: Add to your mana pool for each enchantment you control.
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Serra's Sanctum Discussion
1 week ago
A couple of options to consider:
- Blind Obedience is really good in multiplayer. Daxos tends to take a bit to get off the ground, so slowing down your opponents and being able to stack up some extra life can be really valuable. -
- You have a lot of ways to spend mana other than spells, so Eidolon of Rhetoric and/or Rule of Law can really help you outvalue your opponents.
- You might consider one more way to protect Daxos. Flickering Ward could be a good option, especially with Serra's Sanctum to generate tons of white mana.
- I like Cessation / Cage of Hands as options for shutting down enemy commanders. Since Daxos tends to go long, removals are actually a bit weak for commander control.
- Skybind is one of my favorite Daxos tech cards. Both Daxos and Heliod can make enchantments at instant speed, which allows Skybind to act as more or less a repeatable Maze of Ith.
In terms of possible cuts:
- Athreos seems marginal. The deck is creature light and people will happily pay for anything that's actually relevant enough.
- It doesn't look like you have a lot of ways to abuse Faith's Reward. It'd really require the right set of circumstances to give 4 mana in value.
- You have a lot of ways to spend life, but not a lot of ways to recoup it. Corpse Augur is probably your least good way of spending life for cards and can probably safely go.
- Citadel Siege is a possibility. It locks down some problem cards, but maybe it could go if you went for something like Cage or Skybind?
- Diabolic Revelation may not end up being amazing. I find that Daxos almost always has something to do with mana, so expensive tutors (even if they can get multiple cards) can end up being somewhat dead. It may be good, but I'd recommend keeping an eye on it.
2 weeks ago
Here are some sweet cards that I think you could consider for this deck. Serra's Sanctum, Replenish, Retether, Daybreak Coronet, Steel of the Godhead, Vanishing Important to note that Phasing out takes all attached cards with the creature, Pariah, Rest in Peace, Energy Field Combo's well with Rest in Peace, Doomwake Giant, and Sigil of the Empty Throne.
2 weeks ago
@Profet93: Hmmm... to remove Whip Silk is a bold move. It is not entirely unthinkable. HOwevver, in that regard I would more tend to remove Flickering Ward because it is easier to generate green mana in this deck given the mana dorks and the overall need for green color. Problematic are cards such as Praetor's Grasp which then could take away my combo when only one storm enchantment is left. When they choose to get Paradox Engine I am still able to generate a large amount of mana and thus can get ahead of the table pretty hard when playing these recurring enchantments, while an enchantress is on the field (or better multiple ones) eventhough I cannot go infinite. Also it helps to have both color available to make better use of Gaea's Cradle andSerra's Sanctum. So I am a bit skeptical.
2 weeks ago
As for the other suggestions here are my thoughts on them:
Elesh Norn, Grand Cenobite: It is too costly for this deck in terms of mana cost and doesn't do much against my meta outside of the combo. I play against tasigur, teferi, storm (though it would hit arcum pretty hard - but then again this deck wins before you could cast elesh).
Kamahl, Fist of Krosa: same as elesh
Mana Crypt / Sol Ring: This deck mainly uses mana dorks and enchantments to ramp as I seek to hate artifacts as hard as possible with Kataki, War's Wage/Stony Silence/Null Rod ect... Also it would hurt my draw-engine in terms of having two less enchantments available to draw cards with my enchantresses like Argothian Enchantress. Furthermore when you look at above list, you will see that I make it up with 24 ramp cards. I.e. I prefer to play Exploration/Wild Growth/Utopia Sprawl early on to generate further advantage with Serra's Sanctum (which in turn is tutorable with Captain Sisay). Also when considering to play Armageddon, while having Kataki, War's Wage/Stony Silence/Null Rod on the battlefield, any mana artifact becomes quiet useless and you would wish to have any other sort of ramp that breaks parity for you at this moment.
Selvala, Heart of the Wilds / Umbral Mantle: as I already play 24 ramp cards, I don't feel like I need any more right now. If I would choose to have more wincon I would rather go for the following ones because they fit more into my enchantment deck: Squirrel Nest + Throne of the God-Pharaoh (Earthcraft is already in the deck). Or I would put back in Monastery Mentor to get infinite token/storm with Earthcraft (note: I play only around 20 creatures and 33 enchantments, which makes this card deadly outside the combo) as described in my game plan section above. But honestly, I think that Paradox Engine and Living Plane are already enough for this deck to win. Usually I either stax everybody so hard that I get a ton of time to assemble my combo pieces, or I can go off with Captain Sisay, getting Dosan the Falling Leaf first and then Paradox Engine to draw my deck and once that happens, there is no way for the table to win as at that point I will get infinite mana and will be able to play my whole deck and to get all relevant cards back with Holistic Wisdom. Even, if for some weird reason, I would not be able to kill everybody, the board would be so staxed after that turn, that nobody would ever be able to cast a spell anytime soon.
Helm of Obedience: As I described above I think I don't need more wincons at the moment and if so, I would avoid to use artifacts which require an activation as there are other cards available that give me more synergies.
All in all you pointed out some very good suggestions, which make sense when trying to make as much use of Captain Sisay as possible. But to be fair and honest, Captain Sisay was actually one of the last cards that I changed in this deck because this deck was built around Rhys the Redeemed and used to be an enchantress/combo token deck where you have a big variety of ways to make infinite tokens ect. However, as time passed the deck slowly turned into an artifact, hatebear, stax list but I kept the enchantment core engine running. So, try to look at it this way: Though I play Captain Sisay as commander, I do not seek to win with her, she merely gets me there faster but the true strenght of this deck lies in staxing/hating everybody while keep drawing more hate with the enchantress. In this regard this deck plays pretty much like a storm deck. First play your hate and once you slowed down the table, you get to generate card-advantage that slows everybody down even more, play Captain Sisay and decide whether you can go off, get some ramp or more stax :)
Well that's pretty much it. I think this deck is a new way of playing Captain Sisay and I hope, as a fellow sisay player, you might have some other suggestions (maybe enchantments), that could fit the bill here.
2 weeks ago
Trust me, it's really worth it.
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2 weeks ago
I realize that it is quite expensive, so forgive me if it's just for budget reasons, but Serra's Sanctum might be an excellent addition.
3 weeks ago
Looks like fun. With the reliance you have on enchantments, you might consider running Replenish in case you really get wiped out. Also, if budget isn't a problem, you could probably benefit from running Serra's Sanctum. I also like to see Soothsaying in decks running blue. I think its a great card that never gets played, and it works really well if you're playing draw-go. You can really set your library at the end of the previous player's turn, especially if your running a Serra's Sanctum.