|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Mythic Rare|
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Quarantine Field enters the battlefield with X isolation counters on it.
When Quarantine Field enters the battlefield, for each isolation counter on it, exile up to one target nonland permanent an opponent controls until Quarantine Field leaves the battlefield.
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Quarantine Field Discussion
1 month ago
List looks good! I think I would drop the Archetypes - they are super costly and I don't think really that on target with your gameplan.
I would also go down some of the weaker pillow fort cards for a bit more targeted removal so you can better deal with large threats facing you down - not everything will be a problem just through combat damage! Stuff like Aura Shards, Banishing Light, Cast Out, Detention Sphere, Quarantine Field etc. are worth considering.
Green Sun's Zenith should be in here really to make sure you can find your enchantresses and set up your engine.
Overall, I would want a lower mean CMC on the deck, that way once you have your enchantresses out you can almost storm off and play multiple enchantments a turn while digging through your deck towards win conditions. This is where the real power of this deck type comes from IMO.
Hope this helps!
2 months ago
The animated Quarantine Field would be a 2/2 as X, anywhere but the stack, is treated as 0.
2 months ago
Let's say I have Quarantine Field in play, and I cast it for 8WW, but then I drop Starfield of Nyx or Opalescence, what would be Quarantine's P/T? Would it be a 10/10 or a 2/2 (if X=0)? Thanks in advance.
3 months ago
Stasis Snare is instant speed creature only removal. Nearly all other spells are sorcery speed. This means, letting mana open to cast Stasis Snare is too predictable. You can include it if you have a Emrakul heavy playing field. The meta is more planeswalker heavy at the moment, i suggest using Banishing LightOblivion RingQuarantine Field
Tower of Fortunes is in the maybeboard. Everything thats in the maybeboard was considered to be used in the deck but didnt make it. In white-devotion you cannot use artifact carddraw because its counter productive to your devotion plan. white carddraw nearly doesnt exist. The only example i know is Master of the Unseen which could work well but is slow as hell.
Resplendent Angel requires a lot more Lifegain than just Lyra to be worth in my optinion. Using Angels as finishers is more a flavor thing than going competitive. A better finisher would be Entreat the Angels anyway
3 months 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
3 months ago
Hey, I saw you comment on my deck (Tetsuko & Doran's Assault Formation!), and I'd love to see if I can give you any tips for this deck.
As you already said in your description for this deck, Arcades, the Strategist might be a very good card for this deck, especially if you like control decks. White-Green-Blue is a very nice color combination for a control deck, and the defender creatures you are running just add onto that. Furthermore, this deck as it is now can only make your creatures with defender attack if you happen to draw Assault Formation, which means there are gonna be some games were you won't be able to get it. However, you can play around this with your big creatures.
Arcades, the Strategist also lets you draw more cards, which together with Lead the Stampede and your creatures that make mana allow you to build up a very strong board, However, you do already have Soul of the Harvest, which kinda does the same, but just costs 2 more. For that reason, even if you don't play Arcades, the Strategist, I really like your Lead the Stampedes, If you want to stay mono green you could even play something like Commune with Nature to fetch another creature.
If you're wondering what kind of creatures with defender you get access to when also going into blue and white, here are some nice options: Ludevic's Test Subject Flip can work with your mana ramping, Wall of Frost, Wall of Denial, Stalwart Shield-Bearers, Wall of Omens I really love this card together with your Carven Caryatid and Soul of the Harvest (and Arcades, the Strategist if you want to run it) since it just make you fly through your deck, Dragon's Eye Sentry, Perimeter Captain, and you get access to Rolling Stone, however between Assualt Formation and Arcades, the Strategist, you wont need it. Also you get access to some metagame staples like Path to Exile.
Perhaps a Tower Defense or Shape the Sands (or Aegis of the Heavens (its a new m19 card so tappedout wont let me link it) when playing white) could also make this deck more explosive if you want to go that route, but since you are not reliant on making your creatures with defender attack, Carnage Tyrant is a nice beater, when going into white you also get access to angels which are great late game creatures, you might even think about running card with in their mana costs, like Entreat the Angels, Quarantine Field, Secure the Wastes, Animist's Awakening, Chord of Calling, Enshrined Memories, Genesis Wave, Nissa, Steward of Elements.
Finally, I don't really like Trolls of Tel-Jilad, Terastodon, and Naya Panorama since they don't really do much. I would also up your land count to at least 20, even with all the mana acceleration. Maybe even 22-24. As for your current maybeboard, I like the Axebane Guardian, and all the other card are also good beaters except for Silklash Spider, Prey Upon your defender creatures have no power, even with Assault Formation, not 100% sure on this interaction though, and Elixir of Immortality, If you want lifegain, perhaps a Jaddi Offshoot is better?
I hope this helps you a little! I like the deck and its versatility a lot!
5 months ago
Eladamri's Call, Worldly Tutor, Recruiter of the Guard, Chord of Calling, and Sylvan Tutor are all good creature tutors that effectively you more enchantress effects. Also Eladamri's Call was reprinted recently, and so is quite cheap.
Burgeoning is very good. Run it.
Parallax Wave goes infinite with Opalescence and Starfield of Nyx (If you have enough non-aura enchantments), and let me explain how if you don't understand it, I was confused at first when I saw it so here:
Parallax Wave is an enchantment that starts with five fading counters, and at your upkeep you must remove a counter from it, if you can't you sacrifice it.
You may remove a counter from Parallax Wave whenever you want (at instant speed) to exile a creature, and when it leaves the battlefield, return all cards that enchantment has exiled to the battlefield. This includes itself if it is a creature.
If it is a creature you can remove a counter from it to exile an opponent's creature, then hold priority, and exile itself in response. The stack resolves top to bottom, so given no opponent reponds, you exile Parallax wave to itself, and it will leave the battlefield, returning all cards it has exile to the battlefield, before it exiles the opponent's creature. Parallax Wave returns, and their creature has an exile trigger on the stack, respond to that by repeating this process for each and every creature your opponents control, so that they all get exiled. If you have Opalescence in play, then you can exile all of their enchantments with this process too.
To this effect, from that point forward, your opponents will never land an enchantment or creature. You can also repeatedly "bounce" (retrigger the leave-the-battlefield and enter-the-battlefield effects of) all creatures you want. If you have Eternal Witness or Eidolon of Blossoms, you can draw infinitely, or return all cards that ever go to your graveyard to your hand. You might be scared that you would die from drawing infinitely, but you can draw until you reach Abundance, cast it, then keep drawing, always naming non-land. You also make infinite mana from Earthcraft by tapping the creatures between bounces. You bounce them by exiling them under Parallax Wave, then exiling Parallax Wave to itself, return both itself and your creature to the battlefield.
Enough about Parallax Wave, if I hadn't sold you, I never will.
Cards you can drop:
Craterhoof Behemoth - Beatdown isn't the best win condition for enchantress, it is a bit to aggressive for a deck that commonly doesn't have too many creatures. Ajani's Chosen/Sigil of the Empty Throne at least give fidder for Earthcraft mana and Aura Shards triggers.
Courser of Kruphix - Yeah it is a good creature, and it is an enchantment, but it isn't a good enchantment. It is lifegain for a deck that can do without, and a 2/4 blocker that gives life for three. That is good in modern occasionally, and insane in limited, but it isn't for commander unless you can abuse it. Sunbond/lifegain effects + Scapeshift/landfall effects make it decent.
Acidic Slime - 2/2 deathtouch is occasionally relevant, good with Parallax Wave combo for mass non-creature destruction, then the creatures get exiled by Parallax Wave, and is efficient, but if you don't get the Parallax Wave, then it doesn't do a ton.
Aura Shards - Without a ton or consistent supply of creatures, it does little but paints a target on your head.
Soul Snare/Faith's Fetters - They do little but waste mana on an overpriced and conditional Swords to Plowshares/Beast Within respectively. Their only redeemable factor it that they are enchantments, but that doesn't maek up for the fact that they aren't instants and aren't as powerful as other cards.
Cards to add:
Greater Auramancy - Great Enchantment Protection
I know said to add more than I said to drop, but below are some other cuts I'd consider:
6 months ago
I would also find a way to cut Quarantine Field and Shamanic Revelation. There are simply better ways to get rid of permanents even in your colors on a budget. Oblivion Ring is an option that doesn't cost you half a million mana. Shamanic Revelation would also benefit you more if its slot was taken by a proper finisher. Finally, Avacyn's Pilgrim is only really effective in a deck that is going tall with big finishers. Replace it with more Soul Wardens or some of the things in your maybeboard. Cryptolith Rite also has this issue, but they're printing a card that does its job while providing your deck with a good finisher in the next set.