|Commander / EDH||Legal|
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|Masters 25 (A25)||Uncommon|
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Enchantment — Aura
As Utopia Sprawl enters the battlefield, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds one mana of the chosen color to his or her mana pool.
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Utopia Sprawl Discussion
7 hours ago
Ok, so I'm seeing a deck that wants arcane adaptation and descendants path to drop big spells. Fair enough.
I highly reccomend more 1 and 2 drop creatures. Making sure that your t3 Descendants' Path hits something turn 4 is valuable. But how to assess those creatures is important. You want to be sure you have big creatures on top of your deck, and you want to avoid needing arcane adaptation where possible.
To do this, is best to assess a small set of cards you'd be using together rather than a lot of individual cards. Getting a set of cards that work well together is better than a bunch of disparate parts- getting a set which acts as a backup plan to arcane adaptation is even better.
One method to find these sets of cards is to look at what creature type you want to name with Arcane Adaptation and go all in on it.
Pretty much every tribe has big game-changing spells and 1 drops that work well. I'd focus on tribes that like stalling/controlling the game (Spellstutter Sprite lists), Protecting their own creatures (spirits/illusions), or already cheat their big stuff in (Preeminent Captain and Incandescent Soulstoke). There are plenty of tribal lists on this site to raid for ideas.
Changeling tribal is a neiche option which I'll mention here- Mothdust Changeling, Shields of Velis Vel etc- there are Haakon, Stromgald Scourge/Basal Sliver/Skeletal Changeling combo lists you can raid for ideas.
The second way is to look for things that can get value out of your big spells.
Looking at CMC matters is another- Nourishing Shoal, Blast of Genius, Kindle the Carnage, Nahiri's Wrath and so on all offer ways for your big spells to impact the game when you aren't casting them for free.
The final option is other Arcane Adaptation combos, to improve card quality by building in redundancy. Turntimber Ranger and any creature goes infinite if you name ally, Haakon, Stromgald Scourge and Ashes of the Fallen, Myr Turbine and tons of creatures, Quest for Ula's Temple and Inkwell Leviathan is a thing.
The big thing is to pick one plan, and stick to it. Its a lot more difficult to disrupt three spells doing the same thing than three different things. Fix your mana curve with a smooth 'I want this or this t1, this or this t2, and this or this t3' plan, and it'll run smooth.
Good luck, and happy brewing!
5 days ago
6 days ago
I'd cut all 3 Selesnya Charm, 1 Increasing Devotion, 1-3 Armada Wurm, and all 3 Intangible Virtue. Charm isn't very good, Devotion just costs too much, same with Armada Wurm, and Intangible Virtue isn't as good when you're sacrificing your creatures to Mycoloth and beating down with big things like Advent of the Wurm, Shanna, and Wayfaring Temple. If you don't like cutting Virtue or any of the other ones I listed you can also cut a few or all of the Essence Wardens; there aren't very many go-wide token makers, and you're better of playing a mana dork turn 1 since you have so many big spells. It's ok when you get a Mycoloth going or cast Increasing Devotion, but without mana dorks that'll only happen on turn 5, and it would probably be dead by then (along with you). You can also cut a land to fit a mana dork in, with them there's less of a need to hit all of your land drops.
Seeing as your budget was under $5 per card and Utopia Sprawl isn't too expensive right now, you should go for Llanowar Elves + Utopia Sprawl if you do add mana dorks. It's the fastest ramp package available, and it can give you four mana by turn 2.
6 days ago
Darksteel_Eye I hadn't finished putting the lands in yet. I think 32 lands is sufficient as long as you run things like Overgrowth and Utopia Sprawl. I plan to win with commander damage--21 to the dome. I have not looked at counters as a win con, but I tell you from past experience that if you pull the focus into too many directions, none of your win cons will be consistent. If you are worried about your win con, you could go infinite beats with a Kiki-Jiki, Mirror Breaker and Combat Celebrant package.
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
1 week ago
Maybe throw in some tutors for more consistency? Fabricate, Whir of Invention, and Tezzeret the Seeker are all in blue. Tezzeret also helps go infinite with his +1, but I assume this is meant to be more budget bc of Darksteel Colossus over Blightsteel Colossus.
I would also consider Arbor Elf to combo with Fertile Ground (which should probably be Utopia Sprawl), but both of those would probably want you to add more forests (and Overgrown Tomb is a bit pricy).
Power Conduit doesn't seem great. You need another source of counters, so it doesn't really help you go infinite unless you have Darksteel Reactor out. I guess you'll have a decent amount of counters laying around to use until you assemble a truly infinite combo, but I would replace it with some interaction bc right now you have none. If you do go into blue for the tutors, I'd replace it with some counterspells, but I'm not sure which ones. Otherwise, Go for the Throat/Cast Down/Doom Blade all work for cheap removal options.
1 week 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.
1 week ago
Reply to Saljen: Those are really excellent suggestions for the build but I had been avoiding using non-colourless creatures to make Ancient Stirrings more effective, so the Saytr is not something I would pick for this, however the Utopia Sprawl and Wild Growth are an interesting idea since I can easily use them to ramp into bigger stuff like Aradara Express in case I really need to big. Also I run into Pyroclasm and Electrickery in my games too often so the soul sisters are not as attractive picks personally. However the deck is super modular and I'm still experimenting with it so thanks for the feedback!