Quote from WeaponXHe really is nothing like a cannonist as he shuts of the engine our deck is based around. Paying more for a spell doesn't stop us drawing cards, our deck generates a lot of mana. Playing one spell a turn doesn't stop us from drawing cards, we still get to play the most important spells we need to. This spirit stops us drawing cards, there isn't really a way to play around that.
Quote from asw122And I'd argue its scarier than notion thief. Its the same P/T but it costs 2 so if they're on the play and land it T2, so much of what we want to do is locked out.
Quote from Drifting SkiesThe only real hate for Enchantress that I'm seeing right now is splash hate in the form of Disenchant, and unfortunately with the release of Theros, I'm seeing a small amount of Swan Song showing up as well, which has the unfortunate effect of splash hating a lot of what we are trying to do.
The problem with Sigil of the Empty Throne is the same reason why I run Words of Wind - I am afraid of decking myself in the process of making a sufficient number of tokens to actually win the game. All in all, since our only creatures have Shroud, we blank all creature removal excepting Edict effects (darn you, TNN, for making those a better meta-call) naturally, and playing the Sigil win condition opens us up to making all those removal spells live again. Since we generally have to draw 30 cards already before dropping Sigil and will usually have 3 Enchantress effects online before we win, every removal spell brings us three cards closer to decking ourselves. Words of War / Wind helps us in that regard to keep us from decking ourselves, but if we have a Words engine operational, Sigil seems redundant. It's also the worst win condition in the mirror, for what it's worth, due to Solitary and Sphere / Grass. Plus, you don't win until at least two turns after you play it - one to make the Angels and a second turn to swing with them.
I agree about increasing the number of RIP from 1 to 3. I'd rather keep the 4th copy as a Ground Seal due to the cycle effect.
Uncounterability + Inevitability is my reason for the Emakul, in addition to being able to shuffle in cards that got countered or discarded earlier in the game. With Serra's Sanctum + Karakas, Emrakul gives me access to nearly infinite turns and annihilation, guaranteeing the win. Woe be to the player who has his/her Sigil Countered, a RIP on the board, and now has no way to win the game.
Honestly, in order to combat faster combo decks, it may be correct to just go all in on RIP / Helm, put 3-4 RIP / 3 Helm / 2-3 Energy Field, include Enchantress effects for draw, run a basic shell of hate to protect it, and try to combo out on turn 4 while crushing the tempo decks such as RUG Delver and "fair" decks such as Maverick and Jund. At the very least, at least this plan gives a fighting chance at racing Elves.
Quote from Macius
With an enchantress effect out, it can.
You play it where x=0
Quote from kungpaochickenHave anyone been testing Mana Bloom as a 1 of? I have seen some lists running it, but haven't really figured out why it is as good as some people say. It does provide 1 extra mana a turn, but is it really that relevant?
Quote from phelanThe great benefit of mana bloom is not accleration. It can sustain a Solitary Confinment on its own.
Quote from Yawgmoth"s WillMaybe I'm asking the wrong question... What are the hate cards facing Dredge? I remember Leyline of the Void, Tormod's Crypt, Gaddock Teeg, Wheel of Sun and Moon were all cards that hosed the deck, and there were specific answers to each. What are the hater cards against dredge, and what are some answers for those haters...
@archdukeofevil - Thank you for the start!
Quote from VacrixA good description of the deck.
However, I would like to comment on our opponents, something I've said quite often actually. When you are playing storm combo against friends, the only proper way to do it is to play against people who are properly prepared to play against you. Playing against your friend's Goblins deck, for example, does not make you an ******* simply because you are playing combo. It makes him an ******* for not preparing for his combo matchup. I've seen builds that play Thalia and all sorts of combo hate post-board. If someone is playing something incompatible, then they are really the one at the loss. If you're in a situation where playing something good would mean that nobody plays with you, well then you have a different problem. In this case, you want to hang out with Legacy players, typically adults with jobs.
I'm paraphrasing, but I've won and lost countless games with PSI and yet I've heard the following thoughts from control players:
"Man I won/lost but damn that was one of the most fun games of magic I've played in a long time."
There were variations on this of course, but it didn't matter if it was local, non-local, big or small tournament. I've had countless people lose to me and still say it was one of the best games they've ever played, if not the best. The PSI grind plan is immensely fun to play but its also hard to play against. Sometimes, it doesn't work. Sometimes, it sets you far over the top and you do something retarded on turn 1 with 3 different 1cc plays. Most of the time, however, you'll find yourself grinding.
In fact, a specific UB Reanimator matchup in a 50+ event that I topped 8 in. He spent too much life reanimating things and paying life after getting hit with a mini-tendrils that I eventually beat him to death in G3 with a Slithermuse, ESG, and Dryad Arbor. He managed to play 1 dude to block, and killed another, but I only needed to hit him for 1. Epic finish.
Also, I've had a lot of fun with my friends at locals back when I lived in SD by switching between Empty the Warrens focused post-board plans, man-plans, grind plans, and protection plans. Most other decks won't allow you to diversify into alternative builds because SI can make business substitutions to maintain is explosiveness, then again, you can also remove business, add protection, and then you build everything into one turn. PSI is actually a very modular piece of machinery. Just look at VANT where it ported something like 37 cards from PSI.
Quote from KrauseyHey guys. I recently stumbled onto SI and it peaked my interest straight away. Guess I just like the idea of being able to win on the first turn. I little more research told me that SI is the most likely deck to win on turn one, although it's apparently quite tricky to pilot at times?
So I'm wanting to buy this deck, but I was wondering what build or version goes off on turn one the most. Also I'm wanting to build a version pretty much with no protection, if I could instead add cards that would bolster the consistency then I will. Because I don't play legacy competitively, just casually with some friends, so FoW wont ever be an issue.
Quote from Shale WarBringerAnyone here tested Blind Obedience? Is it worth considering?
Quote from ExpiredRascalsI think you're losing sight of what we actually care about. Understand, all of what I'm about to say is from the perspective of a Replenish player, but that's in part relevant to the trade-off of Ground Seal vs RIP — one lets you run replenish.
I don't think that shrinking Goyf, Mongoose, and KotR is worth the trade off of RIP.
It's not like we're typically losing to those cards anyway, and Ground Seal cuts off the card that will actually get through our lock (Deathrite Shaman) while also representing an increase in consistency. Ground Seal also protects our replenishes against grave hate (I've had people side in Faerie Macabre for lack of better options for example, but Surgical and Extirpate are also rather common, if poor, board choices against us as well).
Nerfing already non-issues for us isn't something we should care about. I'd rather nail the problem card (Deathrite), and smooth out the rest of our plays (that extra draw trigger on Seal is a pretty big deal) while enabling a second CA engine.
Quote from asw122I agree and disagree with this.
I agree that GW RIPHelm is very inferior to Naya Enchantress. To bring it up to that level, you want to be playing Bant. It doesn't bring much, but what it does bring is pretty key. In fact, I only run 3-4 blue cards in the entire 75. A single In the Eye of Chaos in the board because its so good at fighting things like storm, and makes things like omnitell and force a bit more awkward for them (force costs either 5, a blue card and a life, or 8UU, Echoing Truth costs 3U, etc). Then 2-3 Energy Fields. In most Enchantress build's its not great, but in one which has 4 RIP, it becomes pretty potent. Doesn't even warp the mana base much. I source my blue of a single tropical island and my utopia sprawls. Plus, running solitary plus energy field gives you some nice defences.
GWb isn't worth considering. The only 2 black enchantments I'd run are The Abyss and Chains of Mephistopheles. And neither of them is worth the near $200 price tag.
TBH, I think it depends on what you want to do. If you want to go for a more combo kill style of deck, you want the Bant RIPHelm. If you want a slightly more controlling, silver bullet oriented build that can kill more gradually, you want traditional Words of War Naya.
Quote from ExpiredRascalsYour Wild Growth and Sterling Grove counts should both never drop from 4. I can't think of a single match-up where you'd even side either of them out, let alone choose to shave them in the main.
Quote from kungpaochickenPlanning on running a GW RiP-Helm deck in a local toruney this weekend. Any thoughts on the list? Has been a while since I've played MtG now, so I might be a bit rusty.
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Creatures: 54 Argothian Enchantress1 Emrakul, the Aeons TornInstants: 22 Enlightened TutorSorceries: 32 Green Sun's Zenith1 ReplenishArtifacts: 11 Helm of ObedienceEnchantments: 294 Enchantress' Presence4 Utopia Sprawl3 Elephant Grass3 Rest in Peace3 Sterling Grove3 Wild Growth2 Mirri's Guile2 Oblivion Ring2 Solitary Confinement1 Moat1 Nevermore1 Sigil of the Empty ThroneLands: 206 Forest4 Windswept Heath3 Savannah2 Plains2 Serra's Sanctum1 Arid Mesa1 Karakas1 Misty RainforestSideboard:3 Leyline of Sanctity2 Carpet of Flowers2 Runed Halo1 Aura of Silence1 City of Solitude1 Choke1 Humility1 Karmic Justice1 Nevermore1 Oblivion Ring1 Stony Silence