|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Tenth Edition (10E)||Common|
|Ninth Edition (9ED)||Common|
|Ninth Edition Foreign Black Border (9EDFBB)||Common|
Combos Browse all
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.)
Whenever enchanted land is tapped for mana, its controller gains an additional .
Price & Acquistion Set Price Alerts
|Have (4)||ibraJG84 , itheoryz , richardmv , Forge|
|Want (11)||MrSage , zn.tportlock , link2213 , skibulk , Kurtimus , obitus , neotox , Arkinsoul , DHermos , Scorprix , fumatto|
2 weeks ago
Hey, looks good.
Consider adding Estrid, the Masked? Her +2 ability is great with the enchant land enchantments (untap them to make more mana per turn) and her -1 makes an enchantment mask which can pump Tuvasa or protect Tuvasa if you mask her. As long as you have counters on Estrid you can make a mask. This can add up very fast because each mask is itself an enchantment. A mask can go on any permanent this can also help to protect your enchantresses.
Consider Overgrowth? It's one of the powerful enchant land enchantments because it can make three mana when the enchanted land is tapped. You make any color of mana that the land can produce and then because of Overgrowth's ability you also make an additional two green mana. Trace of Abundance is a good card, but unfortunately you can can't play it in this deck. The color identity of your Commander is only Bant (green, white and blue). Trace is red, the hybrid mana symbol makes it a red card, a white card and it's also a green card. Can't play red cards with a Bant Commander.
Consider Mystic Remora? Remora is a very good enchantment in Commander, it's a one drop and it's upkeep cost is easier to pay for you with the enchanted lands. additional mana is a lot of mana your opponent's will have to add if they don't want you to draw card when they a cast a noncreature spell. Your opponents will most likely ignore this thus you're drawing cards simply by letting your opponents play the game.
Good luck with your deck.
2 weeks ago
Your list looks decent for a start actually. A couple of things I would recommend cutting are Fist of Suns, because it only saves you mana for Dragons that cost 7 mana or more (because Ur-Dragon already gives -1), and Tainted Strike because it won't kill a player in a single attack because you need 10 infect damage to kill and none of your creatures can deal 9 damage, except Atarka with double strike, and maybe Ramos. Maybe also Warstorm Surge since the cost is quite high, compared to Sarkhan's Unsealing.
A bit more ramp would help. Skyshroud Claim gives you untapped Forests, which is great if you have lands that are Forests and another type, e.g. Cinder Glade and Canopy Vista. Other ramp that adds good mana for its cost are Overgrowth, Thran Dynamo, Gilded Lotus, and Coalition Relic.
You could add some cheaper Dragons to attack earlier, like Thunderbreak Regent, Territorial Hellkite, Verix Bladewing, and Phantasmal Dragon. Hellkite Tyrant has a useful effect. Among the bigger ones in your maybeboard, Broodmother, Intet, Scourge of the Throne, and Yosei could be helpful.
A bit more card draw would also help, like Temur Ascendancy which also gives haste, Elemental Bond, Garruk's Packleader, and Vanquisher's Banner. Defense of the Heart is always good if you own a copy.
2 weeks ago
So I'm brewing a deck, and yes it is the first deck that came to mind when I saw her, to abuse Estrid.
The idea is simple, enchant all your lands and ramp into oblivion...
So far here are all the cards that I'm including to enchant lands...
- Fertile Ground
- Dawn's Reflection
- Elvish Guidance
- Verdant Haven
- Market Festival
- Wild Growth
- Gift of Paradise
- New Horizons
- Nylea's Presence
- Sheltered Aerie
- Squirrel Nest
- Spawning Grounds
- Unbridled Growth
- Urban Burgeoning
- Sunken Field
- Weirding Wood
Now do i go full blown awkward and turn all my lands into dudes to win or do I just ramp into eldrazi or some crazy combo wincon?
3 weeks ago
This is not a rules question.
You first have to cast Soul Foundry, imprint a creature and either use estrid's -1 or enchant the artifact another way to enable you to untap it with the +2 ability.
Now that we have established that, what is the best creature to imprint onto soul foundry. Something like Felidar Guardian would be best. It allows you to reset your estrid and if you have Dawn's Reflection and Overgrowth for example on your lands, you can make infinite cats.
3 weeks ago
Well I love the card Aura Shards but atm you don't have the creatures to make it viable. If you wan it to be viable then you could add planeswalkers that create tokens such as Freyalise, Llanowar's Fury, Elspeth, Sun's Champion, or Elspeth, Knight-Errant (the second one would be a great include to give all your enchantments indestructible!). I would consider removing Propaganda and Ghostly Prison for Dueling Grounds and Silent Arbiter. Personally I feel you only need to run either Exploration or Burgeoning, really depends on the number of opponents you have but this may be just a personal choice so you could remove one of those for something. With Estrid I can see why cards like Dawn's Reflection, Market Festival, Fertile Ground, Overgrowth, Song of the Dryads, Urban Burgeoning, and Verdant Haven would be appealing but I still feel like they aren't the greatest of options. I would consider swapping them out for some better options like Mirari's Wake, Rhystic Study, and Sylvan Library. I ran Oath of Jace for a while in my planeswalker build but unless you can really recur its etb effect the scrying wasn't as helpful as I though it would be. Instead some walkers like Venser, the Sojourner, Teferi, Hero of Dominaria, and Tamiyo, the Moon Sage are great walkers with great ultimates that can completely ruin opponents. Also maybe consider Dovin Bann. Nissa, Vastwood Seer Flip, Nissa, Vital Force, Garruk Wildspeaker (if you decide to keep the enchantments which give extra mana this guy would work well)
Stasis, Stasis Orb, Winter Orb, Eidolon of Rhetoric, Exploration/Burgeoning, Dawn's Reflection , Market Festival, Fertile Ground, Overgrowth, Song of the Dryads, Urban Burgeoning, Verdant Haven * ( at least 2 or three of these), Authority of the Consuls, Clever Impersonator, Ghostly Prison, Propaganda, Oath of Jace, Herald of the Pantheon, Heroic Intervention, Monastery Siege, Seal of Cleansing
Add: Cyclonic Rift, Sylvan Library, Mirari's Wake, Rhystic Study, Freyalise, Llanowar's Fury, Elspeth, Sun's Champion, Elspeth, Knight-Errant, Venser, the Sojourner, Teferi, Hero of Dominaria, Tamiyo, the Moon Sage, Peacekeeper, Silent Arbiter, Dovin Bann, Nissa, Vastwood Seer Flip, Nissa, Vital Force, Garruk Wildspeaker, Dueling Grounds, Austere Command, Teferi's Protection, River's Rebuke, Inexorable Tide
These are some suggestions I would give for add ins and remove some might think differently from me on this so it would be nice to see others opinions :) If you want other suggestions I would be happy to give them to you!
4 weeks ago
1 month ago
Being a fellow "enchantment tribal" deck player, I know that this type of deck is rather slow to get going, which requires certain cards to help keep you in the game. My suggestions will be based around that, as well as the list of opponents you gave on your thread. If you have any questions on my suggestions or what to take out, I'd be happy to go into detail with you.
As for slowing down other players and keeping you in the game, Overburden is a rather unknown card but surprisingly effective. If not dealt with, it can leave players at 3 or 4 lands or stop them from playing creatures for a time. Personally, this card won me a game against an Ezuri, Renegade Leader deck because I got it out early enough.
Solitary Confinement is another underrated card. While the drawbacks are significant, the benefits are equally as potent. As long as you have some sort of draw engine, you will be fine.
Island Sanctuary goes in the same category as Solitary Confinement, providing you with significant creature evasion that's worth the price.
Energy Field is also an underrated card, especially with Estrid being able to ult and bring it back if needed. It's good early game to protect you and late game it's an added nuisance to your opponents.
One of the best draw engines I've found for this deck is Rayne, Academy Chancellor. If Anything you control or you is targeted, you can draw a card for each time. And with your commander's -1 ability being able to enchant her, you can draw 2 cards every time. It's a deterrent, while also a powerful draw engine when people want to get rid of some annoying enchantments.
As for dealing with the list of opponents you gave, these cards will deal with them to a point while also being just a general good addition to the deck:
1. Izzet Partner Politics: Difficult to suggest a card here as this can mean numerous things.
2. Yidris Cascade: Teferi, Mage of Zhalfir, Rule of Law, Eidolon of Rhetoric, Dovescape, Humility, Solitary Confinement, Maze of Ith, Vanishing.
3. Atraxa: Solemnity, Humility
4. Krenko: Damping Matrix, Humility, Overburden, Leyline of Singularity, Dueling Grounds
5. Sigarda: Bonds of Mortality, Humility
6. Zacama: Containment Priest, Humility, Overburden
7. Breya: Aura of Silence, Damping Matrix, Suppression Field (Affects planeswalkers too, so be aware), Solitary Confinement.
8.Edgar: Not familiar with vampire opponents, but Humility, Solitary Confinement, Dueling Grounds can help.
9.Shu yun: Humility, Maze of Ith, Vanishing, Solitary Confinement, Energy Field
Other cards that are worth including: Carpet of Flowers, Dawn's Reflection, Stasis, Fertile Ground, Rhystic Study, Mystic Remora, Sylvan Library, Overgrowth, Verdant Haven, Wild Growth, Supreme Verdict, Terminus, Boseiju, Who Shelters All.
1 month ago
Estrid, the Masked+The Chain Veil+Wastes+Overgrowth+Fertile Ground+Utopia Sprawl+Spawning Grounds minus estrid to enchant chain veil then tap 4 and tap another land to make a 5/5 then activate estrids plus and repeat now use Gideon, Ally of Zendikar