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City of Solitude
Players can play spells and activated abilities only during their own turns.
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City of Solitude Discussion
1 week ago
No need to protect combo with City of Solitude, Dosan the Falling Leaf etc? Otherwise nice list, helped me to better optimize my stay list, happy to see my list is lot of similar, but I probably run bad combos, so now I also rally on Kiki. OTK just for resolving Pod seems nice
3 weeks ago
The Five normal Enchantresses are as follows:
The others are below:
You run the good ones, but here is what I suggest:
Wild Growth - It adds a great piece of turn one ramp
Cloudstone Curio - With an enchantress and a few low cost enchantments, you draw a ton.
Serra's Sanctum - Best land for this deck
Earthcraft - Best mana engine with this deck, use with Ajani's Chosen, Sigil of the Empty Throne, Opalescence, or Starfield of Nyx with a basic land enchanted up with Utopia Sprawl or the likes to turn each enchantment into 4+ mana, with an enchantress or two this almost goes infinite.
Banishing Light - Great Removal
Song of the Dryads - Commander Removal
Oblivion Ring - Great Removal
Sylvan Library - Great Card Advantage, combos with Abundance, note, you only have to pay life for cards it draws you, if abundance is on the field and replaces those draws, you don't have to pay life for any of them.
Mirri's Guile - Similar to Sylvan Library, but worse in most cases, luckily it is earlier in mana cost.
Carpet of Flowers - Normally makes an absurd amount of mana seeing how many people play blue in commander.
Enlightened Tutor - Nothing better than the old tutor-to-top for an instant.
Idyllic Tutor - Insanely underrated, it gets you any tool for the job then.
Solitary Confinement - Best protection, and with enchantresses you can easily keep it up indefinitely.
Stony Silence - Artifact Hate to the Max
Parallax Wave - Goes infinite with either Opalescence or Starfield of Nyx. (This works because you remove a counter to exile one creature you dont want on the field, and then in response you target Parallax Wave with it's own ability, it will bring itself back, then exile the other creature forvever. With Eidolon of Blossoms, you can draw until you hit any card in a similar manner, and you can keep bouncing Monk Idealist returning every other enchantment from your graveyard to you hand, etc. With Ajani's Chosen, you have infinite 2/2 cats.)
I love enchantress, and have played with Karametra, God of Harvests Enchantress, Dragonlord Dromoka Enchantress, Heliod, God of the Sun Enchantress, and Selvala, Explorer Returned Enchantress, which I like the most.
To the the most competitive combo-oriented enchantress deck I have built, it is below:
1 month ago
The deck looks super heavy, an average CMC of 4.5 is quite high. On top of that, your land count seems a bit low so all of your "play additional land" creatures won't perform at their peak.
I would take out Azusa, Lost but Seeking, Sakura-Tribe Scout and Skyshroud Ranger for Wood Elves, Farhaven Elf and Sakura-Tribe Elder. With those guys you will always get the ramp guaranteed, they bring themselves the land no matter how many lands you have in your hand.
Frontier Guide feels super slow to ramp, how many turns you will have to spare to get one land? you can't expect to have the seedborn muse everytime you draw this guy. this guy is perfect for a reactive deck that plays at the end of the turn, this deck isn't one of those. I would swap it for more creatures with "when enters the battlefield, ramp one land" (Ondu Giant, Solemn Simulacrum) or another option is Burnished Hart I actually use this guy a lot.
Yeva, Nature's Herald Flash to most of your stuff. Maybe even the Vedalken Orrery despite not being a creature. Your seedborn muse feels awfully underused, you don't have almost anything to do out of your turn.
High Market Sac outlet always good, send anger to graveyard.
Biggest and flashiest thing you can do with your deck is running Primal Surge. Your deck is already prepared, all your cards are permanents. You even have Dosan the Falling Leaf to failproof the play.
If you decide to try this, you may want to remove Bane of Progress and add City of Solitude because also negates activated abilities, you don't want your Anger to get exiled from graveyard or your Ripjaw Raptor getting damaged somehow.
1 month ago
You could include Leyline of Punishment / City of Solitude / Conqueror's Flail to make sure nobody plays a Fog effect or any other shenanigans the turn you cast the Primal Surge. You don't seem to have a plan B if that attack fails, so better failproof it.
1 month ago
Well, Azor and his decree apply only to instants and sorceries, so any other spells is OK. And is only in effect for one turn of an opponent. Grand Abolisher is a white version of City of Solitude or Teferi, Mage of Zhalfir for a blue-colored one.
1 month ago
I was browsing the site and saw City of Solitude on someone's deck (which made me think about how nice it would be if I somehow managed to play green with Azor, maybe darevi?)... anyway, thinking about Azor, the Lawbringer (or Sphinx’s Decree) who says opponents can't play spells in their own turn (But can still cast instants in other players' turns), and the effects from Dosan the Falling Leaf or the abovementioned City of Solitude, where players can only cast in their own turns.. would this block players from casting spells completely when Azor hits the field?
2 months ago
City of Solitude is a good Stax piece and hoses decks that want to interfere with you.
Mana Web is pretty mean too.
2 months ago
I made this as a rough draft:
Commander / EDH*
I don't really like it though. It ramps a lot and then it seems like I don't know what to do with the mana. I couldn't really get Hulk or HD to fit either, and I think I'm going to make another version soon.