|Commander / EDH||Legal|
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|Ravnica: City of Guilds (RAV)||Uncommon|
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Tap: Choose a player. That player adds one mana of any color he or she chooses to his or her mana pool.
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Spectral Searchlight Discussion
2 weeks ago
So, it's been almost 6 months since I updated this deck on here, and there are sooooooooo many rules changes that affect the deck during that time, that I thought I'd update you all!
3 weeks ago
This ended up being really, really long...so if it's TL;DR or you feel too critical, feel free to delete it (I wouldn't even complain at this point). Hard to really see this as an "Enchantress" deck while only being able to use Mesa Enchantress and NOT including a Serra's Sanctum to boot. Much more simply an Enchantment heavy Angel deck, which I definitely approve of since I love both Enchantments and Angels, but the title is misleading.
Enchantress is a deck centered around the Enchantress triggers of Argothian Enchantress, Verduran Enchantress, Enchantress's Presence, Eidolon of Blossoms; and if you're adding a color, you add White so you can use Mesa Enchantress and Femeref Enchantress. Without this core, it's not Enchantress.
As for the rest of the deck, it looks like it should be able to hold its own, but would probably improve with some cheaper Angels or more ramp. I used to run Voltron Akroma, Angel of Wrath and had to use tons of mana rocks just to make it playable. Akroma also cost 5WWW to get the FIRST time soooo....yeah...
Angels:Serra Avenger, Angelic Page, Emancipation Angel, Seraph of the Sword, Sustainer of the Realm, Angel of Condemnation, Seraph of Dawn, Blinding Angel, Herald of the Host, Angel of Sanctions, Angelic Arbiter, Angel of Serenity, Akroma, Angel of Wrath, Resolute Archangel, Archangel of Thune, Baneslayer Angel, Serra Ascendant, Avacyn, Angel of Hope, Iona, Shield of Emeria.
Enchantments:Serra's Blessing, Brave the Sands, True Conviction, Righteous Cause, Aura of Silence, Blind Obedience, Endless Horizons, Spirit Loop, Karmic Justice, Nevermore, Seal of Cleansing, Sphere of Safety, Spiritual Focus, Starfield of Nyx, Worship, Moat, Test of Endurance
Rocks/Ramp:Land Tax is pricey, but the best mono white land grabber in the game.Gilded Lotus, Chrome Mox, Lotus Petal, Manalith, Fellwar Stone, Spectral Searchlight, Darksteel Ingot, Mind Stone, Thran Dynamo, Pristine Talisman, Caged Sun, Gauntlet of Power, Extraplanar Lens, Explorer's Scope, Thunder Totem, Marble Diamond.
Other:Door of Destinies, Herald's Horn, Howling Mine, Demystify, Disenchant, Fragmentize, Forsake the Worldly, Fumigate, Aetherflux Reservoir, Approach of the Second Sun, Faith Healer, Grand Abolisher, Open the Vaults, Replenish, Second Sunrise, Oketra's Monument
A number of these are pretty pricey (and definitely out of my price range) but as someone who plays White in every format he plays, a Tribal player and an Enchantress player, I can go on and on and on about these kinds of decks...This deck happens to have a White-centric tribe and is Enchantment based. XD My apologies.
2 months ago
Temporal Mastery has a CMC of 7 at all times, in all zones. It's miracle cost is an alternate cost that can be used when you draw it as the first card for your turn, but that does not altar it's CMC. Panoptic Mirror only cares about CMC.
Trickbind can counter an activated or triggered ability, which I believe covers all Imprint abilities. It is very difficult to counter Trickbind, but it is possible. If you put imprint Trickbind onto Panoptic Mirror you'll be able to cast it during your upkeep to counter another upkeep trigger you control, but to little other effect. The Panoptic Mirror trigger would still use the stack and could be Stifled to keep you from casting Trickbind, as the trigger does not have split second.
A mana ability is an activated ability that could add mana to a players mana pool and is not a loyalty ability or an ability that targets (like the ability of Simic Signet or Spectral Searchlight). Or a triggered ability that does not target and could be triggered by the activation of another mana ability (like the triggered ability of Utopia Sprawl or Caged Sun).
4 months ago
If you're looking for cards to add, my first recommendation is to add more lands. Personally, unless I'm running a lower curve, I like to run 35-38 lands, but if you find 32 lands works then here's some other suggestions.
If you want some redundancy with your Propaganda effects you could include Ghostly Prison, Windborn Muse, and/or Norn's Annex. Maze of Ith, Mystifying Maze, and Glacial Chasm are also great ways to protect yourself (and, in the case of Maze of Ith, play a little game of politics).
I don't see any board wipes, so I have to recommend including 1 or 2, some of which include Wrath of God, Merciless Eviction, Cyclonic Rift, Evacuation, and Damnation or Toxic Deluge if your budget permits.
Some removal that's a little "on theme" would include Swords to Plowshares, Path to Exile, and Arcane Denial. Also Pongify, Rapid Hybridization, and Beast Within (although I'd imagine players would be less than excited to replace their creatures with worse ones.)
6 months ago
I've looked at Hunted Wumpus and Tempting Wurm pretty hard in the past, Bxbx. The main problem I have with Hunted Wumpus is that it's a 6/6, and because of that it can be perceived as a threat. It's a good hug card, but that down side just scares me off.
Tempting Wurm has a bit of this problem too, but my main issue with the Wurm is that that I'm giving out so much card draw with this deck that if someone has a Reliquary Tower type effect on the field and the others don't, it's pretty much game over since they'll have a large hand full of cards to dump onto the battlefield.
I haven't really considered Spectral Searchlight before. I don't think it does quite enough to be worth a card slot. If it gave all opponents one mana of any color, it might be worth a closer look.
6 months ago
Hello! Awesome deck!
What I like:
Love the color, theme, and commander choice! Seem really fun!
Love the inclusion of Elspeth, Sun's Champion, obviously!
I like all the lands that ping you for mana! Very clever!
Some suggestions to put in:
The first thing I thought of was Cathars' Crusade and am shocked you don't have it already!
Dusk / Dawn for a one sided boardwipe.
Some to take out:
Angelic Chorus seems kinda expensive for what it does.
Spectral Searchlight can be replaced with better mana rocks. Unless there's some group-hug reason for it being here.
Sword of Vengeance kinda seems kinda random here.
Profound Journey is wayyy over costed, even with the rebound. White has better recursion options.
Hope some of this helps! Good luck!
7 months ago
Well of Ideas can add more draw power to the party.
Ghirapur Orrery seems like a good fit as well, all that draw power will put land in hand.
Unless you intend to use Spectral Searchlight on the weakest person, I don't think it's quite friendly enough. Akroan Horse would be fun to pass around. Luminarch Ascension would be harmless but potentially lifesaving endgame card. Assemble the Legion could also be a good one. If you are running Sphere of Safety and Ghostly Prison, Norn's Annex and Crawlspace are in the same vain.
8 months ago
I agree that losing mana burn is a loss for the most part. The logic was that it didn't come up often and fairly enough, but... well, neither do a lot of things. The problem is mostly that removing mana burn didn't add any strategic depth. But there is a void now where it once was - for all of the reasons you listed, and then some.
What really peeves me are the cards that have been rendered useless since they were designed with mana burn in mind. Citadel of Pain and Pygmy Hippo are chief examples, but I also liked the added utility on Spectral Searchlight and Valleymaker. Master of Arms was also neutered by a rules change (tapped blockers not dealing combat damage) and yet they swept in and errata'd him to compensate. Where's the love for the Hippo, huh?
Other rules losses I dislike are combat damage no longer using the stack (that's more arbitrary; there are arguments for both versions having advantages) as well as the new legend rules (it makes more sense balance-wise but I dislike it flavour-wise.) The one that probably leaves the worst taste in my mouth is the new 'waterfall' style for handling combat damage in gang blocks! Jesus, I thought they were trying to make the game more streamlined - what the heck is this about guys lining up to take hits until the attacker decides he's handed out enough? It's less intuitive and lowers the power of trample, which could kind of use the help considering it's the worst form of evasion there is. Plus the whole "deathtouch has a secret second ability where it lets you use the old style of damage" both suggests it wasn't a necessary change and also results in weird rules baggage that isn't obvious from looking at a card, kind of like the original Walls being unable to attack without any reminder text saying so.