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Fanatical Devotion Discussion
3 months ago
Golfrolax: My issue with both the Boonweaver combo and Hulk is that without a repeatable sac outlet, they just act as a once off tutor. The deck only runs 5 repeatable sac outlets and of that 2 are immediate win conditions, 1 is a card draw engine and the other two generate infinite mana (I can generally set up a card draw engine given infinite mana).
If the deck had access to black, it would be a very different story as I would be running cards like Viscera Seer and Zulaport Cutthroat. However in the current build and in a combo situation I will aready have the sac outlet (say Blasting Station) and fenerally have access to Saffi Eriksdotter already. So at this point both Hulk and Boonwearver are stand-ins for a single creature. The whole beauty of both hulk and boonweaver is that they can assemble multiple combo creatures in one hit, however there isn't generally a requirement for this in the build.
As tutors they are ok, however both are very expensive to play and I'm already running a solid suite of creature tutors, all of which I would like to think are generally better than Hulk or Boonweaver, as well as better than Pattern of Rebirth. My biggest beef with pattern is that you have to both enchant a creature and then sac it. This means that in a worst case scenario, it is not useable to recover from a crappy board state, whereas the other tutors just cost mana. It also leaves a lot more openings for the creature to be removed.
I've thought about running cards like Martyr's Cause, Fanatical Devotion and even Reaper of Flight Moonsilver, however all of these cards are either too conditional, are a nonbo or both. I run Starved Rusalka (it was a toss up between her and Martyred Rusalka - martyred has the better ability but starved is easier to fuel with cradle) which is the closest the deck comes to Viscera Seer however is only good for jump starting combos/getting value, not for infinite loops.
There is one deploy line which is Saffi + High Market into hulk, sacing saffi and then sacing hulk to market getting Academy Rector + Starved Rusalka, then off the second hulk sac (via rusalka) you can get Karmic Guide however this line still feels messy to me as you need 9 mana and High Market (so really 10 mana) to make it work.
That's my thought process on the whole thing, but I am always keen to get others' thoughts too.
5 months ago
Thanks for the comments.
Hunting Grounds is not bad, I don't play any large CMC creatures, CMC3/4 is my average. Lurking Predators is in similar fashion, but gets the "draw". If it could cheat in a Nazahn, Revered Bladesmith on Turn 3, would be all-star, but I'd have to play cards like Grisly Salvage (and others similar, like The Mending of Dominaria) and such to make it viable. In the current build, even with 30 creatures, I'm not sure how fast I would get to Threshold to make it viable. I like the concept not prepared to try and go down that graveyard building road just yet. I do have the Fetch lands, so I'm 1/2 way there already!
Even though my guys are small, I don't usually aggro to make Fanatical Devotion extremely valuable (how I play anyway). I'll resolve enablers, like Puresteel Paladin + Lost Leonin together, but wouldn't usually play Lost Leonin + Adorned Pouncer together, I hold the Adorned Pouncer back incase Lost Leonin gets killed, since I only have the 1 Eminence trigger. It's an interesting one though, might be worth play testing to save key creatures like Stonehewer Giant (but he just pulls protection on himself as needed anyway). Very interesting though.
Natural Balance a little slow, is a form of land destruction though, could shut down some decks. I'm usually the one mana ramping though, so I might lose lands in the transaction, and give lands to opponents. I'll try and keep an eye out on T3/4 when this would be cast, to see where I am comparatively. If it's played early, it ramps the opponents too, whereas in I'm pretty efficient at ramping just myself (and not opponents) already. There are lots of other great ramps not already in here.
I am testing Krosan Vorine right now in my Mirri, Little Kid Aggro EDH deck to see if he's viable here. My concerns with him are 1) No Trample 2) Trying to infect kill early with Lost Leonin and Doublestrike he doesn't help that. I do think he's valuable for killing/sniping creatures later as a control card with Eminence, especially greasy creatures that try to hide. I agree with you, have to get him in there. I have lots of cards under eval to replace, I'll need to pickup another copy of him at the store.
5 months ago
5 months ago
There are plenty of win conditions for Enchantress decks. I'll be honest, beatdown is iffy as a wincondition for enchantress, because if you drop a ton of enchantments on a turn, Opalesence and HoofT then you can't swing with your new enchantments. This has been my personal issue with it.
Comboes (Infinite or Repeatable) are a better win condition most of the time. This is due to the massive amount of draw that enchantress decks can bring to the table. By resolving any enchantress (or tutor for one and then let them resolve), your deck can be drawn to a massive extent.
Some of the more normal comboes for WG Enchantress are below:
Boonweaver Giant + Sac Outlet (In enchantress Martyr's Cause or Fanatical Devotion both work.) - This combo works by running Pattern of Rebirth in the deck, you fetch it onto the giant when the giant enters, and then you sacrifice him to the sac outlet, fetching Karmic Guide, bringing back the Giant, when he enters, return Pattern of Rebirth from the yard. Then you sacrifice the Giant again, fetching Fiend Hunter, exiling Karmic Guide, sacrifice the Hunter, bring back the Guide, return the Giant. Sacrifice the Giant to find Reveillark, and sacrifice the lark to return Karmic Guide and Fiend Hunter, they both enter.
From that point forward, you can return the Giant with the Karmic Guide trigger to return the Giant, then exile the Guide under the Fiend Hunter, sacrifice the hunter, return the Guide again, bringing back the lark. Repeat this to put all creatures from your deck onto the battlefield, sacrifice the Academy Rector finding Earthcraft, sacrifice and return Eidolon of Blossoms, tapping it for mana and drawing off of it.
5 months ago
Fanatical Devotion might be decent
6 months ago
Is that a mother**g JOJO reference?
- Apostle's Blessing -> Protection even from artifacts
- Custodi Squire -> recycle
- Emerge Unscathed -> 2 times
- Fanatical Devotion -> regeneration and wrath protection
- Opal Palace -> cast that commander super strong!
- Remember the Fallen -> 2x1
- Righteous Aura -> saves you from everything, super strong
- Vorrac Battlehorns -> ABSOLUTE MUST
Also if you play with SB
6 months ago
Hey Masterfrog! Thanks for the suggestions! I definitely agree with a lot of your suggestions. Some I'm skeptical about, and the ones I disagree with are mostly a style thing.
I love the Brutal Hordechief idea! Gotta get my hands on one of those. Harvest Season is probably better here than Traverse the Outlands and I can dig how Druids' Repository is more aggressive than Cryptolith Rite. Isn't Cryptolith Rite a bit better with Throne of the God-Pharaoh? Maybe if I had a card like Iroas, God of Victory to swing in without worry?
I'm skeptical about True Conviction and Marshal's Anthem. I know they're good, but I have found that getting to WWW is pretty difficult in this deck, despite its ramp. Maybe, as my manabase improves I'll add them in, probably over Intangible Virtue as you suggested. The same is true for Burgeoning, it doesn't fix Mana, and I've found that getting an explosive start is a good way to die first, so I find a slower start that fixes my Mana is better politically in my group.
I like Rootborn Defenses over Boros Charm because of the populate, especially with larger tokens. That, and I don't need to hold up red, again, maybe with a better manabase. I would be more likely to run the charm over Fanatical Devotion, it doesn't protect from most board-wipes in my group; things like Wrath of God, Damnation, Toxic Deluge, or Cyclonic Rift.
I don't think I'd take out Omnath, Locus of Rage or Rampaging Baloths because of their synergy with Perilous Forays. Nor would I take out Giant Adephage or Spawnwrithe because of how they synergize with the other stuff I use for Tana like Ankle Shanker, Prowler's Helm, or Trailblazer's Boots. Also, they're just so much fun.
I'm not really trying to build around my commanders too hard. My group tends to kill them on sight, so I'm going with more cross-deck synergy than Tana-synergy.
Thanks for all the suggestions! They've given me a lot to think about, so I think you can expect some changes in the near future.
6 months ago
I play this very deck and it's great. You might want to add Burgeoning as it allows explosive starts akin to starting with Sol Ring.
Then, talking about instants and sorceries, Seasons Past is, I find, just one of the best value cards in the game. You'll get back exactly what you need from the yard. Harvest Season is just really powerful ramp in a deck like this and if you really want the power to win out of nowhere, Hatred is a really, really spicy card. Prepare for people to hate you back though!
Finally, as for cards you should drop (since you ask for it), and I'm not going to hold back here: Giant Adephage, Omnath, Locus of Rage, Rampaging Baloths and Spawnwrithe are all cards that are more cute than directly helpful to your gameplan. You don't really benefit from having big tokens as much as having many small ones. I also would not play Intangible Virtue (even though I have one in my binder) because it doesn't buff Tana and thus doesn't let her make more tokens. This is the important double duty of all anthem effects in this deck, not only does it make your army bigger, it makes Tana grow your army size as well.
These are just my opinions, make of them what you will. Have fun with your deck!