The game plan? Defend until you combo out with Enduring Ideal or kill with Progenitus. How do you do it? With enchantments, a card type two of the five colors in magic have no ability to touch without the aid of artifacts or another color. Enough of this talk, let's have the list!
Necropotence is an excellent card to run with Solitary, but there are a few Mindslaver decks around in my meta; no need to give them anything to work with. You're right about budget reasons for Moat, Abyss, and Tabernacle; It pretty much wiped out my magic budget for a few months to acquire the revised duals. I typed the wrong tutor; It's supposed to be Vampiric rather than Mystical, so I fixed that in the list. In regards to running basics, there are a lot of ramp decks in my meta, so I need to be able to ramp with them. Sadly, ramp is hard to come by in 5-color, which is why I run both Cultivate and Kodama's Reach and basics. I'm not sure what to take out for Boseju; but I agree that I need it as my deck revolves around resolving Ideal.
Necropotence is an excellent card to run with Solitary, but there are a few Mindslaver decks around in my meta; no need to give them anything to work with. You're right about budget reasons for Moat, Abyss, and Tabernacle; It pretty much wiped out my magic budget for a few months to acquire the revised duals. I typed the wrong tutor; It's supposed to be Vampiric rather than Mystical, so I fixed that in the list. In regards to running basics, there are a lot of ramp decks in my meta, so I need to be able to ramp with them. Sadly, ramp is hard to come by in 5-color, which is why I run both Cultivate and Kodama's Reach and basics. I'm not sure what to take out for Boseju; but I agree that I need it as my deck revolves around resolving Ideal.
Thank you for your suggestions! I've made a few changes to the deck, which can be seen in the original post. Perhaps the most notable addition is that of Hidden Retreat, which allows me to return enchantments I've drawn to my library when Enduring Ideal is out. I'm in the process of acquiring a The Abyss, but that's most certainly going to be it for the deck at the moment; I simply can't afford the 2-300 dollars for a Moat or 18 for Three Visits. I'd love to hear your thoughts on these changes.
Vicious Shadows.....why did it come out? yes, it costs 7.....but thats not hard to get.... and....well lets look at the wording
Whenever a creature dies, you may have Vicious Shadows deal damage to target player equal to the number of cards in that player's hand.
lets say someone goes in for a kill and nukes 40 tokens....you now can deal anywhere between 0-280 damage to a player, 0-140 damage to two players, 0-70 to four players and 0-35 damage to eight players....depending on hand size.
Second Chance isnt good. If your at 5 or less life, your probably already dead. I can only think of one game where i had 5 or less life (read 1 life), and won due to a timely Solitary Confinement, and an Attrition, bringing me up to a fair amount (10 life)
Karmic Justice - Enchantment sweepers seem like a big problem for you and this card can really help.
Mistveil Plains - Takes up a painless land slot, puts destroyed enchantments back in your library and you can tutor for it with fetches because it has a basic land type.
Necopotence - I definitely think this card is worth running. Solitary Confinement prevents Mindslaver and it allows you to set your life total for Second Chance. This is in addition to it being ridiculous.
@Macius: I agree with you that Shadows is excellent, which is the reason that I ran it in the original list. Sadly, Shadows is also one of those cards that instantly catches the eye of everyone at the table, something that this deck wishes to avoid until the last minute. Second Chance is meant to be part of a combo, as mentioned in the original post; I may end up removing it however, as you are right in that alone it is useless.
@Donald: Mistveil and Karmic Justice are certainly going into the next round of testing. Necropotence, on the other hand...it's been suggested multiple times, so I suppose I have to try it now.
@Macius: I agree with you that Shadows is excellent, which is the reason that I ran it in the original list. Sadly, Shadows is also one of those cards that instantly catches the eye of everyone at the table, something that this deck wishes to avoid until the last minute. Second Chance is meant to be part of a combo, as mentioned in the original post; I may end up removing it however, as you are right in that alone it is useless.
@Donald: Mistveil and Karmic Justice are certainly going into the next round of testing. Necropotence, on the other hand...it's been suggested multiple times, so I suppose I have to try it now.
Thanks for the comments and suggestions!
i rarely if ever hardcast it (2 headed giant with a punisher deck as my partner)....i always yank it after i have my lock down and at least in my group, it doesnt catch the eyes, its more of a rattlesnake card. My version i guess is more of "rattlesnake early, then go for the archenemy-esque cards"
I love this deck but sometimes it kills itself ....
Why not add Arenson's Aura or Teferi's Care to "sac" the enchantments we don't need anymore? For instance today I mill myself with Mind Unbound and Paradox Haze in play What about Penance instead of Hidden Retreat?
In EDH damage from sorceries or istants is not so common. Moreover Penance doesn't target.. so u could use it everytime, also to avoid discard.
I'm glad you like the deck! Decking's not ever been a problem for me, as with Wheel of Sun and Moon out (the most important card in the deck), it becomes a bit of a moot point. Feel free to change however you like, though! That's what EDH is all about. Penance is an interesting choice...but ultimately, Hidden Retreat's purpose isn't to prevent damage, but to take enchantments that I draw and place them back where Enduring Ideal can find them (often, I use Retreat on the Ideal copy itself.) The fact that I could lose that if no player was playing Black or Red (something that is possible to happen in my meta) makes Retreat a better choice for me. Again, though, if a change works better for you, have fun with it and let me know!
I don't know how bad Zur is where you are, but I would recommend Cleansing Meditation. It is a great way to get rid of competing enchantments, and keep yours. If you run enchantments with ETB abilities, you can get a combo going. This all depends on you having threshold, but by the time it is useful, you likely have that anyway.
I don't know how bad Zur is where you are, but I would recommend Cleansing Meditation. It is a great way to get rid of competing enchantments, and keep yours. If you run enchantments with ETB abilities, you can get a combo going. This all depends on you having threshold, but by the time it is useful, you likely have that anyway.
There's no Zur in my Meta, thankfully, as all of the really degenerate generals (Jhoira, Zur, Arcum, etc.,) have been removed from the playgroup through gradual peer review (i.e. "He's playing Arcum! Kill him."). I'm a fan of Meditation, but there's a LOT of instant speed graveyard removal in my meta (due to the large amount of graveyard-based decks) and I don't want to take the chance that I might blow myself out of the game.
Since you decided to rip off my deck idea (Just kidding. Naw, i know you took ideas and i took ideas from the original innovator.......), can you tell me about your meta, so i can give you some more card ideas.
Since you decided to rip off my deck idea (Just kidding. Naw, i know you took ideas and i took ideas from the original innovator.......), can you tell me about your meta, so i can give you some more card ideas.
Actually, I haven't seen your deck. I'd love to take a look at it, if you post a link. As for my Meta, here's the breakdown of the most common offenders:
And at the moment, I am missing Savannah and its being filled in with a Sunpetal Grove....but that'll be fixed by weeks end. The deck is slower than yours......but so is a lot of my playgroups decks.
That's an interesting take on the theme. It seems like while mine is focused on a single major game plan (get Wheel of Sun and Moon and Wild Research out, or go for the Enduring Ideal), your list goes for a more general but easily adapted set of strategies.
That's an interesting take on the theme. It seems like while mine is focused on a single major game plan (get Wheel of Sun and Moon and Wild Research out, or go for the Enduring Ideal), your list goes for a more general but easily adapted set of strategies.
In that case, it seems as though your deck is actually the faster one. My main wincon is getting Form of the Dragon, Dovescape, and Decree of Silence up under a Wheel and Ideal.
In that case, it seems as though your deck is actually the faster one. My main wincon is getting Form of the Dragon, Dovescape, and Decree of Silence up under a Wheel and Ideal.
My issue with decree is that even with Dovescape out, it'll still gain a counter.....unless your plan is to wheel it to your library so that Ideal can pop it out again.
And as an idea, what if in the future, we make this a primer on enchantment edh? We both have good decks, 2 seperate ideas on how to run the concept....I think we could maybe make a good one. Of course, I want to play more games with mine and tweak, but who knows....seems like it could work
Hmm...I have been putting a lot of thought into it. I think that I will write a Primer for Enchantment Control. Do you have a problem with me using your list as a reference, Macius?
Hmm...I have been putting a lot of thought into it. I think that I will write a Primer for Enchantment Control. Do you have a problem with me using your list as a reference, Macius?
Go ahead. It's why I put it up and suggested that a primer is made for the archetype.
1 Progenitus
Protection
1 Dovescape
1 Privileged Position
1 Meishin, the Mind Cage
1 Stony Silence
1 Teferi’s Moat
1 Collective Restraint
1 Propaganda
1 Sterling Grove
1 Greater Auramancy
1 Ghostly Prison
1 Copy Enchantment
1 Oblivion Ring
1 Protective Sphere
1 Honden of Cleansing Fire
1 Hidden Retreat
1 Night Soil
1 Nevermore
1 Dueling Grounds
1 Aura of Silence
1 Faith's Fetters
1 Humility
1 Night of Soul’s Betrayal
1 Beacon of Immortality
Win Conditions
1 Corrupted Conscience
1 Necromancer's Covenant
1 Dragon Roost
1 Form of the Dragon
1 Solitary Confinement
1 Wheel of Sun and Moon
1 Decree of Silence
1 Finest Hour
1 Honden of Infinite Rage
1 Praetor's Council
1 Replenish
1 Open the vaults
1 Crystal chimes
Draw
1 Honden of Seeing Winds
1 Phyrexian Arena
1 Mind Unbound
1 Argothian Enchantress
1 Enchantress’s Presence
Acceleration
1 Mirari’s wake
1 Sol Ring
1 Farseek
1 Nature's Lore
1 Exploration
1 Skyshroud Claim
1 Awakening Zone
Tutoring
1 Enlightened Tutor
1 Vampiric Tutor
1 Enduring Ideal
1 Idyllic Tutor
1 Demonic Tutor
1 Academy Rector
1 Wild Research
1 Liliana Vess
Sweepers/Critterkill
1 Decree of Annihilation
1 Jokulhaups
1 Spreading Plague
Lands
1 Jungle Shrine
1 Crumbling Necropolis
1 Savage Lands
1 Seaside Citadel
1 Arcane Sanctum
1 Command Tower
1 Reliquary Tower
1 Underground Sea
1 Scrubland
1 Taiga
1 Savannah
1 Tropical Island
1 Volcanic Island
1 Badlands
1 Plateau
1 Tundra
1 Bayou
1 Arid Mesa
1 Wooded Foothills
1 Flooded Strand
1 Polluted Delta
1 Scalding Tarn
1 Windswept Heath
1 Marsh Flats
1 Bloodstained Mire
1 Misty Rainforest
1 Verdant Catacombs
1 Hallowed Fountain
1 Watery Grave
1 Blood Crypt
1 Steam Vents
1 Sacred Foundry
1 Stomping Ground
1 Overgrown Tomb
1 Godless Shrine
1 Temple Garden
1 Breeding Pool
1 Reflecting Pool
1 City of Brass
1 Mistveil Plains
Comments and questions are always appreciated.
Thank you for your thoughts!
Run Farseek.......it doesnt say Basic.....
540 Peasant cube- Gold EditionSomething Spicylets say someone goes in for a kill and nukes 40 tokens....you now can deal anywhere between 0-280 damage to a player, 0-140 damage to two players, 0-70 to four players and 0-35 damage to eight players....depending on hand size.
Second Chance isnt good. If your at 5 or less life, your probably already dead. I can only think of one game where i had 5 or less life (read 1 life), and won due to a timely Solitary Confinement, and an Attrition, bringing me up to a fair amount (10 life)
540 Peasant cube- Gold EditionSomething SpicyKarmic Justice - Enchantment sweepers seem like a big problem for you and this card can really help.
Mistveil Plains - Takes up a painless land slot, puts destroyed enchantments back in your library and you can tutor for it with fetches because it has a basic land type.
Necopotence - I definitely think this card is worth running. Solitary Confinement prevents Mindslaver and it allows you to set your life total for Second Chance. This is in addition to it being ridiculous.
Enchanted Evening - With Opalescence you wipe everyone's land.
Would making room for some copy effects be worth it? If you copy Enduring Ideal when you cast it you get multiple copies each turn.
@Donald: Mistveil and Karmic Justice are certainly going into the next round of testing. Necropotence, on the other hand...it's been suggested multiple times, so I suppose I have to try it now.
Thanks for the comments and suggestions!
i rarely if ever hardcast it (2 headed giant with a punisher deck as my partner)....i always yank it after i have my lock down and at least in my group, it doesnt catch the eyes, its more of a rattlesnake card. My version i guess is more of "rattlesnake early, then go for the archenemy-esque cards"
540 Peasant cube- Gold EditionSomething Spicyso, im thinking elspeth (shards one may be good) Her Emblem would work for the ultimate shutdown combo.
Privileged Position+ Greater Auramancy+ Solitary Confinement+ Hoden of Seeing Winds (or other "draw cards during upkeep)+ Wheel of Sun and Moon+ Elspeth Emblem. Short of Non-targeted Exile, your a turtle. That is my major wincon.... and seeing as non of those are bad on there own, its pretty fun.
540 Peasant cube- Gold EditionSomething SpicyDimensional Breach says hi
I can dig it. I'll look into finding room for it.
Thankfully, there's only one person in my meta who runs the "stupid chaos deck."
Minor change this update: Karmic Justice was not cutting it, so in came more creature kill in the form of Nodes.
I'm glad you like the deck! Decking's not ever been a problem for me, as with Wheel of Sun and Moon out (the most important card in the deck), it becomes a bit of a moot point. Feel free to change however you like, though! That's what EDH is all about. Penance is an interesting choice...but ultimately, Hidden Retreat's purpose isn't to prevent damage, but to take enchantments that I draw and place them back where Enduring Ideal can find them (often, I use Retreat on the Ideal copy itself.) The fact that I could lose that if no player was playing Black or Red (something that is possible to happen in my meta) makes Retreat a better choice for me. Again, though, if a change works better for you, have fun with it and let me know!
Oh, also, decklist updated.
There's no Zur in my Meta, thankfully, as all of the really degenerate generals (Jhoira, Zur, Arcum, etc.,) have been removed from the playgroup through gradual peer review (i.e. "He's playing Arcum! Kill him."). I'm a fan of Meditation, but there's a LOT of instant speed graveyard removal in my meta (due to the large amount of graveyard-based decks) and I don't want to take the chance that I might blow myself out of the game.
540 Peasant cube- Gold EditionSomething SpicyActually, I haven't seen your deck. I'd love to take a look at it, if you post a link. As for my Meta, here's the breakdown of the most common offenders:
There are other decks, but those are the ones that I face on a regular basis. They're separated by player.
And at the moment, I am missing Savannah and its being filled in with a Sunpetal Grove....but that'll be fixed by weeks end. The deck is slower than yours......but so is a lot of my playgroups decks.
1 Progenitus
Lands-38
1 Overgrown Tomb
1 Watery Grave
1 Sacred Foundry
1 Temple Garden
1 Steam Vents
1 Godless Shrine
1 Stomping Grounds
1 Hallowed Fountain
1 Blood Crypt
1 Breeding Pool
1 Bayou
1 Underground Sea
1 Plateau
1 Savannah
1 Volcanic Island
1 Scrubland
1 Taiga
1 Tundra
1 Tropical Island
1 Badlands
1 Graven Cairns
1 Mystic Gate
1 Sunken Ruins
1 Wooded Bastion
1 Fire-Lit Thicket
1 Fetid Heath
1 Rugged Prairie
1 Cascade Bluffs
1 Flooded Grove
1 Twilight Mire
1 Island
1 Swamp
1 Plains
1 Mountain
1 Forest
1 Serra's Sanctum
1 City of Brass
1 Boseiju, Who Shelters All
1 Argothian Enchantress
1 Phyrexian Arena
1 Enchantress's Presence
1 Rhystic Study
1 Honden of Seeing Winds
1 Future Sight
1 Idyllic Tutor
1 Enlightened Tutor
1 Rites of Flourishing
1 Archmage Ascension
1 Abundance
Mana Helps-2
1 Farseek
1 Prismatic Omen
Please Don't Hit Me!-8
1 Teferi's Moat
1 Collective Restraint
1 Propaganda
1 Ghostly Prison
1 Safeguard
1 No Mercy
1 Aurification
1 Story Circle
Don't Touch My Stuff-7
1 Fountain Watch
1 Sterling Grove
1 Cloud Cover
1 Privileged Position
1 Enchanted Evening
1 Greater Auramancy
1 Solitary Confinement
Creature Hate-10
1 Humility
1 Tainted AEther
1 Planar Collapse
1 Call to the Grave
1 Lethal Vapors
1 Spreading Plague
1 Vile Requiem
1 Smoke
1 Porphyry Nodes
1 Vile Consumption
1 Bloodchief Ascension
1 Ancient Runes
1 Vicious Shadows
1 Polluted Bonds
1 Rivalry
1 Wound Reflection
1 Subversion
1 Spellshock
1 Manabarbs
Utility-10
1 Energy Flux
1 Teferi's Care
1 Aura of Silence
1 Price of Glory
1 Maelstrom Nexus
1 Ground Seal
1 Paradox Haze
1 Enduring Ideal
1 Copy Enchantment
1 Dovescape
1 Sacred Ground
Recursion-3
1 Hanna, Ship's Navigator
1 Open the Vaults
1 Replenish
540 Peasant cube- Gold EditionSomething SpicyActually, here is my goal
1. Get out Propaganda/Ghostly Prison and Collective Restraint.
2. Stall until Ideal
3. Pile on the lockdown and control
4. Once I've reached a safe level, Vicious Shadows+ Dovescape+Vile Consumption or another way to kill the doves FTW!
540 Peasant cube- Gold EditionSomething SpicyMy issue with decree is that even with Dovescape out, it'll still gain a counter.....unless your plan is to wheel it to your library so that Ideal can pop it out again.
And as an idea, what if in the future, we make this a primer on enchantment edh? We both have good decks, 2 seperate ideas on how to run the concept....I think we could maybe make a good one. Of course, I want to play more games with mine and tweak, but who knows....seems like it could work
540 Peasant cube- Gold EditionSomething SpicyGo ahead. It's why I put it up and suggested that a primer is made for the archetype.
540 Peasant cube- Gold EditionSomething Spicy