|Commander / EDH||Legal|
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|Journey into Nyx (JOU)||Common|
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Enchantment Creature — Nymph
Constellation - Whenever Harvestguard Alseids or another enchantment enters the battlefield under your control, prevent all damage that would be dealt to target creature this turn.
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Harvestguard Alseids Discussion
2 months ago
Ok now i have some more time so ill try to make some suggestions for you. First i think that all the life gain is pointless. The deck is aggro so you should be lowering your opponents life total instead of raising yours. Elixir of immortality also does the opposite of what you want in this deck. You also have some pretty bad removal in this deck and there is much better budget options. Better card draw would also help. In an aggro deck you are going to run out of cards fast. Last i think there are some creatures in this deck that shouldn't be. but thats ok cause i think you are also running too many creatures so its an easy fix haha. Also i can tell that you wanted to go with an allies theme but alot of your allies have more than 2 power. You only have 12 allies and 4 of them have more than 2 power
Staff of the Flame Magus
Staff of the Sun Magus
Elixir of Immortality
Kambal, Consul of Allocation
Mentor of the Meek
Anafenza, Kin-Tree Spirit
Swords to Plowshares
Return to Dust
Reforge the Soul
Behind the Scenes
Assemble the Legion
Key to the City
lastly your land base seems alittle weird so ill suggest some stuff for that to.
1x Command Tower
1x Nomad Outpost
1x Evolving Wilds
1x Terramorphic Expanse
1x Rogue's Passage
1x Temple of Triumph
1x Temple of Silence
1x Temple of Malice
1x Temple of the False God
1x High Market
1x Hanweir Battlements
this would be a good budget land base for this deck. If you have any questions on cards then just ask. And obviously dont take all my suggestions it is your deck. Have fun!
7 months ago
Journey to Nowhere is a pretty good removal control card.
If you are cool with splashing another color, Yavimaya Enchantress was the driving force of my own enchantment deck from a while back. No matter how much control you may have, creatures are kinda needed to be out sooner. Other good enchantment related creatures include Argothian Enchantress (bit pricier), Blessed Spirits (so gosh darn cute yet sad), Celestial Ancient (doesn't really solve speed issue), Herald of the Pantheon, Mesa Enchantress, and Verduran Enchantress. You never realize just how useful plenty of card draw is until you end up solely topdecking.
Also, from personal experience, I would advise cutting down on some lands to about 21 and balancing out the important cards. Sphere of Safety is insanely cool in this deck, as would Ethereal Armor be, but with only a single copy in the deck your odds of getting it at all are slim, so you want to make sure you have a decent chance with at least 2-3 in the deck, because they do stack.
7 months ago
I really like what's going on with this deck!
It's hard to tell how everything will run without play testing, so sorry if any of the suggestions I have aren't relevant.
The ramp is set up nicely.
For the mana side of things: If you do end up changing your creature base a bit, I think swapping out a mana generator and the Ulvenwald Tracker (without capitalizing on clues via other cards, or even artifacts being out, I don't think investigate is worth it) for a Cryptolith Rite would give you some wiggle room to throw in other creatures.
For the draw side of things: I would be careful about too much ramp happening, since most of the enchantresses are mandatory draw. You might play it and find it necessary to cut one or two. Alternatively, adding in some more insurance beyond reliquary tower could help, such as Thought Vessel, Library of Leng, Venser's Journal, or Spellbook. If you find you want even more draw to happen, Alhammarret's Archive might have some nice potential with your setup.
Another search option if you find you need to be more responsive is Plea for Guidance.
I think any enchantress that runs green should have a Herald of the Pantheon.
You also might need a few more things to discourage/respond to board wipes (something like Fracturing Gust, which actually might be worth you using yourself, depending). I've always liked Karmic Justice, though having a Replenish handy is also helpful.
I think adding a few more creatures and cutting some other cards out would make the deck the right amount of aggressive, especially with as low of an average cmc as you're running for EDH (which I respect haha, I struggle getting it that low). If you do, putting in more auras and adding Greater Auramancy could also make your deck more threatening. It depends on how you want to win: it's easy enough to pillow fort with enchantments and hold out - alternatively, fast aggro can also be super powerful in enchantress. Regardless, I think Rancor is a must-have.
Some creatures to consider: Archetype of Courage, Heliod, God of the Sun, God-Favored General, Sigarda, Host of Herons, Ajani's Chosen, Harvestguard Alseids, Humbler of Mortals, Celestial Ancient, Custodi Squire, Tethered Griffin, Yavimaya Enchantress, Gaddock Teeg and Krond the Dawn-Clad. Speaking of Krond, he might be a good alternative to Dramoka, depending on what type of control you want.
Hope at least some of this helped! Happy deck-building!
1 year ago
I might consider going more heavily down the wheel route at some point, they seem pretty sweet in an Alesha, Who Smiles at Death deck, and Past in Flames could help me get more uses out of them for sure, thanks for that tip!
I'll be keeping Harvestguard Alseids since it can protect Alesha, Who Smiles at Death if it's brought back using her ability, but I will be replacing Whispersilk Cloak with Mother of Runes. It seems like a great card for Alesha, Who Smiles at Death, and it of course has amazing Terese Nielsen art! What's not to love? Thanks again for these great suggestions!
1 year ago
No problem DaringApprentice, the wheel effects are fantastic for refilling your hand and dumping stuff into the graveyard. It's a bit tough at times to lose some cool stuff from your hand, but getting access to more of your deck is worth it. Plus cheating stuff in with Alesha is much easier than getting it to resolve at times.
If you wind up taking the deck down that hole, Flashback cards like Past in Flames work extremely well with mass discard outlets, and there is lots of fantastic instant speed removal in Mardu.
1 year ago
Cards to DEFINITELY 100% take out: Aura Finesse - Cantrip at best, 1/10 times will do anything notable. Simic Guildmage - Again, all auras are already going onto Karnoa anyways. Dawn's Reflection - so many better ramp spells. At best its a constellation trigger after turn 6. Fevered Visions - It contributes nothing to the grand scheme of things.
Borderline cards that should be considered being cut: Harvestguard Alseids - If someone can take out a 22/22 Karona, it most likely won't be by combat damage, and it won't save you against karona swining at you. High Priest of Penance - Neat card, but seems out of place. All auras want to be on Karona, so beefing up this guy seems counterintuitive. Lost Auramancers - good in theory, but incredibly slow. Underworld Coinsmith - in a format of 40 life, losing 1 life for two mana is underwhelming. Arrest - So many better removal spells. So. Many. Fencer's Magemark, Guardian's Magemark, and Infiltrator's Magemark - When karona isn't under your control, these are screwing you up bad. Fertile Ground and Trace of Abundance - Enchantment ramp can be destroyed, or that land that is enchanted. Mystic Remora - Awkward card draw spell. Pollenbright Wings - I'm not sure if you get the saporlings from your opponent's combat damage. Seal of Cleansing - again, there's better.
Specific suggestions: Flameblade Angel<>Kazuul, Tyrant of the Cliffs - Kazuul does a better job of saying "hey don't attack me". Harvestguard Alseids<>Eidolon of Blossoms/Whitewater Naiads/Herald of the Pantheon - better constellation effects. Arrest/Seal of Cleansing<>Oblivion Ring/Swords to Plowshares/Path to Exile/Anguished Unmaking/Go for the Throat/any removal spell - self explanatory.
Other Suggested Ideas: Assault Suit Cultivate Ghostly Prison/Propaganda/Sphere of Safety Cyclonic Rift Illusionist's Gambit Solemn Simulacrum Indestructibility Dawnstrider/Prismatic Strands/Spike Weaver/Moment's Peace Blazing Archon/Chronomantic Escape/Elephant Grass