart your deck like harpies ^.^
Mana fixing and ramping - enchantress needs lots of it since some enchantments are very picky when it comes to mana(krond is also a pig too but you didn't hear it from me >.o). Since you aren't running artifact hate feel free to draw on artifacts for assistance in those regards. Cards to consider chromatic lantern, riftstone portal. For enchantress to work, it needs a lot off mana to get its spells slinging. Sorcery ramp and artifact ramp are your best friends
Auras and enchantments - eldrazi conscription is a trap where many new enchantress players fall prey to. While it does give great stat boosts and awesome abilities, at 8 mana I feel that I would rather cast several low costing enchantments and get multiple enchantress triggers. Best to leave conscription to our cousin Bruna. Rather than using oath of ancient wood consider using primeval bounty it gives more 1/1 counters and has creature production as well as life gain. The only downside is the 6 mana which in an enchantress deck isn't that big of a problem
Exploration or burgeoning means that you can machine gun down lands that you draw from enchantresses also bonus since they are enchantments as well. Also consider manabond if you can keep your life up.
I also feel that you are a little short on the enchantment department for your enchantresses to do a lot of work. Maybe increase the enchantment count. Tusker kamahl and solemn can all be replaced. Need more mana then try awakening zone, need more buffs then use beastmaster's ascension
For your lands consider adding in nykthos Ive used it to great effect since it is based on devotion and I generally have at least 5 on board when I use it.
If you don't mind losing the removal for more evasion consider using Sigarda instead.
If you need anymore ideas for enchantress stuff feel free to look into my sigarda primer for silver bullets and important interactions
Krond the Dawn-Clad
Dudes:
Solemn Simulacrum
Auratouched Mage
Thaumatog
Auratog
Heliod, God of the Sun
Krossan Tusker
Kamahl, Fist of Krossa
Fountain Watch
Academy Rector
Rabid Wombat
Umbra Mystic
Nomad Mythmaker
Nylea, God of the Hunt
Totem-Guide Hartebeest
Enchantesses:
Verduran Enchantress
Argothian Enchantress
Mesa Enchantress
Celestial Ancient
Kor Spirit Dancer
Ajani's chosen
Femeref Enchantress
Oath of Ancient Wood
Enchantress's Presence
Sigil of the Empty Throne
Artifacts:
Venser's Journal
Sol Ring
Spear of Heliod
Swiftfoot Boots
Elixer of Immortality
Darksteel Ingot
Crystal Chimes
Bow of Nylea
Enchantments:
Perilous Forays
Night Soil
Greater Good
Ivory Mask
Martyr's Bond
Asceticism
Sterling Grove
Fertile Ground
Mana Bloom
Sphere of Safety
Mirari's Wake
Land Tax
Abundant Growth
Sylvan Library
(creature) Auras:
Eldrazi Conscription
Ancestral Mask
Etherial Armor
Armadillo Cloak
Shield of the Oversoul
Dragon Fangs
Rancor
Felidar Umbra
Bear Umbra
Spells:
Eladamri's Call
Elnightened Tutor
Faith's Reward
Beast Within
Worldly Tutor
Path to Exile
Replenish
Winds of Rath
Idylic Turor
Land:*
Command Tower
Krossan Verge
Serra's Sanctum
Winding Canyons
Temple Garden
Reliquary Tower
Brushland
Horizon Canopy
Forest x14
Plains x12
Basically I want to get this deck the point where it will work most of the time. I don't play in a 100% contemplative group, but I will be playing against some fairly tuned lists. If there were a standard level of "competativeness" I'd put my group at an 7.5/10. Does anyone have any advice that can help me get this deck to that point, or is this a lost cause until we see the rest of Theros block?
*This mana base is composed of cards that I actually own and have copies of available, I do intend to pick up a buddy land, an old fetch, as well as a new fetch and a proper dual if I can get this deck to where it feels like it's worth playing.
*EDIT* Wait, ignore what I said. I ignorantly didn't know about the Enchantresses and always thought an "enchantress deck" was just an enchantment-focused deck...I feel like an idiot now. Sorry about that.
Since Krond has vigilance, maybe tap outlets like Predatory Urge or Glare of Subdual so he can really go the distance?
Playtesting | Karador, Ghost Chieftain | Narset, Enlightened Master | Ephara, God of the Polis
Established | Gahiji, Honored One | Shirei, Shizo's Caretaker | Opal-Eye, Konda's Yojimbo | Rubinia Soulsinger
Retired | Medomai the Ageless | Diaochan, Artful Beauty
Well, you CAN do enchantress without G, but it's much more difficult and much more secondary to the game plan.
Playtesting | Karador, Ghost Chieftain | Narset, Enlightened Master | Ephara, God of the Polis
Established | Gahiji, Honored One | Shirei, Shizo's Caretaker | Opal-Eye, Konda's Yojimbo | Rubinia Soulsinger
Retired | Medomai the Ageless | Diaochan, Artful Beauty
Ramp and color fixing are super important for Krond IMO. 6 CMC and that color intensive GGGWWW casting cost. Dual lands that can provide both colors and don't enter tapped should take priority over utility lands.
I'll also echo the idea of running Auras that can recur or bounce themselves since Krond needs one on him to go online and can't recover them from the Graveyard like Bruna, Light of Alabaster. As such, you're probably going to be looking into mostly utility Auras. This is OK since Krond is already a pretty decent beater on his own. You also probably won't be OHKO'ing opponents if you go this route. But he still can be a three-turn clock, and super annihilator 1 on every swing is sweet. Doing a quick search, these are some I'd consider running that I don't already see in your list:
I understand your Commander runs on being enchanted but that doesn't mean you need to focus a deck on Auras.
Personally I hate Aura's, and I hate nothing more then loosing cards 2 for 1 every time you play them. With that said, you could stick to just playing ~6Aura's that can reoccur themselves and no go too heavy.
IMO go with anything granting Hexproof and the following:
Aspect of Mongoose
Rancor
Angelic Destiny
-------------------------------------------
Flickering Ward
Conviction
I like these two because of there return to hand effect. You can consistently reply them to trigger card draw and Angels.
Being that they can always come back to your hand you don't need too many of them. An you could always tutor for them as well. Then fill the rest of the deck up with juice and protection.
I was thinking that I wasn't going to really need to ramp since my mana curve stops at six (I don't ever plan on actually casting Eldrazi Conscription, it's really the intent to cheat it into play on Auratouched Mage or pull it out of the graveyard with Nomad Mythmaker). I may have been working off a faulty premise though, I mean Krond really is the only hard reamoval in this deck.
I realized this morning that I really didn't post much about the deck. So I'm baically trying to get at least two enchantress effects onto the board and then just pretty much spam enchantments to build towards either a voltron style kill with Krond, Spririt Dancer or the Wombat, a token swarm, or a giant Atog with a Replenish to reset.
The biggest issue that I'm having in testing at the moment is that the deck either fires on all cylindars or it just doesn't do anything. Currently what I'm doing is mulliganing into either a card drawing enchantress, or a tutor and at least one enchantment. From there I should be able to generate enough card advantage to power through my deck and find what I need. That just doesn't seem to happen as often, or as quickly as I need to.
I'm currently thinking about cutting the atog package, and probably Faith's Reward so that I can squeze a bit more of the utility and removal that I'm going to need to make this a real deck but there are still come cuts that I think I'm going to have to make.
Origionally, I was just trying to use enchantments, but when I switched over to Krond from a bant build things shifted and I think things have gotten a little inbred from goldfishing. I felt like 8 (Eldrazi Conscription dosn't really count) was a good number of creature auras to have to so that I can hit one by the time I can get Krond out and to make Kor Spirit Dancer and Rabid Wombat relevant. I'm not intending to build this as a Voltron deck around Krond, but I want that to be a viable option.
It's mostly just the color fixing aspect. But color fixing and ramp generally tend to go hand in hand.
Mana fixing and ramping - enchantress needs lots of it since some enchantments are very picky when it comes to mana(krond is also a pig too but you didn't hear it from me >.o). Since you aren't running artifact hate feel free to draw on artifacts for assistance in those regards. Cards to consider chromatic lantern, riftstone portal. For enchantress to work, it needs a lot off mana to get its spells slinging. Sorcery ramp and artifact ramp are your best friends
Auras and enchantments - eldrazi conscription is a trap where many new enchantress players fall prey to. While it does give great stat boosts and awesome abilities, at 8 mana I feel that I would rather cast several low costing enchantments and get multiple enchantress triggers. Best to leave conscription to our cousin Bruna. Rather than using oath of ancient wood consider using primeval bounty it gives more 1/1 counters and has creature production as well as life gain. The only downside is the 6 mana which in an enchantress deck isn't that big of a problem
Exploration or burgeoning means that you can machine gun down lands that you draw from enchantresses also bonus since they are enchantments as well. Also consider manabond if you can keep your life up.
I also feel that you are a little short on the enchantment department for your enchantresses to do a lot of work. Maybe increase the enchantment count. Tusker kamahl and solemn can all be replaced. Need more mana then try awakening zone, need more buffs then use beastmaster's ascension
For your lands consider adding in nykthos Ive used it to great effect since it is based on devotion and I generally have at least 5 on board when I use it.
If you don't mind losing the removal for more evasion consider using Sigarda instead.
If you need anymore ideas for enchantress stuff feel free to look into my sigarda primer for silver bullets and important interactions
EDH
GWSigarda, Host of EnchantressGW[Primer]