Enchantress Deck

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Archived from groups: rec.games.trading-cards.magic.strategy (More info?)

This is another enchantress deck. I've never built one, and was looking
forward to it (having recently aquired some additional echantresses and the
Kitsune Mystic) until a recent article basically took my decklist:
http://www.wizards.com/default.asp?x=mtgcom/daily/jm82

However, a recent card prview has me thinking about this again, and I was
looking for some comments (and a place to put down my thoughts).

The deck isn't complete and may have more or less than 60 cards.

// FORMAT: Standard
// Lands
7 Forest
5 Plains
4 Elfhame Palace
4 Tranquil Garden
1 Eiganjo Castle
1 Okina, Temple to the Grandfathers
// Creatures
4 Kitsune Mystic
4 Angelic Page (or would Kabuto Moth be better?)
4 Tallowisp (see note below)
4 Verduran Enchantress
4 Yavimaya Enchantress
2 Kami of Ancient Law
// Enchantments
4 Cage of Hands
3 Regeneration
3 Spirit Link
3 Ghostly Prison
// Spells
2 Kodama's Reach
// Artifacts
2 Skull of Orm
// Sideboard
SB: 4 Ivory Mask
SB: 4 Karma
SB: 1 Ghostly Prison
SB: 2 Kami of Ancient Law
SB: 4 Emissary of Hope
SB: X Circles of protection?
SB: ? ?????


Tallowisp was introduced on magicthegathering.com today and has the following
attributes:

Tallowisp
{1}{W}
Creature -- Spirit
1/1
Whenever you play a Spirit or Arcane spell, you may search your library for an
enchant creature card, reveal it, and put it into your hand. If you do,
shuffle your library.


But now my deck just looks like a combination of the two articles, which is
rather uncreative. The problem is, I'm having problems coming up with
playable cards which haven't yet been mentioned. Any ideas (especially wacky
ones for casual play) are welcome.
I feel like I need to reduce the enchantresses to open spots for spirits
and/or arcane spells. Ahh, if only there were arcane enchantments!

One card I was thinking about is Soilshaper. With that and Autumn-Tail in
play, I could move powerful enchantments to the lands while they attack, and
then back to untapped creatures for blocking. Hmmmm.

thanks,
K

--
In vino veritas
http://openwine.net
 
Archived from groups: rec.games.trading-cards.magic.strategy (More info?)

your running green to get just regen + kodamas reach?
go blue for some ninja, that'll let you play your very few spirits a
few more times to search up more enchantments

also i'd look to squeeze more spirits/arcane into the deck, currently
your unlikly to tutor up more than 3 or 4 enchantments. try using
latern kami, it will work very well with the ninja, its cheap to cast
and has evasion, will make it perfect for bouncing all the time with a
cheap ninja or two. (thinking you would want to run the draw card
ninja and ninja lord(tutor))

On Thu, 13 Jan 2005 17:29:54 -0600, Kevin
<ktneely@no.spam.astroturfgarden.com> wrote:

>This is another enchantress deck. I've never built one, and was looking
>forward to it (having recently aquired some additional echantresses and the
>Kitsune Mystic) until a recent article basically took my decklist:
>http://www.wizards.com/default.asp?x=mtgcom/daily/jm82
>
>However, a recent card prview has me thinking about this again, and I was
>looking for some comments (and a place to put down my thoughts).
>
>The deck isn't complete and may have more or less than 60 cards.
>
>// FORMAT: Standard
>// Lands
> 7 Forest
> 5 Plains
> 4 Elfhame Palace
> 4 Tranquil Garden
> 1 Eiganjo Castle
> 1 Okina, Temple to the Grandfathers
>// Creatures
> 4 Kitsune Mystic
> 4 Angelic Page (or would Kabuto Moth be better?)
> 4 Tallowisp (see note below)
> 4 Verduran Enchantress
> 4 Yavimaya Enchantress
> 2 Kami of Ancient Law
>// Enchantments
> 4 Cage of Hands
> 3 Regeneration
> 3 Spirit Link
> 3 Ghostly Prison
>// Spells
> 2 Kodama's Reach
>// Artifacts
> 2 Skull of Orm
>// Sideboard
>SB: 4 Ivory Mask
>SB: 4 Karma
>SB: 1 Ghostly Prison
>SB: 2 Kami of Ancient Law
>SB: 4 Emissary of Hope
>SB: X Circles of protection?
>SB: ? ?????
>
>
>Tallowisp was introduced on magicthegathering.com today and has the following
>attributes:
>
>Tallowisp
>{1}{W}
>Creature -- Spirit
>1/1
>Whenever you play a Spirit or Arcane spell, you may search your library for an
>enchant creature card, reveal it, and put it into your hand. If you do,
>shuffle your library.
>
>
>But now my deck just looks like a combination of the two articles, which is
>rather uncreative. The problem is, I'm having problems coming up with
>playable cards which haven't yet been mentioned. Any ideas (especially wacky
>ones for casual play) are welcome.
>I feel like I need to reduce the enchantresses to open spots for spirits
>and/or arcane spells. Ahh, if only there were arcane enchantments!
>
>One card I was thinking about is Soilshaper. With that and Autumn-Tail in
>play, I could move powerful enchantments to the lands while they attack, and
>then back to untapped creatures for blocking. Hmmmm.
>
>thanks,
>K
 
Archived from groups: rec.games.trading-cards.magic.strategy (More info?)

On 2005-01-14, Gareth Pye <gareth@gpsatsys.com.au> wrote:
> your running green to get just regen + kodamas reach?

No; mostly for the Verduran and Yavamaya enchantresses. I was also wondering
what y'all thought of Serpent Skin over regeneration. Would the ability to
play as an instant be worth it? (Plus the +1/+1)

> go blue for some ninja, that'll let you play your very few spirits a
> few more times to search up more enchantments

This could be a cool way to go when I actually get the betrayers cards. White
+ blue. Lantern and Ninja seems a good combo, especially if there are cheap
ninjitsu costs. Also blue could help regain the card-drawing action I'd
otherwise lose from not playing the Verduran Enchantress.

Mystic Restraints could be added, and the ability to move it around for 1
would be pretty nice.

thanks,
K

--
In vino veritas
http://openwine.net