PTQ Enchantress Suggestions

Beyond Dominia: The Type 1.5/1.X Magic Mill: PTQ Enchantress Suggestions

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By Tracer Bullet, the DanDan Man (Tracer) on Thursday, January 17, 2002 - 01:52 am:

Ok, I'm off to my first PTQ, and I've recently been developing a deck just for this tournement. As a huge fan of Pop/Enchantress in T1, I've often had thoughts about translating the deck into extended, and up until now, I've always been stopped by the lack of Replenish. Now that Mono-U and 4cU are out of the way, I've revived the idea, and am open to suggestions (Btw, major props go to Vegeta, Charlie and BrianB for all their help).
Without further ado:
T1StrategyInTheRealWorld.dec
4 Argothian Enchantress (Well, duh. They go great with Worship, out draw counterspells, and can't be killed by most of the removal out there.)
3 Eladamri's Call (Enchantresses are vital to the survival of the deck, and these provide insurance that you'll get 'em)
3 Orim's Chant (not only is it an anti-control measure, it also provides a virtual Timewalk against aggro)
3 Aura of Silence (Preferred to Seal because it stops Pernicious Deed much more effectively)
1 Seal of Cleansing (Great to tutor for when I need a low cc Disenchant)
4 Sterling Grove (Badass all around. Provides near invulnerability late game, also acts as much needed tutors.)
1 Karmic Justice (Major props to BrianB for convincing me that this should be a maindeck card. This is the card that ensures your victory after you have Enchantress+Worship+Sterling Groves, as it will trigger even when it's destroyed. Laugh at the ThreshGeddon player when you unload this, it's just too good to miss.)
2 Worship (Your primary survival method, will make you godly against most aggro opponents. Does need more protection in 1.x than in T1 though, and an extra copy is included as I have very little recursion)
1 Story Circle (Silver Bullet vs. Sligh. Provides you with an extra 1-10 turns against most decks, long enough to find whatever it is you need to just outright win.)
2 Sacred Mesa (The kill. Great against Morphling, and can butcher most decks. Even combos well with Worship)
2 Argivian Find (The only recursion worth a damn is this deck. Provides me with the ability to reuse lost silver bullets at no card disadvantage.)
2 Enlightened Tutor (Well, duh. This is an enchantment based deck. They also combo rather well with Sylvan and Phyrexian Furnace)
2 Sylvan Library (Once again, well, duh. I can't imagine the deck without this card.)
1 Abundance (This is your other route to massive card advantage. These will provide you with 3 cards per turn (when combined with sylvan)).
1 Phyrexian Furnace (can be tutored for, can be cycled. They actually work really well with the deck, and are VERY good against a lot of stuff)
1 City of Solitude (Really needed, as it is your general silver bullet against Control. Remember, it will nullify both your Sterling Grove and more importantly, your Story Circle.)
3 Swords to Plowshares (Duh)
4 Tithe (Thin the deck, get duals, generate card advantage, and even combo well with sylvan. What more could a guy ask for?)
4 Savannah (Duh)
1 Serra's Sanctum (Massive amounts of mana in the late game, and even allow you to work rather well under Winter Orb. This will generate 3-4 tokens per turn, and that's always good...)
8 Plains
7 Forest (I didn't want to have too much of a reliance on Non-basics, as well as the damage, so no Brushland.)
SB-
2 Choke (Duh)
2 City (Duh)
1 Carpet of Flowers (Badass against almost anything with blue. They will allow you to work under Winter Orb, as well as generate mana advantage in the early game. Late game, you'll be poping out 3-4 more tokens per turn due to this.)
3 Seal of Cleansing (In case of Winter Orb, Illusions, Oath, or DiskDeed.dec, insert, relax, and enjoy.)
2 Phyrexian Furnace (at worst, they cycle. They are good in multiples as well)
1 Compost (Comon, play that Entomb, I dare you.)
1 Swords to Plowshares (Duh)
1 Sacred Ground (Threshold Geddon can be kinda bad for you, and in addition to Karmic Justice, these will be extra insurance.)
1 CoP:Red (No colored requirement, and can be dropped a turn earlier. I like it.)
1 Abeyance (Better than Chant against control, I like having one more in the side to help out.)
So, tell me what you think. Should I play this, or my B2B main Forbiddian for an upcoming PTQ?
What do you guys think I can do to help the MiracleGro/SuperGro matchups? Any and all help is greatly appreciated.


By ATW on Thursday, January 17, 2002 - 09:44 am:

I'd play the Forbidian if you are asking my advice.

On this deck, you have a lot more non-enchantment cards than usually seen in the deck and no Verudan Enchantress. Do you stall out often?

I've seen several decks running Rancor/Auratog to provide a faster kill.

There's no fast mana in the deck. Even when you get the AEnchantress into play, I don't see the deck providing enough mana to play the cards drawn. Exploration? Wild Growth?

I really like the Sacred Mesa. Ever think about adding in Empyrial Armor?

I think the deck needs Holistic Wisdom if you are depending on Sacred Mesa alone for the kill.


By BrianB, the Patron of Elves and Silly Combos (Brianb) on Thursday, January 17, 2002 - 03:01 pm:

ATW--this isn't an explosive, go-off kind of enchantress deck that's going to beat you in one turn. The goal isn't to outrace your opponent; it's to hide behind worship or answer his threats with your other bullets. You aren't worrying so much about stalling out, because you'll give yourself time to win. You don't need mana acceleration or a faster kill. Enchantress is just there to gain some card advantage, not to facilitate going off, so you don't need a plethora of cheap enchantments. Verduran enchantress is very bad in this deck. It makes your opponent's targeted creature removal cards (otherwise pretty much dead) useful. At 3cc, it won't slip under control as well as argothian. It's better to play calls to fetch argothian than to run her more-expensive, bullseye sisters. Holistic wisdom isn't really needed either. The finds are all the recursion you need. The anti-control cards will help you push your victory conditions through counters. If you aren't comfortable with that, you could run more finds, but making room might be tough.
--
I've played around with this a bit, and the one thing I'm most uncomfortable with is the mana. I think you need a bit more white. If you don't have a plains or a savannah, you will lose. A couple of times I've kept hands with mana like 2 forests and the sanctum or 2 forests and a tithe--and gotten goldfished when I failed to draw into white. Tithe will get you green mana if you have white but not the other way around. You want immediate access to white for answer cards like STP. A lot of your spells are white intensive--chant, aura, story circle. To fix this, I'd probably run 2 mirage fetchlands (grasslands I think) in place of forests. The CIP tapped isn't so bad, since you have few turn 1 plays anyway. If you fear nonbasic hate, you can use it to fetch the basic land you need. I'd probably run a couple painlands too, since I hate losing to manascrew more than to nonbasic hate. If i didn't do any other mana-fixing, I would at least turn another forest into a plains.


By Morphling on Thursday, January 17, 2002 - 06:54 pm:

This version is better against miracle gro.

4xargothian enchantress
4xswords to plowshares
4xsterling grove
4xtithe
4xseal of cleansing
4xoath of druids
3xorims chant
2xsylvan library
2xgaeas blessing
1xcity of solitude
1xworship
1xenlightened tutor
1xsacred mesa
1xstory circle
1xabundance
4xwasteland
4xsavanah
8xplains
7xforest


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