|Commander / EDH||Legal|
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|Ravnica: City of Guilds||Rare|
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As Copy Enchantment enters the battlefield, you may choose an enchantment in play. If you do, Copy Enchantment enters the battlefield as a copy of that enchantment.
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Copy Enchantment Discussion
1 week ago
I used a deck similar to this on my kitchen table a little while ago. Good to see I'm not the only asshole out there. Great minds think alike. +1 for sure. For a sideboard might I suggest Corrupted Roots should they run plains or forests. Mana Web is also a nice way to force them to tap their lands, especially when used with Pendrell Mists. I found Fatestitcher to be more reliable than Icy Manipulator. I would suggest Psychic Venom over Copy Enchantment for another poison for cheaper. Mana Short is always a nice finisher after you've posioned their lands.
1 week ago
I run Archfiend of Depravity over Rune Scarred. I also include Sheoldred to make them sac a creature each upkeep. To keep from being overwhelmed by tokens, that I don't want to waste Merieke ability on, I run Eye of Singularity. Pemmin's Aura is an auto include for me due to its' multiple abilities. Etherium Sculptor is another way I deal with artifacts and creatures. Merciless Eviction gives you multiple options (all with exile) that might take place of Wrath of God. Same reason I run Austere Command in my deck. I try to force my opponents to focus on everything that I have on the board more than Merieke. That said, I run Bribery, Treachery, Steal Artifact, Steal Enchantment,Copy Artifact, Copy Enchantment,Preacher and Seasinger.
3 weeks ago
Good... but missing some key pieces.
-Phyresis for a quick finish
-Winds of Rath one side board wipe
-Copy Enchantment does literally anything in this deck
-Zombie Infestation combos with Necropotence
-Seal of Cleansing in case you already wasted Banishing Light/Oblivion Ring
-Propaganda keep early beaters off your face
-Stasis + Ghostly Touch PURE EVIL
-Energy Flux destroys artifact decks and forces them to scoop unless they have infinite mana
4 weeks ago
Exist2Cease Thank you for your very constructive comments and for actually understanding what the deck does as opposed to some other commentators! (archived)
I really like the idea of Copy Enchantment, I was actually not aware of that card. Will try it for sure.
I personally have seen good results with both Brain Maggot and Hypnotic Siren, I can be very handy to have a 1 mana enchantment to bounce a Reality Acid on turn 4 after playing Cloudstone Curio on turn 3. I actually use the creature stealing effect quite often on turn 5 after playing a Semblance Anvil.
I'm torn on replacing the Maggot, the upside of Brain Maggot is that it is an enchantment and a creature, the higher the enchantment count the more consistently we can get a bounce engine going. That has to be factored in when choosing cards. For example let's say we are down to topdecks and have a Cloudstone Curio something we wish to bounce, which is a pretty common scenario. We just need to draw another enchantment to get restarted. On the other hand IOK and Thoughtseize are great 1-drops, but the way I see it they are way worse topdecks in this deck.
Also keep in mind that Enchantment creatures are the best cards to exile under Anvil, reducing their count is a consistency loss for the cost reduction plan.
Dimir Machinations is an interesting suggestion, it's true that being able to search for any 3 drop is very attractive.
Trophy Mage has a couple nice things going for it though. It's an extra body to chump block with, but more importantly it cost's one mana after playing Semblance Anvil(exiling an enchantment creature), and also it can be bounced back to your hand with Cloudstone Curio, so it can fetch the cloudstone, then bounce and fetch something else. I also like having a decent creature count in this deck for chumping and attacking and equipping swords. Those are the reasons I went with it.
So to sum up, you want to add some raw power in terms of card choice, but the costs for that is a reduction in enchantment and creature count. That is a consistency loss, on the other hand the machinations is a consistency increase in terms of finding 3-drops. It should work but I'm not convinced it's better.
I will try your suggestions out though and see how it stands up to the current version, with the exception of Thoughtseize (for budget reasons.)
4 weeks ago
Sorry for the triple post, but since I've already made a fool of myself I may as well contribute. This deck has really caught my eye and I'm play testing it with a few changes:
I would take out all Brain Maggot for 2xInquisition of Kozilek + 2 Thoughtseize. Modern runs a ton of removal and there's no time I would want to give back a Path/Bolt/Removal. It's better to get rid of the card for good for 1 mana less.\
Remove 4x Hypnotic Siren for 4x Copy Enchantment. The discard spells are your 1 drops now and I never found myself actually taking control of a creature with Hypnotic. Copy Enchantment gives you another playset of Spreading Seas or lets you kill with Demonic Pact even sooner. It's also fun to copy Leylines.
4 weeks ago
I really like the Deck you came up with.
I have a few questions I'd like to ask you: What do you think of Boardwipes la Terminus?
I think Nevermore would also be a nice option in this deck.
1 month ago
chaosumbreon87, thanks for the feedback! Phyrexian Metamorph, along with other fantastic ways to clone cards, such as Clever Impersonator, Copy Artifact, and Copy Enchantment, just don't fit with the deck because I would rather use cards that steal, since they're more effective and there are plenty of them to use. Shared Fate would let me cast opponents' cards, but it would prevent me from being able to draw my cards that let me steal cards, and I find that trade to be hurtful rather than helpful. Decree of Pain has always been either too much mana or not enough effect in my experience.
Everflowing Chalice along with Sisay's Ring and Ur-Golem's Eye are just ways to ramp by or more, and if we ever get better ramp options for that in these colors, you can bet I will be dropping them for those. I think I'll probably drop Coalition Relic first before any other ramp spell, but the three previously mentioned ones are next in line. Future Sight and Magus of the Future are a lot better than I thought they would be when I played with them for the first time, as I was able to draw a card whenever I played ANY card, as long as it was the one card on the top of my library. In a way, it let me generate a huge board presence without losing card advantage in my hand, and it only gets crazier due to the fetchlands and Sensei's Divining Top. If you don't find them that good, I would highly recommend playing with them, because they have the possibility to absolutely blow you away with value!
1 month ago
I've had trouble building a Zur deck before, so it's definitely not my forte, but I'll help where I can. First, Rest in Peace is a version of Leyline of the Void that is tutorable by your commander. Also, when it enters, it exiles all of their current graveyards, while Leyline does not. Since you said you run largely against dredge, I would definitely recommend this card. The only downside is that it hits you as well.
I would suggest more bounce removal. Cyclonic Rift and AEtherspouts are fantastic when dealing with aggro boardstates. (AEtherspouts especially, as it usually means they are taking multiple turns to draw and recast all of their creatures)
There are some other enchantments that could be more efficient as well. Invisibility would best be swapped out with Steel of the Godhead. It's still tutorable, and gives +2/+2 and lifelink in addition to the unblockability.
If you're playing multiplayer, Grasp of Fate can help you remove some key threats. Overall I'd say you could use a little more removal. It seems like you let threats sit on the field too much and hope you can keep them from hitting you. (Though if that's the case, you could take advantage of it with cards like Clone Legion)
What are your goals and wincons atm?