|Commander / EDH||Legal|
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|Journey into Nyx (JOU)||Rare|
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Enchantment Creature — Siren
Bestow 5UU (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
You control enchanted creature.
Enchanted creature gets +1/+1 and has flying.
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Hypnotic Siren Discussion
1 week ago
I like the overall idea of the deck, in fact I currently work on kind of a similar idea. Kitsune Mystic is a really sweet addition indeed since not only you can basically use it for moving around hexproof\shroud, but also for moving combat enchantments mid-combat on an unblocked creature, basically turning it into a 1-mana combat trick. However, I`d like to give couple of improvement suggestions.
1) The mana base is only 33 cards, which is extremely low. Such a scarcity of lands should have a solid reasoning, like a really solid one, for instance a ramp on the stick in form of the commander. The average agreed-upon amount is 37-38, and I do not see why this deck should be an exclusion.
2) Following up the mana base argument, I would suggest working on a ramp package, which is basically non-existing in a current version of the deck, and those cards that do ramp you are either conditional (like One with Nature ) or sub-par ( Utopia Vow ). Kestia is in , so not running ramp is a crime against humanity. I would include at least 7 more ramp cards, especially 2-mana ones, like Rampant Growth , Sakura-Tribe Elder and Farseek . Ramp and better mana base provide much more consistency, and this deck is already very good with draw, so it just needs to have better chances to play the cards it has drawn. Also, just put Sol Ring in there. You would never regret it. It`s just too good.
3) The deck is overkill on creatures and enchantments. Now if the enchantments are not that much for a problem since the whole deck is built around them, and usually a deck should have around 30 cards of which it is themed around, the amount of creatures can be decreased. Now which of these should be cut is completely up to you, but in my opinion: - most of the bestow creatures are not as effective as you would want them to be. Most of them are either just sub-par cards ( Boon Satyr ) or just overpriced copies of enchantments that you already have in the deck (i. e. Hopeful Eidolon Ghostblade Eidolon Hypnotic Siren ); - Nylea's Colossus , although being a really sweet card, seems unreliable. 7 mana in a deck with virtually no ramp is just so far into the future, and you have to spend your whole turn to cast it. Plus, you already have a lot of enchantments, so pumping a dude to lethal numbers should be pretty easy already; - Celestial Ancient seems to lack synergy with the deck as a whole. I can see only 3 token producers and a Starfield of Nyx , which, by the way, is also a controversial inclusion since many enchantments in the deck are auras.
4) I would also try and squeeze in more unconditional removal. I see you have most of your removal in form of Pacifism type enchantments, that have better synergy with enchantresses, however I would argue that since you have so many enchantress type effects and enchantments in general that those cards can be swapped for more reliable and consistent removal like SWORDS TO PLOWSHARES Path to Exile and Return to dust. Also I`d also include couple more board wipes because they are basically your safety nets if you fall behind in the game. One sweet thing you can actually do is to include Calming Verse , Aura Thief and Cleansing Meditation , cast one of these along with Enchanted Evening and basically watch your opponents scoop as they lose all their stuff.
I have a lot more tunings to suggest, but they become much too subjective from here, so yeah, there you go.
3 weeks ago
To keep your theme I've suggested some improvements
Faerie Harbinger - Tutor for the fary you need
Inspired Sprite - Extra Card draw
Mistbind Clique - Basically a one turn time warp - more if you can bounce with effects like Glen Elendra Pranksters
Nightshade Schemers - Since most of your deck is Faerie
Scion of Oona - Faerie lord - the shroud could be beneficial too
Spellstutter Sprite - Counter spell - more if you can bounce with effects like Glen Elendra Pranksters
Sprite Noble - Weaker "Faerie" Lord - most likely to cut
Hypnotic Siren - on theme version of Spirit away but not dead in hand early game
Siren Stormtamer - counter spell
Midnight Banshee - might hurt with all the blue you play but strong against many decks
I would Remove Macabre Waltz, Fill with Fright, Send to Sleep, Wings of Velis Vel, Fear, Phyresis with Glistening Oil (repeatable infect + used as removal in pinch), Psychic Surgery, Sleep Paralysis, Waterknot (your in black use actual removal), Faerie Invaders, Oona's Gatewarden (sorry I know oona's the general but its a weak card) and Dauthi Embrace (I know you said its a win con but most of your creatures are evasive on their own)
3 months ago
Hi CaptSillva, thanks for your comment! With the two creature tutors, I have effectively 10 creatures, which is pretty low, but I've tried to tailor them to what the deck really needs. From playing with this deck, I typically have enough pillow fort or interaction for problem creatures that I don't get beat down too hard early on. Courser of Kruphix is great source of card advantage though, and I always forget that it's an enchantment creature. I'll try to find room for it somewhere!
Hypnotic Siren, Kestia, the Cultivator, and Kruphix, God of Horizons seem a bit too high CMC for their effects IMO. Nyx-Fleece Ram is cheap and a good blocker, but I think in this deck, I would generally rather run a good interaction enchantment (like Prison Term or Darksteel Mutation) over the Ram because enchantments are overall less likely to be removed than creatures. At least that's my thought right now, what do you think?
I've had Starfield of Nyx and Opalescence in the deck before, but they've felt like more of a liability in most situations. If I play them to improve my board state and don't win on the spot, most times a board wipe will come down and destroy my whole game plan. They are pretty potent as a win condition, but I feel like the Enchanted Evening combos are a bit less fragile and easier to pull off.
3 months ago
I feel like this deck could use a few more bodies on the ground. Maybe you could consider these Hypnotic Siren, Nyx-Fleece Ram, Courser of Kruphix, Kestia, the Cultivator, Kruphix, God of Horizons, Starfield of Nyx, and Opalescence.
3 months ago
3 months ago
5 months ago
Hey, found this from your reddit post.
I'm working on my own version of this deck, which is fairly similair, and while I haven't made it to experiment yet, I have found some theoretically excellent cards I have found missing so thought I'd share with you.
Hypnotic Siren So, Turn 1: Hypnotic Siren. Turn 2: Attack, Ninjutsu out Yuriko. Turn 3: Plenty of viable options for turn 3 players, but in this case, we want to ramp. Sol Ring into Signet is enough, 2 mana to do whatever, but keep Hypnotic Siren. Turn 4: 4 land + Sol Ring + Signet is 7 mana, bestow Hypnotic Siren onto Yuriko for evasion. If she's answered you have your Hypnotic Siren on the board again.
Ratcatcher This is certainly better for my version, since I put in some Rogue Prowl cards, but even without that, he lets you tutor for Throat Slitter and Ink-Eyes, and cmc 6 isn't bad for a yuriko trigger either.
Liliana Vess This is a pretty good way to mainuplate the top of your deck with that -2.