I really want to add 2-3Elvish Spirit Guide to the deck to make it faster (i don't really like Chrome Mox much). I also would like to add a second Mirri's Guile but I don't know what to take out for these cards. I do not think that I need 2 O. Rings, City of Solitude, Runed Halo, and Ground Seal all in the maindeck, but i don't know which of these to keep as a one-of and which to move to sideboard. thanks for any help
I really want to add 2-3Elvish Spirit Guide to the deck to make it faster (i don't really like Chrome Mox much). I also would like to add a second Mirri's Guile but I don't know what to take out for these cards. I do not think that I need 2 O. Rings, City of Solitude, Runed Halo, and Ground Seal all in the maindeck, but i don't know which of these to keep as a one-of and which to move to sideboard. thanks for any help
You may cut one Wild Growth in favor of a Mirri's Guile. I'm testing a list with only 3 Wild Growths and is performing very well.
I'm not a big fan of Elvish Spirit Guide, but I believe that Chrome Mox is better, because it's a permanent mana source and if you draw it when you are comboing it's more useful than ESG.
Even Lotus Petal would be better than ESG, at least you can get white or red mana if you need it.
Aside from that, your list seems pretty good to me. Maybe I would try 1 Sacred Mesa and 1 Sigil of the Empty Throne instead of 2 Sigils, so you are less vulnerable to Cranial Extraction.
hey guys im currently building enchantress and i was wondering how important words of war is for the deck. Mine is just G/W and i didnt know if it was really worth it to splash red just for WoW and possibly blood moon.
I wouldn't use Blood Moon just because for it to be effective you'd need to get it early game, meaning running more than 1. After turn 5 (at the latest usually) you should have gone off meaning a Serra's Sanctum will be far more proactive to your gameplan than simple denial.
WoW is a judgement call. I prefer it as it not only gets rid of annoying creatures and hits directly at their dome, but it also replaces drawing which can be helpful once you're drawing 3-4 cards/enchantment. Not only this, it has great synergy with Sylvan Library (a 2 of in my deck). The only downside I often find is that you either have to run 1 Taiga/Stomping Ground, or waste a Utopia Sprawl on :symr:. That having been said, there are a great number of people who run 2 Sigil of the Empty Throne or do a 1-1 split with Sigil and cards like Sacred Mesa, Luminarch Ascension and the even more interesting Words of Wind or Words of Wilding.
All choices are viable, but with WoW you gurantee at least one win-con against Iona, and don't run the risk of someone, say, Meddling Mage on both Sigils.
Forlorn Egoist
Private Mod Note
():
Rollback Post to RevisionRollBack
Currently Playing Legacy
Deadguy Ale
Dragon Stompy
Enchantress EDH Rubinia Soulsinger Casual
Fluctuator
Sneak Attack Currently Building
Show and Tell
I wouldn't use Blood Moon just because for it to be effective you'd need to get it early game, meaning running more than 1. After turn 5 (at the latest usually) you should have gone off meaning a Serra's Sanctum will be far more proactive to your gameplan than simple denial.
WoW is a judgement call. I prefer it as it not only gets rid of annoying creatures and hits directly at their dome, but it also replaces drawing which can be helpful once you're drawing 3-4 cards/enchantment. Not only this, it has great synergy with Sylvan Library (a 2 of in my deck). The only downside I often find is that you either have to run 1 Taiga/Stomping Ground, or waste a Utopia Sprawl on :symr:. That having been said, there are a great number of people who run 2 Sigil of the Empty Throne or do a 1-1 split with Sigil and cards like Sacred Mesa, Luminarch Ascension and the even more interesting Words of Wind or Words of Wilding.
All choices are viable, but with WoW you gurantee at least one win-con against Iona, and don't run the risk of someone, say, Meddling Mage on both Sigils.
Forlorn Egoist
thanks for the help. I've actually been testing 2 sigils and 1 WoW (without the taiga, just relying on utopia sprawl. i just want to see if it would be worth it to pick up a taiga) and i really like WoW. like you said it can kill their creatures and win much faster than sigil or sacred mesa and it can keep you from decking yourself.
That is largely depend on your meta. I expect to face many deck with counters, so I play city maindeck, but few loam/dredge/whatevergy decks, so seal remains in my sideboard. Also, if you do get your kills removed (I'm particularly wary of Sadistic Sacrament), you can always try to enchant Wheel of Sun and Moon on your self, create a lock (double grove + confinement) and wait for him to deck himself.
I myself MD 2 Ground Seal. What's not to like? :symg:, cantrips, and will automatically find value against DR Dredge and Reanimator. City of Solitude is a 3 of in my SB simply because if you're not up against a deck that this would hurt (effectively, I mean considering every deck nowadays run some time of EoT card like Vial or Top) then it is essentially a enchantment that provides a dead effective. At least with Ground Seal you have a cantrip and it's cheap.
Forlorn Egoist
Private Mod Note
():
Rollback Post to RevisionRollBack
Currently Playing Legacy
Deadguy Ale
Dragon Stompy
Enchantress EDH Rubinia Soulsinger Casual
Fluctuator
Sneak Attack Currently Building
Show and Tell
Hey Guys. Back from the Star City Games 5K in Orlando this weekend. Decided to play Enchantress instead of Pro Bant this weekend and did pretty well. Went 5-2 and took 19th out of 122. Just need about 4% points better on my opponent match record and I would have broken the top 16. I also only say 2 other Enchantress decks. One guy I talked to punted his last 2 rounds and ended up 4-3. He was running a Chrome Mox build. I don't really like it, and couldn't justify taking out things like Wild Growth and Utopia Sprawl to that net me a lot of cards for the Chrome Moxes.
Wow, took me a while to remember all of that from memory. Was sitting there blanking for 10 minutes on the Vexing Shushers.
Ok, I also don't have my notes with me from every match, so trying to do this from memory.
Round 1 - Merfolk... 2-0, 1-0
Pretty easy match up. Guy looked like a serious player, had that demeanor. Said he had only just started playing the deck. I kind of doubt it, but who knows. Got Solitary lock down pretty quick in G1, and did the same in G2. He was not happy, but I certainly was. I wanted to see more Fish, lol.
SB: +2 Vexing Shusher, -1 Ground Seal, -1 Concordant Crossroads
Round 2 - 43 Lands... 0-2, 1-1
Never played against 43 lands. Only have a vague idea of what to do against them. Seems like it should be a pretty normal goldfishing match up. Only problem was he kept me off my green with 2 early Rishadan Ports. I finally got close to beating him in G1, and he put the Mindslaver lock on me. Nothing I could do at that point. G2, I scooped a few turns in. I missed a Tabernacle trigger on Argothian, and had already drawn for playing an Enchantment. So I just said oh well, and scooped.
SB: Don't remember what I did.
Round 3 - Metalworker/Fireball... 2-0, 2-1
Didn't see much during Game 1 and just goldfished my way to smashing his face with some 4/4 Angels. All I saw from him was 2 pieces of Urzatron, mountains, a Red Mana Myr, and Silent Arbiter. Had to guess a little on the sideboard, but saw neither piece and didn't matter much anyways. G2 I saw Metalworker come out and he dropped a Platy Angel. Angel saw a quick ORing, and Metalworker got shocked out by Words of War. Was another quick match, though he did get me down to 5 with Platy Angel smack and a Fireball for 11.
SB: +1 Aura of Silence, +1 CoP: Red, -1 Ground Seal, -1 City of Solitude
Round 4 - Naya Zoo... 2-0, 3-1
G1 was tight. He got me down to 3, so I was sweating bullets since he could top a Bolt, Helix, or Chain Lightning and kill me and I never saw Solitary. But, I did get a Runed Halo down at the right time. Got a chump or two out of Argothian Enchantress before getting a Sigil Down. Got a few beats in and dropped a Concordant Crossroads to beat his face for lethal. G2 went about the same way, but he dropped 2 early Qasali Pridemages. I dropped an early Sterling Grove, then snuck a 2nd one in when he tapped out. From there it was a shaky trip to the end. Another chump with Argothian saved me a turn and then I was able to drop a Moat behind the double Sterling Groves. He scooped shortly after.
SB: +1 CoP: Red, +2 Runed Halo, -1 Ground Seal, -1 City of Solitude, -1 Concordant Crossroads
Round 5 - AggroLoam... 0-2, 3-2
By Round 4, I had developed a Migraine and was starting to feel like crap. So I probably didn't make some of the greatest decisions in this round. Not a whole lot to talk about with it though. I mulled to 5 in G1, took forever to get to 3 lands, and when I did, it was a Dual, when I needed a basic to avoid Wasteland. I had 2 Solitarys, a Karmic Justice, and 2 other 3 CMC spells in hand. So I played a Solitary to save me a turn, but he wasted the Taiga and I had to let the Solitary go. Drew a card, and it was an Elephant Grass. That didn't work. Needed a basic land. G2, I mulled to 6 and took a single Plains hand. Stupid mistake. The first 7 probably woulda been better. It at least had some sideboard cards, but was just a Forest with 2 Utopia Sprawls and a Wild Growth. I scooped after a T3 Crusher and me not seeing a land yet.
SB: I don't remember now. I was feeling like crap. I also ALMOST dropped after this. I had actually initialed to drop... but then I was like wait... it's just two more rounds, I will be kicking myself if I drop. So I scratched it out, wrote NOT DROPPING and circled and initialed it several times and reiterated that to the judge when he picked up the slip.
Round 6 - Eva Green... 2-0, 4-2
G1 he got a little manascrewed and I had a decently good hand. He got stuck on a Swamp and a Wasteland. But I'm really glad I fetched a Basic forest with the T1 Fetch since I didn't know what he had. But with him needing another black, he found a Bayou way too late. I've also had a lot of experience with the MBA match up, and it really isn't all that much difference, with the exception of him having Pernicious Deed and Goyf, but Goyf is just another big beater. G2 was a little dicier. He dropped a Goyf, I ORinged it. He dropped Double Goyf... I went... Ewww!!! Popped the Sterling Grove during my upkeep, thought for a second to get Runed Halo, but then decided Moat was a better choice. Got that and dropped it. His next turn he dropped a Tombstalker. Turn after that he hit me in the face, then dropped a Hippie. I was able to drop Words of War, and shocked out Hippie and Tombstalker. From there, I was able to drop the Sigil of the Empty Throne, and burn his face then swing in with an Angel the next turn for the win. Fun match up, and one I know I can win, especially against someone that hasn't played much against Enchantress. My friend playing MBA knows how to pick me apart and he beats me somewhat regularly, but I got this guy pretty well.
SB: +2 Runed Halo, +1 Sacred Ground, -1 Ground Seal, -1 Concordant Crossroads, -1 City of Solitude
Round 7 - Fish... 2-0, 5-2
Easy as pie match up. He didn't do much except for a few Stifles and then dropped a few creatures. Actually, he didn't do anything until like T5, which was weird. I got Solitary Lockdown and he scooped after that since I had 3 draw effects on board. G2 went pretty much the same way and he scooped quickly.
SB: +2 Vexing Shusher, +1 Sacred Ground, -1 Ground Seal, -1 Concordant Crossroads, -1 Wild Growth
Overall, I had a good time. A little disappointed about the 2 loses since they were ones I could have won, but still excited about the 5-2 record. Very very very very very glad that I NEVER saw combo! WOOOO!!!! Wanted to see aggro all day, and that's pretty much what I saw. Inexperience with 43 Lands hurt me in that match, and manascrew killed me in AggroLoam, and I know that's a match I can win, especially with a quick Solitary Lockdown.
I had a great time. Really enjoyed it. Really didn't play against any nasty players, almost everyone was nice and I chatted with most of my opponents after the match and talked about the game, both decks, and the match up. A few were interested in what they could do to beat the deck if they came across the deck again.
And, I'm anxiously awaiting to see my rating after this weekend. I've slowly been building up my Eternal rating over the last 9 months. I had almost made it to 1800. I had gotten to like 1796 before losing a round, then went 1-1-1 the next week and lost a few points and I think 1-1, drop the week after that. Also went 1-2 in Grinders on Saturday. But I anxiously await to see the update.
with worship already conditionnal in the deck as it combo with the argothian enchantress, removing the sigils/words and staying 2 colors (WG obviously) could allow some place for other cards to place a winning combo.
with worship already conditionnal in the deck as it combo with the argothian enchantress, removing the sigils/words and staying 2 colors (WG obviously) could allow some place for other cards to place a winning combo.
So replacing win conditions that also have utility value (I've killed creatures with words of war and used Angels to block) with a win condition that has no utility value (all this card does is win, nothing else) seems like a good idea to you?
It's just as expensive as sigil, most list don't run Worship, and we have no way to get to 1 life on our own (unless you want to spend 18 turns tapping your Horizon Canopy).
So replacing win conditions that also have utility value (I've killed creatures with words of war and used Angels to block) with a win condition that has no utility value (all this card does is win, nothing else) seems like a good idea to you?
It's just as expensive as sigil, most list don't run Worship, and we have no way to get to 1 life on our own (unless you want to spend 18 turns tapping your Horizon Canopy).
Awful card is awful.
Yeah, I thought it through when I saw the card. It just doesn't work... and the risk is to great in this format that you're gonna get bolted to the death before you can win... The only option is getting behind a Solitary lock and using something like Horizon Canopy to put yourself down. Or maybe also with a combination of Bitterblossom.
Yeah all of enchantress's win con's have some utility value; I don't see near death experience being used at all. Maybe if there was mana burn to get your life down in 2 turns, but that isn't the case. I prefer sigil and WoW over that card any day, heck I even like sacred mesa over that card. It is simply awful.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
I was wondering if anyone here had enough experience with this deck to help make an updated matchup analysis with enchantress? I have VERY little experience with this deck, but so far here is what I have noticed using enchantress against the current popular decks in the format. A lot of these are probably inaccurate due to lack of testing so please correct me where you see fit.
Merfolk - Slightly favorable. It is aggroish, meaning elephant grass and moat and confinements shine. But, on the other hand, it is blue. Siding in city of solitude and possibly choke help
Dredge - slightly favorable. elephant grass shuts down tokens but a ranimated iona hurts. need lignify. wheel of sun and moon and other gy hate cards are a must for sb. ground seal can help too.
Goblins/elves - favorable. they are fast, but dont have enough disruption. little to no answers to solitary lockdown. dont know what to side in, possibly CoP: Red against goblins?
43 lands - extremely favorable. Ground seal shines here. completely shuts them down. Wheel of sun and moon and blood moon also destroy their deck. 43 lands is slow and gives us a lot of time to set up. Enchantress's ability to not rely on nonbasic lands really helps here.
ant - extremely unfavorable. no testing against this yet, but even in my head i dont see us winning this mu.
reanimator - slightly unfavorable. they are fast. turn two sterling grove is necessary g2 so that when they reanimate iona you can crack it searching for o. ring or lignify, depending on what color they call. also runed halo can be useful in this matchup if they bring out a creature with shroud like inkwell liviathan. make sure to side in wheel of sun and moon and ground seal.
CounterTop - slightly unfavorable. I have barely any testing here, but it seems to be pretty even. the counters hurt but city of solitude and replenish help. our mana curve is a kind of high (a lot of 3 cmc cards) which helps a bit against counterbalance.
I was wondering if anyone here had enough experience with this deck to help make an updated matchup analysis with enchantress? I have VERY little experience with this deck, but so far here is what I have noticed using enchantress against the current popular decks in the format. A lot of these are probably inaccurate due to lack of testing so please correct me where you see fit.
Merfolk - Slightly favorable. It is aggroish, meaning elephant grass and moat and confinements shine. But, on the other hand, it is blue. Siding in city of solitude and possibly choke help
Dredge - slightly favorable. elephant grass shuts down tokens but a ranimated iona hurts. need lignify. wheel of sun and moon and other gy hate cards are a must for sb. ground seal can help too.
Goblins/elves - favorable. they are fast, but dont have enough disruption. little to no answers to solitary lockdown. dont know what to side in, possibly CoP: Red against goblins?
43 lands - extremely favorable. Ground seal shines here. completely shuts them down. Wheel of sun and moon and blood moon also destroy their deck. 43 lands is slow and gives us a lot of time to set up. Enchantress's ability to not rely on nonbasic lands really helps here.
ant - extremely unfavorable. no testing against this yet, but even in my head i dont see us winning this mu.
reanimator - slightly unfavorable. they are fast. turn two sterling grove is necessary g2 so that when they reanimate iona you can crack it searching for o. ring or lignify, depending on what color they call. also runed halo can be useful in this matchup if they bring out a creature with shroud like inkwell liviathan. make sure to side in wheel of sun and moon and ground seal.
CounterTop - slightly unfavorable. I have barely any testing here, but it seems to be pretty even. the counters hurt but city of solitude and replenish help. our mana curve is a kind of high (a lot of 3 cmc cards) which helps a bit against counterbalance.
enchantress has a decent matchup against all of those
save for
ANT
That's it's worse matchup. 99% of the time, you're going to lose. It's just too damn fast for you to do anything against it. And on top of that, they have answers for everything. I've never beaten ANT when i ran my enchantress deck.
The only sideboard card you can use against them is the chalice, and they can still deal with it (chalice for 0, then 1) but 1 screws you a bit (unless you've got an enchantress out, you still get to draw) and slows you down quite a bit.
With ANT, can't you Runed Halo "Tendrils of Agony" and proceed? Sure, turn 2 WW is stretching it, but with Savannah and Utopia Sprawl, it shouldn't be hard. With Chrome Mox, it can happen turn 1.
True, I have yet to win against ANT... Ever. Let alone with my Enchantress deck...
Private Mod Note
():
Rollback Post to RevisionRollBack
Legacy:
:symg::symw::symr: Enchantress
:symw::symw: Death & Taxes
:symb::symu::xmana: Tezz Affinity
Mulling into a Mindbreak Trap seems like a pretty universal ANT hoser - just depends whether you want to dedicate the 3-4 slots in your SB for that specific purpose.
They duress it.
They thoughtseize it
They silence you and go off or chant and go off.
Sure G2 you could get there but game 3 they will know you have the card and can reasonably beat you with just their MD. But ANT is really the worst MU enchantress has and if your meta is all ANT, don't play enchantress play tempo thresh or something that destroys it.
I only beat ANT when I get lucky. One time, the guy just was nooby and kept flipping even though he didn't need to and killed himself. He won G2. Game 3 I managed to solitary lock him out somehow.
I like chalice as hate for ant; for 0, it shuts off LED and petal, two of the best cards in the deck. Not to mention they have to leave a black floating after they resolve ad nauseam otherwise they fizzle unless they haven't made a land drop. But god chalice is awesome, shutting off infernal tutor shenanigans until they bounce it and combo at which point you need a lock on them with confinement (obv.)
Private Mod Note
():
Rollback Post to RevisionRollBack
"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
Yeah, the only time I have beaten Ant is when I locked them out with sterling grove / solitary confinement. And twice I have won because they got unlucky. Like starting the combo and hitting three ad nas in a row(That guy was so ticked that he lost to me because of that).
Mulling to three or four to find Mindbreak Trap is the quickest way I can imagine to lose to ANT. You have no clock at all at that point, so, unless they are stupid enough to run right into it, you will lose. Runed Halo is also a bad answer, as Ad Nauseam draws so many cards that it is trivial to bounce it before playing Tendrils. Rule of Law is annoying to play against, but it slows this deck down tremendously as well, so the odds of you winning before they find bounce are not great.
The only way I could ever see myself losing a match to Enchantress with a Tendrils deck is if they draw the nuts and set up Solitary Confinement/Sterling Grove before I can go off, leaving Burning Wish > Reverent Silence as the only out. Playing Chalice might help you buy time to set up the lock.
Merfolk - Very favorable. We just need to land a draw effect and this will let us keep replacing our hand when they counter stuff. They will eventually run out of counters and we also have Replenish to bring stuff back. I checked the results from the SCG in Orlando, and Enchantress went 7-0 against Merfolk.
Zoo - Even match. Zoo gets going so fast and can get you down quick enough before you draw a Moat, that if you don't get a Solitary lock down, they can burn your face and kill you.
Goblins - Slightly favorable. They are fast and if you don't find an early Grass to slow them down they beat face so quickly. I've had some good luck against my local Goblins player, but it's not a comfortable match up for me because they can be so explosive. On the other hand, they (like Fish) sometimes have a tendency to keep one land hands because they have a Vial. This is where Elephant Grass can kill them and give you the time to drop Moat or set the lock down.
Assault Loam - Slightly unfavorable to bad. I have not had much luck against Assault Loam. They are so fast and have some really good beating creatures. Not to mention the fact that they have Burning Wish and can destroy all of your enchantments. Plus with Seismic Assault, they can just fling some damage over your Moat. I've decided this is a match up where I definitely want to find Karmic Justice.
Lands - Bad match up. Maybe it's just inexperience with the deck, but Enchantress has not seemed to have very good luck against Lands in organized play. Maybe my opinion will change with more experience playing against it, but for the moment, I don't like the match up. Oh... BTW... as soon as you see Mindslaver in the graveyard, or Academy Ruins, please drop a Runed Halo and call Mindslaver.
ANT - Bad. It's combo... what do you expect?
Belcher - Bad. It's combo... what do you expect?
Dredge - Neutral. I think this is very much a luck based match up for us. They are so quick and explosive, but we have some answers and things we can drop that will slow them down and give us a chance to win even in game 1.
Reanimator - Bad. Just a bad match up overall. Iona and Terastodon hurt real good. Seen some people running Karrakas? Can also run Lignify. Biggest problem is that they also have counter back up to keep us off our answers. This would be the only real good reason for running Karrakas.
Dreadstill - Bad. Same reasons as Reanimator. They have CounterTop, they have FoWs, Daze, and Stifle and everything else under the sun. Like against any control deck, if they are smart and have experience, they can beat the crap out of you. And it can be tough for us to deal with a T2 Dreadnought.
Natural Order - Neutral to slightly favorable. I find this to be a little bit better match up. If they don't have Natural Order, they tend to just be a slower aggro deck. Even if they do get Natural Order, you're looking at T3 before they drop Progenitus. Runed Halo, Moat, and Elephant Grass all stop it. Just watch out for Trygon Predator until you get a Solitary Lockdown.
Canadian Threshold - Neutral to slightly favorable. They are a tempo deck that relies on disrupting their opponent. Their Wastelands aren't as effective against us as other decks. Their burn doesn't kill Argothian. They also only run 2 creatures, Goyf and Wild Mongoose. Land two Runed Halos naming those two guys and what are they going to do G1?
Balanced Threshold - Neutral to slightly favorable. Because so much of our stuff is cmc 3 and over, it can be tough for them to CounterTop us. Usually all they have is Rhox War Monk in the 3 drop slot and nothing in the 4 and just FoW in the 5 slot. Play around Top and you can spank.
Mono Black Aggro - Favorable. This is a deck that to beat us, really relies on hand disruption early then beats later. If they know what to grab and get lucky with a Hymn, they can really kick the crap out of us. But, I believe that otherwise we have a pretty good chance once we get past the early disruption as long as we can get a draw effect or two on board and quickly refill our hand. Elephant Grass is huge as long as you can keep it alive.
Eva Green - Slightly favorable. This is basically Mono Black Aggro that splashes Green for Goyf and Pernicious Deed. Deed in the main really really hurts. However, this is a match up where they need early hand disruption to win and then draw into their beats. This doesn't happen all the time. Also combined with Elephant Grass to keep their creatures from attacking (except Goyf) and I like this match up.
I think our Lands matchup is more favorable than you say... I played against one of my friends, who was running something very similar to this (If not that exact list), and I easily beat him three out of four games. The fourth, I got a really crappy hand and draws.
Ground Seal shuts them down for at least a turn or two, before they EE. Elephant Grass works well enough to stop their Mishra's Factories, because they'd rather be using their lands for utility, I.E. Rishadan Port, Tolarian Academy. In the games we played, I had Solitary lockdown long before he could Mindslaver. The biggest problem is if you don't have enough lands to enchant, they can Port you out of three or more mana.
Private Mod Note
():
Rollback Post to RevisionRollBack
Legacy:
:symg::symw::symr: Enchantress
:symw::symw: Death & Taxes
:symb::symu::xmana: Tezz Affinity
Yeah Lands is a good matchup for us unless we get manascrewed. They can use engineered explosives because we have enough hate against them, such as ground seal and wheel of sun and moon. karmic justice is good if they use E.E. so we can destroy their stuff too. using Runed Halo naming Factory or mindslaver cuts their wincons in half. they are definitely slow enough for us to get our lockdown going.
What do you guys think about Dueling Grounds? Can this card be played for those of us who can't afford moat? Island Sanctuary is not good enough. It is only good if you already have two draw engines, and if this is the case then Solitary Confinement is better anyways.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
7 forest
4 plains
2 Serra's Sanctum
1 Taiga
2 Savannah
4 Argothian Enchantress
1 Enlightened Tutor
4 Enchantress's Presence
4 Utopia Sprawl
4 Wild Growth
4 Elephant Grass
3 Solitary Confinement
4 Sterling Grove
1 Ground Seal
2 Oblivion Ring
1 City of Solitude
1 Mirri's Guile
1 Runed Halo
1 Island Sanctuary
2 Sigil of the Empty Throne
1 Words of War
I really want to add 2-3Elvish Spirit Guide to the deck to make it faster (i don't really like Chrome Mox much). I also would like to add a second Mirri's Guile but I don't know what to take out for these cards. I do not think that I need 2 O. Rings, City of Solitude, Runed Halo, and Ground Seal all in the maindeck, but i don't know which of these to keep as a one-of and which to move to sideboard. thanks for any help
You may cut one Wild Growth in favor of a Mirri's Guile. I'm testing a list with only 3 Wild Growths and is performing very well.
I'm not a big fan of Elvish Spirit Guide, but I believe that Chrome Mox is better, because it's a permanent mana source and if you draw it when you are comboing it's more useful than ESG.
Even Lotus Petal would be better than ESG, at least you can get white or red mana if you need it.
Aside from that, your list seems pretty good to me. Maybe I would try 1 Sacred Mesa and 1 Sigil of the Empty Throne instead of 2 Sigils, so you are less vulnerable to Cranial Extraction.
Just my two cents...
legacy: Doomsday, Dredge, BUG (shard less and still)
modern: storm, woo dredge, U-tron
EDH: maelstrom wanderer, Gisela, krenko, lazav, sharrum, sheoldred/xiahou dun, norin the wary, Thrax, Mimeoplasm, GW legends
Credit to DolZero for this awesome sig!
I wouldn't use Blood Moon just because for it to be effective you'd need to get it early game, meaning running more than 1. After turn 5 (at the latest usually) you should have gone off meaning a Serra's Sanctum will be far more proactive to your gameplan than simple denial.
WoW is a judgement call. I prefer it as it not only gets rid of annoying creatures and hits directly at their dome, but it also replaces drawing which can be helpful once you're drawing 3-4 cards/enchantment. Not only this, it has great synergy with Sylvan Library (a 2 of in my deck). The only downside I often find is that you either have to run 1 Taiga/Stomping Ground, or waste a Utopia Sprawl on :symr:. That having been said, there are a great number of people who run 2 Sigil of the Empty Throne or do a 1-1 split with Sigil and cards like Sacred Mesa, Luminarch Ascension and the even more interesting Words of Wind or Words of Wilding.
All choices are viable, but with WoW you gurantee at least one win-con against Iona, and don't run the risk of someone, say, Meddling Mage on both Sigils.
Forlorn Egoist
Legacy
Deadguy Ale
Dragon Stompy
Enchantress
EDH
Rubinia Soulsinger
Casual
Fluctuator
Sneak Attack
Currently Building
Show and Tell
thanks for the help. I've actually been testing 2 sigils and 1 WoW (without the taiga, just relying on utopia sprawl. i just want to see if it would be worth it to pick up a taiga) and i really like WoW. like you said it can kill their creatures and win much faster than sigil or sacred mesa and it can keep you from decking yourself.
Just wondering how many people here are playing Ground Seal and/or City of Solitude main deck.
Forlorn Egoist
Legacy
Deadguy Ale
Dragon Stompy
Enchantress
EDH
Rubinia Soulsinger
Casual
Fluctuator
Sneak Attack
Currently Building
Show and Tell
Here's my list.
4x Argothian Enchantress
Spells
1x Enlightened Tutor
2x Replenish
Enchantments
4x Enchantress's Presence
4x Utopia Sprawl
3x Wild Growth
4x Sterling Grove
3x Solitary Confinement
1x Moat
1x Ground Seal
1x Karmic Justice
1x Concordant Crossroads
1x City of Solitude
2x Runed Halo
2x Oblivion Ring
2x Elephant Grass
2x Sigil of the Empty Throne
1x Words of War
6x Forest
5x Plains
2x Savannah
2x Taiga
2x Serra's Sanctum
4x Windswept Heath
3x Mindbreak Trap
2x Tormod's Crypt
2x Sacred Ground
2x Runed Halo
2x Wheel of Sun and Moon
1x Circle of Protection: Red
1x Aura of Silence
2x Vexing Shusher
Wow, took me a while to remember all of that from memory. Was sitting there blanking for 10 minutes on the Vexing Shushers.
Ok, I also don't have my notes with me from every match, so trying to do this from memory.
Round 1 - Merfolk... 2-0, 1-0
Pretty easy match up. Guy looked like a serious player, had that demeanor. Said he had only just started playing the deck. I kind of doubt it, but who knows. Got Solitary lock down pretty quick in G1, and did the same in G2. He was not happy, but I certainly was. I wanted to see more Fish, lol.
SB: +2 Vexing Shusher, -1 Ground Seal, -1 Concordant Crossroads
Round 2 - 43 Lands... 0-2, 1-1
Never played against 43 lands. Only have a vague idea of what to do against them. Seems like it should be a pretty normal goldfishing match up. Only problem was he kept me off my green with 2 early Rishadan Ports. I finally got close to beating him in G1, and he put the Mindslaver lock on me. Nothing I could do at that point. G2, I scooped a few turns in. I missed a Tabernacle trigger on Argothian, and had already drawn for playing an Enchantment. So I just said oh well, and scooped.
SB: Don't remember what I did.
Round 3 - Metalworker/Fireball... 2-0, 2-1
Didn't see much during Game 1 and just goldfished my way to smashing his face with some 4/4 Angels. All I saw from him was 2 pieces of Urzatron, mountains, a Red Mana Myr, and Silent Arbiter. Had to guess a little on the sideboard, but saw neither piece and didn't matter much anyways. G2 I saw Metalworker come out and he dropped a Platy Angel. Angel saw a quick ORing, and Metalworker got shocked out by Words of War. Was another quick match, though he did get me down to 5 with Platy Angel smack and a Fireball for 11.
SB: +1 Aura of Silence, +1 CoP: Red, -1 Ground Seal, -1 City of Solitude
Round 4 - Naya Zoo... 2-0, 3-1
G1 was tight. He got me down to 3, so I was sweating bullets since he could top a Bolt, Helix, or Chain Lightning and kill me and I never saw Solitary. But, I did get a Runed Halo down at the right time. Got a chump or two out of Argothian Enchantress before getting a Sigil Down. Got a few beats in and dropped a Concordant Crossroads to beat his face for lethal. G2 went about the same way, but he dropped 2 early Qasali Pridemages. I dropped an early Sterling Grove, then snuck a 2nd one in when he tapped out. From there it was a shaky trip to the end. Another chump with Argothian saved me a turn and then I was able to drop a Moat behind the double Sterling Groves. He scooped shortly after.
SB: +1 CoP: Red, +2 Runed Halo, -1 Ground Seal, -1 City of Solitude, -1 Concordant Crossroads
Round 5 - AggroLoam... 0-2, 3-2
By Round 4, I had developed a Migraine and was starting to feel like crap. So I probably didn't make some of the greatest decisions in this round. Not a whole lot to talk about with it though. I mulled to 5 in G1, took forever to get to 3 lands, and when I did, it was a Dual, when I needed a basic to avoid Wasteland. I had 2 Solitarys, a Karmic Justice, and 2 other 3 CMC spells in hand. So I played a Solitary to save me a turn, but he wasted the Taiga and I had to let the Solitary go. Drew a card, and it was an Elephant Grass. That didn't work. Needed a basic land. G2, I mulled to 6 and took a single Plains hand. Stupid mistake. The first 7 probably woulda been better. It at least had some sideboard cards, but was just a Forest with 2 Utopia Sprawls and a Wild Growth. I scooped after a T3 Crusher and me not seeing a land yet.
SB: I don't remember now. I was feeling like crap. I also ALMOST dropped after this. I had actually initialed to drop... but then I was like wait... it's just two more rounds, I will be kicking myself if I drop. So I scratched it out, wrote NOT DROPPING and circled and initialed it several times and reiterated that to the judge when he picked up the slip.
Round 6 - Eva Green... 2-0, 4-2
G1 he got a little manascrewed and I had a decently good hand. He got stuck on a Swamp and a Wasteland. But I'm really glad I fetched a Basic forest with the T1 Fetch since I didn't know what he had. But with him needing another black, he found a Bayou way too late. I've also had a lot of experience with the MBA match up, and it really isn't all that much difference, with the exception of him having Pernicious Deed and Goyf, but Goyf is just another big beater. G2 was a little dicier. He dropped a Goyf, I ORinged it. He dropped Double Goyf... I went... Ewww!!! Popped the Sterling Grove during my upkeep, thought for a second to get Runed Halo, but then decided Moat was a better choice. Got that and dropped it. His next turn he dropped a Tombstalker. Turn after that he hit me in the face, then dropped a Hippie. I was able to drop Words of War, and shocked out Hippie and Tombstalker. From there, I was able to drop the Sigil of the Empty Throne, and burn his face then swing in with an Angel the next turn for the win. Fun match up, and one I know I can win, especially against someone that hasn't played much against Enchantress. My friend playing MBA knows how to pick me apart and he beats me somewhat regularly, but I got this guy pretty well.
SB: +2 Runed Halo, +1 Sacred Ground, -1 Ground Seal, -1 Concordant Crossroads, -1 City of Solitude
Round 7 - Fish... 2-0, 5-2
Easy as pie match up. He didn't do much except for a few Stifles and then dropped a few creatures. Actually, he didn't do anything until like T5, which was weird. I got Solitary Lockdown and he scooped after that since I had 3 draw effects on board. G2 went pretty much the same way and he scooped quickly.
SB: +2 Vexing Shusher, +1 Sacred Ground, -1 Ground Seal, -1 Concordant Crossroads, -1 Wild Growth
Overall, I had a good time. A little disappointed about the 2 loses since they were ones I could have won, but still excited about the 5-2 record. Very very very very very glad that I NEVER saw combo! WOOOO!!!! Wanted to see aggro all day, and that's pretty much what I saw. Inexperience with 43 Lands hurt me in that match, and manascrew killed me in AggroLoam, and I know that's a match I can win, especially with a quick Solitary Lockdown.
I had a great time. Really enjoyed it. Really didn't play against any nasty players, almost everyone was nice and I chatted with most of my opponents after the match and talked about the game, both decks, and the match up. A few were interested in what they could do to beat the deck if they came across the deck again.
And, I'm anxiously awaiting to see my rating after this weekend. I've slowly been building up my Eternal rating over the last 9 months. I had almost made it to 1800. I had gotten to like 1796 before losing a round, then went 1-1-1 the next week and lost a few points and I think 1-1, drop the week after that. Also went 1-2 in Grinders on Saturday. But I anxiously await to see the update.
with worship already conditionnal in the deck as it combo with the argothian enchantress, removing the sigils/words and staying 2 colors (WG obviously) could allow some place for other cards to place a winning combo.
So replacing win conditions that also have utility value (I've killed creatures with words of war and used Angels to block) with a win condition that has no utility value (all this card does is win, nothing else) seems like a good idea to you?
It's just as expensive as sigil, most list don't run Worship, and we have no way to get to 1 life on our own (unless you want to spend 18 turns tapping your Horizon Canopy).
Awful card is awful.
Yeah, I thought it through when I saw the card. It just doesn't work... and the risk is to great in this format that you're gonna get bolted to the death before you can win... The only option is getting behind a Solitary lock and using something like Horizon Canopy to put yourself down. Or maybe also with a combination of Bitterblossom.
so there is no good news for enchantress in RoE yet.
Currently Playing:
Retired
Merfolk - Slightly favorable. It is aggroish, meaning elephant grass and moat and confinements shine. But, on the other hand, it is blue. Siding in city of solitude and possibly choke help
Dredge - slightly favorable. elephant grass shuts down tokens but a ranimated iona hurts. need lignify. wheel of sun and moon and other gy hate cards are a must for sb. ground seal can help too.
Goblins/elves - favorable. they are fast, but dont have enough disruption. little to no answers to solitary lockdown. dont know what to side in, possibly CoP: Red against goblins?
43 lands - extremely favorable. Ground seal shines here. completely shuts them down. Wheel of sun and moon and blood moon also destroy their deck. 43 lands is slow and gives us a lot of time to set up. Enchantress's ability to not rely on nonbasic lands really helps here.
ant - extremely unfavorable. no testing against this yet, but even in my head i dont see us winning this mu.
reanimator - slightly unfavorable. they are fast. turn two sterling grove is necessary g2 so that when they reanimate iona you can crack it searching for o. ring or lignify, depending on what color they call. also runed halo can be useful in this matchup if they bring out a creature with shroud like inkwell liviathan. make sure to side in wheel of sun and moon and ground seal.
CounterTop - slightly unfavorable. I have barely any testing here, but it seems to be pretty even. the counters hurt but city of solitude and replenish help. our mana curve is a kind of high (a lot of 3 cmc cards) which helps a bit against counterbalance.
enchantress has a decent matchup against all of those
save for
ANT
That's it's worse matchup. 99% of the time, you're going to lose. It's just too damn fast for you to do anything against it. And on top of that, they have answers for everything. I've never beaten ANT when i ran my enchantress deck.
The only sideboard card you can use against them is the chalice, and they can still deal with it (chalice for 0, then 1) but 1 screws you a bit (unless you've got an enchantress out, you still get to draw) and slows you down quite a bit.
Honestly, it's the matchup from hell.
I like Turtles
True, I have yet to win against ANT... Ever. Let alone with my Enchantress deck...
:symg::symw::symr: Enchantress
:symw::symw: Death & Taxes
:symb::symu::xmana: Tezz Affinity
Legacy
:symr::symb: Goblins
Dragon Stompy
:symw::symb::symg: Dark Horizons
:symg::symw::symr: Enchantress
They duress it.
They thoughtseize it
They silence you and go off or chant and go off.
Sure G2 you could get there but game 3 they will know you have the card and can reasonably beat you with just their MD. But ANT is really the worst MU enchantress has and if your meta is all ANT, don't play enchantress play tempo thresh or something that destroys it.
I only beat ANT when I get lucky. One time, the guy just was nooby and kept flipping even though he didn't need to and killed himself. He won G2. Game 3 I managed to solitary lock him out somehow.
I like chalice as hate for ant; for 0, it shuts off LED and petal, two of the best cards in the deck. Not to mention they have to leave a black floating after they resolve ad nauseam otherwise they fizzle unless they haven't made a land drop. But god chalice is awesome, shutting off infernal tutor shenanigans until they bounce it and combo at which point you need a lock on them with confinement (obv.)
Currently Playing:
Retired
Mulling to three or four to find Mindbreak Trap is the quickest way I can imagine to lose to ANT. You have no clock at all at that point, so, unless they are stupid enough to run right into it, you will lose. Runed Halo is also a bad answer, as Ad Nauseam draws so many cards that it is trivial to bounce it before playing Tendrils. Rule of Law is annoying to play against, but it slows this deck down tremendously as well, so the odds of you winning before they find bounce are not great.
The only way I could ever see myself losing a match to Enchantress with a Tendrils deck is if they draw the nuts and set up Solitary Confinement/Sterling Grove before I can go off, leaving Burning Wish > Reverent Silence as the only out. Playing Chalice might help you buy time to set up the lock.
Merfolk - Very favorable. We just need to land a draw effect and this will let us keep replacing our hand when they counter stuff. They will eventually run out of counters and we also have Replenish to bring stuff back. I checked the results from the SCG in Orlando, and Enchantress went 7-0 against Merfolk.
Zoo - Even match. Zoo gets going so fast and can get you down quick enough before you draw a Moat, that if you don't get a Solitary lock down, they can burn your face and kill you.
Goblins - Slightly favorable. They are fast and if you don't find an early Grass to slow them down they beat face so quickly. I've had some good luck against my local Goblins player, but it's not a comfortable match up for me because they can be so explosive. On the other hand, they (like Fish) sometimes have a tendency to keep one land hands because they have a Vial. This is where Elephant Grass can kill them and give you the time to drop Moat or set the lock down.
Assault Loam - Slightly unfavorable to bad. I have not had much luck against Assault Loam. They are so fast and have some really good beating creatures. Not to mention the fact that they have Burning Wish and can destroy all of your enchantments. Plus with Seismic Assault, they can just fling some damage over your Moat. I've decided this is a match up where I definitely want to find Karmic Justice.
Lands - Bad match up. Maybe it's just inexperience with the deck, but Enchantress has not seemed to have very good luck against Lands in organized play. Maybe my opinion will change with more experience playing against it, but for the moment, I don't like the match up. Oh... BTW... as soon as you see Mindslaver in the graveyard, or Academy Ruins, please drop a Runed Halo and call Mindslaver.
ANT - Bad. It's combo... what do you expect?
Belcher - Bad. It's combo... what do you expect?
Dredge - Neutral. I think this is very much a luck based match up for us. They are so quick and explosive, but we have some answers and things we can drop that will slow them down and give us a chance to win even in game 1.
Reanimator - Bad. Just a bad match up overall. Iona and Terastodon hurt real good. Seen some people running Karrakas? Can also run Lignify. Biggest problem is that they also have counter back up to keep us off our answers. This would be the only real good reason for running Karrakas.
Dreadstill - Bad. Same reasons as Reanimator. They have CounterTop, they have FoWs, Daze, and Stifle and everything else under the sun. Like against any control deck, if they are smart and have experience, they can beat the crap out of you. And it can be tough for us to deal with a T2 Dreadnought.
Natural Order - Neutral to slightly favorable. I find this to be a little bit better match up. If they don't have Natural Order, they tend to just be a slower aggro deck. Even if they do get Natural Order, you're looking at T3 before they drop Progenitus. Runed Halo, Moat, and Elephant Grass all stop it. Just watch out for Trygon Predator until you get a Solitary Lockdown.
Canadian Threshold - Neutral to slightly favorable. They are a tempo deck that relies on disrupting their opponent. Their Wastelands aren't as effective against us as other decks. Their burn doesn't kill Argothian. They also only run 2 creatures, Goyf and Wild Mongoose. Land two Runed Halos naming those two guys and what are they going to do G1?
Balanced Threshold - Neutral to slightly favorable. Because so much of our stuff is cmc 3 and over, it can be tough for them to CounterTop us. Usually all they have is Rhox War Monk in the 3 drop slot and nothing in the 4 and just FoW in the 5 slot. Play around Top and you can spank.
Mono Black Aggro - Favorable. This is a deck that to beat us, really relies on hand disruption early then beats later. If they know what to grab and get lucky with a Hymn, they can really kick the crap out of us. But, I believe that otherwise we have a pretty good chance once we get past the early disruption as long as we can get a draw effect or two on board and quickly refill our hand. Elephant Grass is huge as long as you can keep it alive.
Eva Green - Slightly favorable. This is basically Mono Black Aggro that splashes Green for Goyf and Pernicious Deed. Deed in the main really really hurts. However, this is a match up where they need early hand disruption to win and then draw into their beats. This doesn't happen all the time. Also combined with Elephant Grass to keep their creatures from attacking (except Goyf) and I like this match up.
Ground Seal shuts them down for at least a turn or two, before they EE. Elephant Grass works well enough to stop their Mishra's Factories, because they'd rather be using their lands for utility, I.E. Rishadan Port, Tolarian Academy. In the games we played, I had Solitary lockdown long before he could Mindslaver. The biggest problem is if you don't have enough lands to enchant, they can Port you out of three or more mana.
:symg::symw::symr: Enchantress
:symw::symw: Death & Taxes
:symb::symu::xmana: Tezz Affinity
What do you guys think about Dueling Grounds? Can this card be played for those of us who can't afford moat? Island Sanctuary is not good enough. It is only good if you already have two draw engines, and if this is the case then Solitary Confinement is better anyways.