Likely your best weapon against anything blue. Most people shy away from running it due to the hefty price tag, though.Ĭhoke - 1 copy. The Silver Bullets(Usually narrow effects that are meant to be tutored up) Works well with a larger than usual toolbox. Most decks don't run Prison, but it's an option that occasionally pops up.Įnlightened Tutor - 0 to 2 copies. Note that multiple copies of this do 'stack' with one another (if you have 3 explorations in play, you can play up to 4 lands this turn from your hand). This was an automatic 4-of for a long time in this deck, but recent decklists have decreased it down to 2 or 3 copies in favor of more disruption, protection, and early game acceleration. When you're drawing this many cards, you need to do something with all that excess land. Only if you want more acceleration.Įxploration - 2 to 3 copies. Some Enchantress decks will skip over this entirely. It's a turn 1 play and still works while under Solitary Confinement. Each has their merits, but I generally prefer the Guile. These two cards are in contention for the same spot. Mirri's Guile and Sylvan Library - 0 to 3 copies. Basically Vindicate (that can't hit lands) in enchantment form. Whether you're sacrificing Groves, not paying the upkeep on Grass/Confinement, or your opponent is nuking your enchantments, you'll always have a use for Replenish in the mid and late game. Once you have the engine in place and a Grove protecting a Confinement, it's extremely tough for your opponent to stop you. The drawback hurts, but your massive card draw is often more than enough to balance it out. This is your primary weapon against fast aggro. How much Grass you need maindeck depends on the environment you're bringing the deck into, but most people go with the full 4. The Core (Enchantress isn't Enchantress without these)Įlephant Grass - Anywhere from 2 to 4 copies. Eventuallly the deck drops the finisher of choice and wins within the next couple of turns.Įnchantress is often nicknamed 'Solitaire' - when the deck is behaving and you're sitting pretty behind a Solitary Confinement, it often looks like you're playing a game of MTG by yourself. Enchantress has a lot of tutor power and often runs a toolbox of 'silver bullets' to combat specific problem decks. In order to compete, the deck runs a fair bit of acceleration, but also runs some enchantment based disruption and creature control. Enchantress is a slower deck by Legacy standards, usually exploding on turn 4 or 5. If you had to classify Enchantress, it would probably be 'Combo-Control'. For this draw engine to work, the majority of the deck needs to be enchantments. Would love to hear feedback and/or any additions you think should be made.Įnchantress is a deck that abuses Argothian Enchantress and Enchantress' Presence to draw ridiculous amounts of cards and then vomit them into play.
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