Not legal in any format
Combos Browse all
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield. (That permanent returns under its owner's control.)
Price & Acquistion
Banishing Light Discussion
2 days ago
4 days ago
Perhaps there is something better than your 3x Equipments as they don't trigger Heroic abilities. I'd use those 3 slots for some sort of removal - off the top of my head and aside from the desirable/obvious/expensive Path to Exile - Condemn, Oppressive Rays, Journey to Nowhere, Oblivion Ring, Cast Out, Seal Away, Chained to the Rocks(requires a Mountain), Banishing Light, Celestial Flare.
1 week ago
I don't think you should claim the top tier decks netdecked.
Yes people may copy them, but they have to play them properly and tune them for their specific meta. They are generally the best (or most "powerful") lists, but not alone. Only when a good player takes them, and tunes them do they get truely powerful.
Lets take a comparison instead of to decks like General Tazri (hyper-efficient fast-paced combo) but more like decks in the likeness to Teferi, Temporal Archmage or Tana/Tymna Blood Pod. These decks are "Prison/Stax/Combo". Teferi can combo out super fast, like turn 3 without a god hand or anything, but more commonly sets up a lock, then uses Teferi, Temporal Archmage's -1 ability to get out of a Stasis or Winter Orb or Static Orb, etc.
On the other hand Blood Pod is a combo list that nearly never sets up combo wins until it has locked out each opponent. It has tons of stax and prison effects, and an easily tutorable wincon once each opponent is unable to respond. It is slow, but efficient.
The reason I bring up these decks is because if you claim being fast isn't necessarily good, you are right, but if it isn't fast, it has to lock out the opponents thoroughly. I'll take a look at every single prison/stax card you run. Then I will compare them. Enchantress can be built to be efficient stax, or fast-paced combo. This one clearly isn't fast-paced combo, so if you claim it is the "most powerful" Enchantress list. I would find it insulting if your deck isn't powerful. That would mean every other enchantress list is less powerful than a weak deck, wouldn't it?
Mystic Remora and Rhystic Study are the two cards that represent actual stax in your list. That is all. Ghostly Prison effects aren't really stax, and removal (unless it is land destruction) isn't stax either. The fact that your two cards that are stax are "may" triggers makes them some of the weakest stax. This isn't to say that they aren't good, but in fact only that they are not going to lock down the opponents.
This would make you incomparable to stax or prison lists, and you are too slow at combo to make up for it.
But maybe you just made a typo, because instead of "prison/stax/combo" you meant "control/combo", bit of a large typo, but I digress. Control is the last main archetype of the higher tier lists, and this deck appears to be closer to control on the face of it.
Control lists like Azami, Lady of Scrolls, or other lists try to build a draw engine, because otherwise they wouldn't have enough answer for each of the threats placed by the opponents. In this case Enchantresses are the draw engine. They normally run answers like removal and counterspells to stop locks set by stax decks, or slow down the combo decks enough for them to pull out their own combo wincon. In this case you run many combos. I wouldn't call it Control though, but I think that is the closest this deck is to a real archetype.
Why is it not control? in a 4 player game, which I assumed this deck was made for (it is under the tag "Multiplayer"), this deck needs to answer a lot of things. A The Tabernacle at Pendrell Vale that the stax player dropped, the Hermit Druid that Scion of the Ur-Dragon combo player just dropped, or the Mystic Remora that's been drawing General Tazri a ton of cards. In Commander, there are tons of different types of threats to deal with. Since you don't run the catch-all Counterspells, you have all of 7 pieces of removal, and lets look at all 7 in total.
Banishing Light - Okay, this one is real removal, 3 mana may be exorbitantly high in terms of mana, but it hits a whole lot of things, so I will claim it works. Unless they spend one mana and a Nature's Claim, or any other 1 mana removal for enchantments.
Detention Sphere - Same as above, good with tokens, same glaring downsides.
Doomwake Giant - Well, this is a sweeper, and can trigger multiple times, but 5 mana is a lot for a deck with only a decent amount of ramp, hits hard on dorks though.
Oblivion Ring - Same as Banishing Light, but is better, you can sacrifice it in response to it's enter the battlefield effect to permanently exile a non-land permanent. It can also hit your permanents, for what it's worth, still too high on mana.
Tainted AEther - I mean, yes it can slow a few combos down, but at four mana it feel pretty mediocre.
Overall, your removal either is way to expensive to expect this deck to be considered control, and doesn't run nearly enough, or isn't a control deck.
If the deck isn't control, stax, or fast-paced combo, I ask you, what is it and how is it supposed to be the "most powerful" Enchantress deck? I apologize if you think I am hating on your deck, because I love seeing a fun deck with interesting limitations like no infinite comboes, but limited casual decks aren't the most powerful, and it is an insult to many deck builders to claim their lists are weaker than this.
1 week ago
No need to say sorry. I really do appreciate any suggestions that people have and the fact that you keep coming back to provide more.
I don't believe this deck needs more removal as it is actually pretty easy to draw the removal I need, either through fetching or excessive card draw. However, Oblivion Ring is very much a viable replacement for Banishing Light so I went ahead and switched those out. That is a prefect example as to why I am taking anything that I can get for suggestions, because I would have never found that one. Thanks again!
1 week ago
4 weeks ago
Ahhh great to see a big army of angels, so +1 just for that!
That said, I think you should lower your average CMC a bit, since twelve 7+ drops can be problematic even in casual games (and almost half of your deck costs 5 or more to play anyway). As much as I love all those huge-ass angels, maybe you could replace some of them with cheap but powerful 4-5 drops like Battlegrace Angel (lifelink), Angel of Jubilation (lord + anti-black) or Seraph of the Sword, or if you have some more money available, then you have many more to choose from like Archangel of Tithes (combat control), Shalai, Voice of Plenty (hexproof for everyone), Restoration Angel (for re-triggering enter the battlefield effects, including Seraph Sanctuary), or the golden trio of lifelink angels: Baneslayer Angel, Archangel of Thune and Gisela, the Broken Blade.
As more concrete suggestions, I think Seraph of the Sword is better than both Serra Avenger (since you can't play her until turn 4 anyway) and Guardian of the Gateless. Also I would swap Angelic Arbiter for Archangel of Tithes or Battlegrace Angel, and take out Reya Dawnbringer and Angel of the Dire Hour for some of the others I mentioned.
1 month ago
Thanks, I forgot about Beast Within, I was thinking i could also use Imprisoned in the Moon as basically the blue version of Oblivion Ring or Banishing Light to get a little more flexibility in removal. Also as an enchantment if it gets wiped I could pull it back out of the graveyard with Muldrotha.
Reclamation Sage looks like it could slot in for Sultai Charm and again with Muldrotha graveyard recursion and transmute tutors for 3 - i'd lose the draw from Sultai Charm but i haven't seen that I need it so much in any of my play tests.