|Commander / EDH||Legal|
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|Vintage Masters (VMA)||Rare|
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Fading 5 (This enchantment enters the battlefield with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Parallax Wave: Exile target creature.
When Parallax Wave leaves the battlefield, each player returns to the battlefield all cards he or she owns exiled with Parallax Wave.
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|Have (4)||Vasbear1 , Forkbeard , orzhov_is_relatively_okay819 , Mortiferus_Rosa|
|Want (4)||ryuzaki32667 , BigBadBlight , shagreel , Xelgion|
Parallax Wave Discussion
1 week ago
Sorry it took me so long, I suck at math and typing.
Okay, so first off, I'd suggest you drop high-costing cards. If they cost a lot (5+ mana with three colors, 6+ mana with two colors, 7+ mana with one color), and immediately win a game, they are worth it, as long as during normal, early-mid (Turns 1-6) game play, you can reach it with your ramp and manabase.
Now, onto the two cards that I believe fall under this "high-mana cost"-do-not-win-game card category:
Duneblast - This card is big, it leaves you with the best board state (Provided no opponent held up a counterspell, Heroic Intervention, Golgari Charm, Wrap in Vigor, Faith's Reward, or Teferi's Protection), but it does only help you get the best board state in terms of creatures. What creatures is the deck trying so hard to protect it couldn't run an Austere Command or Merciless Eviction over. I mean Day of Judgment/Damnation/Wrath of God feels better than this, because of your commander being able to pull off bringing back any board state you lost in them.
In Garruk's Wake - I hate this card, and love it at the same time, I mean, similar problem to Duneblast, and if you are going to make something expensive, go all the way, but 9 mana? At least personally, whenever a board-state has gotten out of hand, it has either A: been very early in the game, so people didn't have easy ways to deal with it, or B: be well protected, think an Archetype of Endurance+Avacyn, Angel of Hope being flipped from a turn 4 Tooth and Nail. The idea I want to make is a Merciless Eviction gets around anything, and come down for 2/3rds the price. I'd still rather see a Tragic Arrogance, as that card lets you pick the worst for all of your opponents, the best for you, and is sacrifice and choose, so they get around every keyword like Hexproof/Indestructible/Protection.
Now onto the next group of cards that need to go, cards that are good with enchantments, yet are not in fact enchantments, and could be replaced by enchantments:
Yavimaya Enchantress - Ooh it is by far the worst enchantress, Early game it does nothing but chump block, mid-game it blocks for real, late game it blocks and hopes someone has no creatures now that it has high damage. It will die if it gets large, because it has no built in protection, and generally just isn't very good in this deck.
Helm of the Gods - It's like Yavimaya Enchantress, except it doesn't have a body, so can't chump block early game, and doesn't count opponent's enchanments, and generally just isn't very good in this deck.
Blessed Spirits - It's a Yavimaya Enchantress that only counts enchantments put after him and doesn't count opponents enchantments, all to give him flying. At least he can deal damage through blockers, and though he has no protection, he is the best of the bunch. I still don't think he is worth keeping.
Celestial Ancient - Honestly, I have disliked this guy every time. People claim he is Cathars' Crusade levels of powerful, as in it isn't an enchantment (like Cathars' Crusade isn't a creature), and it places a bunch of counters on your creatures! This just isn't true though. Cathars' Crusade and effects like it (Coat of Arms/Door of Destinies in a tribal deck) are great because they aren't creatures, so they are harder to immediately remove. They also work because they are on enter the battlefield. If I put ten 1/1 creature tokens onto the battlefield with a spell, they all become 11/11's due to Cathars' Crusade, suddenly 10 power is 110 power. Casting enchantments doesn't have that effect. To pull off something similar, you'd have to cast either 10 actual enchantment creatures (You have 12 in total), or cast ten creatures/make ten tokens (Heliod, God of the Sun/Sigil of the Empty Throne) and then cast ten enchantments, which is difficult on many levels. The point is it looks really good, but it isn't.
Blightcaster - I love this card. No sarcasm, no until now or anything, it is a pet card of mine. That and Doomwake Giant are why I feel black should be greatly considered in the colors to use for enchantress. It is great, but without a lot of protection, tutors, and ramp, it falls short almost every time. If someone would be hurt by it, they remove it. It is a four mana do nothing, or Disfigure once or twice most of the time.
Auramancer - With a sacrifice outlet, and your commander, it feels good, because it can be a Regrowth for an enchantment on a repeatable engine, but that doesn't do it for this deck, and being a creature isn't enough, so I don't think it makes the cut.
Now onto the category of enchantments that I feel fall short in this deck. Whether they are too much mana, or not powerful enough, possibly their mana requirements are simply too much for this landbase.
Spectra Ward - It may be really cool, ooh look, I can turn any creature into a nearly untouchable (minus board wipes or enchantment removal+creature removal or colorless creature removal), unblockable (except colorless creatures), and it gets a power pump! +2/+2 isn't much in commander, and everyone runs sweepers. It is unblockable and untouchable until it isn't and I don't think such an effect belongs in any place other than a voltron build. Uril, The Mistalker maybe.
Ancestral Mask - Well, it is an iconic card. Sees play in voltron, bogles (voltron on tiny hexproofers), and sees play nowhere else. Trust me, no legacy enchantress list has used that card as a wincon, and in commander, it does find a place, but in voltron, and this deck isn't that.
Celestial Archon, for either it's bestow or normal casting cost, it is overpriced. It only does one thing, beat face. Serra Ascendant beats face at a rate per mana cost 7.5 to one. 15 to one if you count lifegain, and the only downside is not having first strike (Unless you consistently are beneath 30 life). Straight damage isn't the point of this deck though. It is about drawing card and then whittling your opponent to death whilst you combo out. This card doesn't help with that, and is 3 mana more than I would ever consider using (for both costs).
Ethereal Armor - Again, this is for voltron and bogles, not for enchantress.
Fate Unraveler - This is a Nekusar, the Mindrazer card. It is in the same vein as Underworld Dreams, a great card, especially if there is Niv-Mizzet, the Firemind combo in your meta. Fate Unraveler however gets pinged four times by Niv-Mizzet, the Firemind and dies. It isn't a card for this deck on the premise that you are attempting to draw cards, and unless you have seen a ton of Enter the Infinite decks lying around, it does very little but paints a target on your head.
Armament of Nyx - This card is a trap. It looks on the outset to be a Battle Mastery that doubles as removal, but it is worse than Guard Duty or Pacifism at removal (cost, and the creature can block), and you wouldn't want to run either effect. A card that does one of two bad effects is rarely good. In this case, one of the effects is useless (double strike is a voltron card), and the other is nearly useless (or completely outclassed by Journey to Nowhere).
Grim Guardian - You run 40 enchantments. All 40 need to drop for this to win (Or most and a few that can bounce). You do not do that with this card. If you are using it to whittle, and win in combat, it also won't do. Greater Auramancy, Sterling Grove, Privileged Position or any tutor to find them comes down to inconsistently to protect him over multiple turns, so he will consistently just be removal bait, or useless. Great finisher in place of Altar of the Brood for Parallax Wave Combo, so run it if you run the combo, and some more tutors.
Underworld Coinsmith - Without lifegain synergies, he doesn't win. For value though, and he becomes very interesting. Honestly I find him to be a powerful card. Without Mana Bloom, Cloudstone Curio, Parallax Wave combo however, I don't think he is powerful enough to make the cut.
Karametra, God of Harvests - This feels bad. If it said enchantment, it's have 40+ triggers, but with out, it is just bad. Mirari's Wake is a much better version, to the point an extra tutor would be better than this. 9 lands is the maximum this can fetch, with your manabase, and that is over 9 cast triggers. It's rarely happen, so I'd estimate this to be a Gilded Lotus level of power, that enters tapped, and takes 2-3 turns to set up. It's only in here because it is an enchantment, and that isn't worth it.
Courser of Kruphix - It gives slight card advantage in the form of knowing you next card, and digging one if you find a land. Keep in mind that the land you play from top uses up for 1 land per turn (or two with Exploration), and doesn't give you any extra drops like Oracle of Mul Daya. Otherwise, the lifegain is negligible, and it blocks decently. Since it reveals all of your draws, Pithing Needles and Nevermores/Meddling Mages will all be more potent from your opponents. It is decent, but not good enough.
Quarantine Field - Removal, which I used for a time, but realized, at four mana it is a bad Banishing Light, at 6 mana, it is way to expensive not to be a board wipe. It has two modes, and any more than 6 is absurd. With mana it isn't worth it, because there are better outlets, like a Torment of Hailfire for something that wins game. It has another mode though, . I have actually cast this for more times than I have or above, because I get a cast trigger. It isn't worth it for the choices though. Journey to Nowhere, Banishing Light, Song of the Dryads, and Darksteel Mutation are all much better (the last two can even shut off commanders!)
Budget 20 cards to toss in: (No cards above 3 dollars by tcgplayer prices.)
Darksteel Mutation - It is removal for commanders, and that is about all, but I'd say is worth it.
Mana Bloom - Extra fixing, card advantage, and ramp. Cheap card in game and in real life.
Blind Obedience - Shuts off many combos, slows artifact mana, and is generally an anti-combo card. Extort is a nice bonus, but is rarely useful.
Authority of the Consuls - Same as above, but turn one play, only works on creatures, and a lot of added lifegain.
Prison Term - This card is a pet card. I love the moving around ability. It is very useful, and is a threat to any Azami, Lady of Scrolls or something like Narset, Enlightened Master where even hexproof gets gotten around when it moves.
Wild Growth - See above, remove fixing.
Weirding Wood - Replaces itself, fixes, ramps.
Abundance - Stops you form milling out (by replacing draws with reveals, when it can't reveal anything, it stops, and you don't lose the game), gives card advantage when you flip past cards you don't need, and it can't hurt since it is a may replacement effect, so you can always not reveal if you don't want to give out information.
Commune with the Gods - Powerful card draw, fills the yard.
Total cost of these twenty card: $17.25 (USD) not including taxes or shipping from tcgplayer
All of these changes will lead to a net increase of 8 enchantments, and that will leave you at 48 enchantments total, so you will only averagely need 2 enchantress effects to have access to your whole deck given infinite mana. possibly just 1 enchantress and Abundance
2 weeks ago
I understand that you already went over Femeref Enchantress in the comments, but I want to make a case for just because I have loved using it.
I wouldn't classify it as protection in a normal sense, unlike a card like Greater Auramancy, but it does deter casting a Disenchant, that otherwise might have been cast. The card I believe has other uses.
It, at least in my variation of the deck, is part of the Replenish Package I run.
Vessel of Nascency, Seal of Cleansing, Seal of Primordium, Aura of Silence, Solitary Confinement, Gaea's Touch, Sterling Grove, Font of Fertility, and Seal of Doom all allow for value when being sacrificed with a Femeref Enchantress. You run 3 of those.
With Cast Out and Commune with the Gods to help fill up my yard with enchantments, Replenish-styled effects, can bring them all back, just to have them be sacrificed. I have drawn 10+ cards in one turn with Femeref Enchantress in that method.
I use Seal of Cleansing/Seal of Primordium/Aura of Silence a lot of times on my own enchantments, because if they are going to be Return to Dusted or since I run Starfield of Nyx/Opalescence for the synergy (Ay! My Name!) with Earthcraft, when an opponent Merciless Eviction and name creature thinking my board will be exiled, then I sacrifice my Seal of Cleansing targeting Opalescence and suddenly I have no creatures in reponse, it works out.
Otherwise, you don't need to run it. I just think a more replenish-based list would work well for gaining value.
Thats my whole thing about Femeref Enchantress
Onto ramp, Overgrowth works really well, I'd suggest you use it. Wild Growth, Utopia Sprawl, and Carpet of Flowers are must-haves in enchantress, seeing play in the most competitive and most casual lists.
Now onto card draw Sylvan Library is a must-have. Imagine if Sensei's Divining Top decided it was its own man, and was going to trigger when it wanted too, but as a cost it was going to cost an extra . Sound's bad right, less control and more mana? Well its in the big world, and it is going to draw all them cards! Suddenly you are drawing 2, 3 cards a turn, and sure, it costs some life, but yes!
If you'd rather have it's child, Mirri's Guile is a great addition too. Both of these cards see play in the real legacy enchantress.
Mana Bloom is good at fixing, and since it bounces back to hand, you can keep recasting it, getting more enchantress triggers, along with triggers on Sigil of the Empty Throne, Celestial Ancient, Blessed Spirits, Doomwake Giant, Thoughtrender Lamia, Agent of Erebos, and Blightcaster
Last but not least, this seems like an aggro deck, which is strange for enchantress, I'd suggest Parallax Wave/Opalescence combo (Starfield of Nyx works as well), Squirrel Nest combo with Earthcraft, and Altar of the Brood for an instant win with either.
Solitary Confinement, Ghostly Prison, and a higher removal count (Banishing Light, Journey to Nowhere, Seal Away, etc.) along with ways of slowing down your aggressive opponents (Authority of the Consuls/Blind Obedience) all lead to a much better set up, and Teferi's Protection/Heroic Intervention can be blowouts.
I'd also suggest you up your enchantment count to around 40~50, and run a lot more tutors. Vampiric Tutor, Imperial Seal, Idyllic Tutor, Eladamri's Call, Sylvan Tutor, Chord of Calling, Summoner's Pact, Grim Tutor, Recruiter of the Guard etc.
2 weeks ago
Below is my toolbox list.
The landbase, and a lot of the deck is the same, except we run 22 tutors.
The goal of all of the Grasp of Fate/Imprisoned in the Moon effects is so that Replenish becomes a blowout, with a near assured win. I decided to not go for the Traumatize, and instead Entomb our way to victory. Otherwise, I have found that by running the amount of draw that we do, discarding the bombs naturally actually works out very well.
Commander / EDH*
1 month ago
I played a very similar Atraxa build for like 2 years until my friends stopped calling me. I like everything you've got going, Bear Umbra in particular is a nice touch that never occurred to me.
My only thought would be that Dovin Baan is flavorful and fits the theme but doesn't really accomplish a whole lot. I had him in a bunch of my original decklists and he never really won me the game. I think you'll see better results replacing him with Parallax Wave or Parallax Tide--Wave is technically better, but the Tide has the potential to set people back so far that several of my buddies have immediately scooped to it in 1v1...and it sounds like demoralization is a serious priority of yours.
I see you already have Tangle Wire so I don't need to tell you how broken Atraxa gets with Fading effects. Much respect, keep up the good work!
1 month ago
I don't think you should claim the top tier decks netdecked.
Yes people may copy them, but they have to play them properly and tune them for their specific meta. They are generally the best (or most "powerful") lists, but not alone. Only when a good player takes them, and tunes them do they get truely powerful.
Lets take a comparison instead of to decks like General Tazri (hyper-efficient fast-paced combo) but more like decks in the likeness to Teferi, Temporal Archmage or Tana/Tymna Blood Pod. These decks are "Prison/Stax/Combo". Teferi can combo out super fast, like turn 3 without a god hand or anything, but more commonly sets up a lock, then uses Teferi, Temporal Archmage's -1 ability to get out of a Stasis or Winter Orb or Static Orb, etc.
On the other hand Blood Pod is a combo list that nearly never sets up combo wins until it has locked out each opponent. It has tons of stax and prison effects, and an easily tutorable wincon once each opponent is unable to respond. It is slow, but efficient.
The reason I bring up these decks is because if you claim being fast isn't necessarily good, you are right, but if it isn't fast, it has to lock out the opponents thoroughly. I'll take a look at every single prison/stax card you run. Then I will compare them. Enchantress can be built to be efficient stax, or fast-paced combo. This one clearly isn't fast-paced combo, so if you claim it is the "most powerful" Enchantress list. I would find it insulting if your deck isn't powerful. That would mean every other enchantress list is less powerful than a weak deck, wouldn't it?
Mystic Remora and Rhystic Study are the two cards that represent actual stax in your list. That is all. Ghostly Prison effects aren't really stax, and removal (unless it is land destruction) isn't stax either. The fact that your two cards that are stax are "may" triggers makes them some of the weakest stax. This isn't to say that they aren't good, but in fact only that they are not going to lock down the opponents.
This would make you incomparable to stax or prison lists, and you are too slow at combo to make up for it.
But maybe you just made a typo, because instead of "prison/stax/combo" you meant "control/combo", bit of a large typo, but I digress. Control is the last main archetype of the higher tier lists, and this deck appears to be closer to control on the face of it.
Control lists like Azami, Lady of Scrolls, or other lists try to build a draw engine, because otherwise they wouldn't have enough answer for each of the threats placed by the opponents. In this case Enchantresses are the draw engine. They normally run answers like removal and counterspells to stop locks set by stax decks, or slow down the combo decks enough for them to pull out their own combo wincon. In this case you run many combos. I wouldn't call it Control though, but I think that is the closest this deck is to a real archetype.
Why is it not control? in a 4 player game, which I assumed this deck was made for (it is under the tag "Multiplayer"), this deck needs to answer a lot of things. A The Tabernacle at Pendrell Vale that the stax player dropped, the Hermit Druid that Scion of the Ur-Dragon combo player just dropped, or the Mystic Remora that's been drawing General Tazri a ton of cards. In Commander, there are tons of different types of threats to deal with. Since you don't run the catch-all Counterspells, you have all of 7 pieces of removal, and lets look at all 7 in total.
Banishing Light - Okay, this one is real removal, 3 mana may be exorbitantly high in terms of mana, but it hits a whole lot of things, so I will claim it works. Unless they spend one mana and a Nature's Claim, or any other 1 mana removal for enchantments.
Detention Sphere - Same as above, good with tokens, same glaring downsides.
Doomwake Giant - Well, this is a sweeper, and can trigger multiple times, but 5 mana is a lot for a deck with only a decent amount of ramp, hits hard on dorks though.
Oblivion Ring - Same as Banishing Light, but is better, you can sacrifice it in response to it's enter the battlefield effect to permanently exile a non-land permanent. It can also hit your permanents, for what it's worth, still too high on mana.
Tainted AEther - I mean, yes it can slow a few combos down, but at four mana it feel pretty mediocre.
Overall, your removal either is way to expensive to expect this deck to be considered control, and doesn't run nearly enough, or isn't a control deck.
If the deck isn't control, stax, or fast-paced combo, I ask you, what is it and how is it supposed to be the "most powerful" Enchantress deck? I apologize if you think I am hating on your deck, because I love seeing a fun deck with interesting limitations like no infinite comboes, but limited casual decks aren't the most powerful, and it is an insult to many deck builders to claim their lists are weaker than this.
1 month ago
I like that you are playing enchantress, I have played enchantress for about a year, started with Selvala, Explorer Returned, moved to Karametra, God of Harvests, then Dragonlord Dromoka, then Captain Sisay, finally decided on Selvala, Explorer Returned in a giant stupid circle.
[Help Needed] EDH GW Enchantress is my build.
I'd suggest you drop a bunch of cards like Temple of Plenty, Tranquil Expanse, Tranquil Garden, Vec Townships, Scattered Groves, Selesnya Guildgate, Riftstone Portal, Graypelt Refuge, Grove of the Guardian, Mosswort Bridge, Blossoming Sands, Exotic Orchard, for Mana Confluence, City of Brass, Wooded Foothills, Flooded Strand, Arid Mesa, Misty Rainforest, Verdant Catacombs, Marsh Flats, Razorverge Thicket, Brushland, Savannah and Wooded Bastion or the likes.
2 months ago
Parallax Tide and Parallax Wave are solid in this deck because atraxa can proliferate the counters to make things stay exiled indefinitely. If you add Doubling Season you can actually add counters to them each turn to continue exiling more things indefinitely. Hokori, Dust Drinker works with your resource denial strategy, as does Dovin Baan when you ult him, which is super easy in a deck with proliferate and doubling season