|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Uncommon|
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Enchantment — Aura
When Weirding Wood enters the battlefield, investigate. (Put a colourless Clue artifact token onto the battlefield with ", Sacrifice this artifact: Draw a card.")
Enchanted land has ": Add two mana of any one colour to your mana pool."
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Weirding Wood Discussion
2 weeks ago
Of course I would play them over the elves. Arbor Elf is essentially a better Llanowar Elves that gives your Utopia Sprawl and Wild Growth (also early game ramp) added value. Voyaging Satyr is also a stellar choice if you're not looking to possibly untap a Chain Veil with Kiora's Follower.
You should also remember that your Utopia Sprawl, Wild Growth, Fertile Ground, ect. are all early ramp spells. My ramp package looks like this.
- Arbor Elf (1 CMC))
- Arixmethes, Slumbering Isle (4 CMC)
- Dawn's Reflection (4 CMC)
- Fertile Ground (2 CMC)
- Herald of the Pantheon (2 CMC)
- Kiora's Follower (2 CMC)
- Market Festival (4 CMC)
- Overgrowth (3 CMC)
- Utopia Sprawl (1 CMC)
- Weirding Wood (3 CMC)
- Wild Growth (1 CMC)
This ramp package has a curve. On turn one you ramp with Elf, Sprawl, Growth, skips you to turn three to cast a Overgrowth, Weirding Wood, then you top that out with the four mana ramp, cast Estrid, untap lands, cast a spell that impacts your board state. Think of it this way, for every mana dork you put in, you are removing combo pieces.
1 month ago
So I'm brewing a deck, and yes it is the first deck that came to mind when I saw her, to abuse Estrid.
The idea is simple, enchant all your lands and ramp into oblivion...
So far here are all the cards that I'm including to enchant lands...
- Fertile Ground
- Dawn's Reflection
- Elvish Guidance
- Verdant Haven
- Market Festival
- Wild Growth
- Gift of Paradise
- New Horizons
- Nylea's Presence
- Sheltered Aerie
- Squirrel Nest
- Spawning Grounds
- Unbridled Growth
- Urban Burgeoning
- Sunken Field
- Weirding Wood
Now do i go full blown awkward and turn all my lands into dudes to win or do I just ramp into eldrazi or some crazy combo wincon?
1 month ago
Hey, you're welcome.
With the enchant land auras and Estrid you technically don't need anything else to make Stasis busted. In my opinion Stasis and The Chain Veil are the best cards along with the enchant land auras with Estrid. With the idea that Stasis is good with Estrid the rest of my suggestions in my first comment were based on how to make the deck better set-up for a Stasis lock. I didn't make it very clear in my comment, but I was suggesting a strategy to heavily build around Stasis.
You already picked the best enchant land cards and you're right about Unbridled Growth. Gift of Paradise and Verdant Haven however do make an additional mana when enchanted land is tapped. Both are just like Weirding Wood, either one makes two mana when the enchanted land is tapped. Haven is worded strangely, but it's the same.
Consider Enlightened Tutor, Whir of Invention or Fabricate and Eternal Witness? Enlightened can tutor for Stasis, Invention or Fabricate can tutor for Veil and Witness can get back Veil or anything else from the graveyard. Invention is powerful because it's instant, cast it for seven mana at your last opponent's end step, tutor for Veil, put Veil into play and combo off with Estrid on your next turn. Because Whirl is an instant it gives you a lot of flexibility in response to your opponents to use all the mana that's made with enchanted lands and Estrid.
There's several cards in the maybeboard that can be main deck if you have them: Greater Auramancy, Earthcraft, Land Tax, Mirri's Guile, Rhystic Study, Exploration, etc. These are all just good cards for Commander, no matter what strategies your playing. Best of all they're all low mana cost enchantments for the Enchantresses.
The combination of Grove and Auramancy gives all your enchantments great protection. If you have these cards I would play them main deck. Earthcraft is very good with basic lands that are enchanted. Use Enchantresses who aren't doing anything else, tap them to untap enchanted basic lands to make a lot of mana.
Combining the enchantments you have main deck and in the maybeboard consider this enchantment base:
1 month ago
Thanks, I wanted to have a good plan B and C that didn't detract from my main engine (playing enchantments to proc enchantress effects) and having those enchantments immediately impact the board state or make it harder for my opponents to interact with my board. I still see your point where it could end up not having the right tool for a specific situation can put me in a tough spot so I made some adjustments based on your suggestions.
I was considering Stasis prior and chose not to include it in the initial list because I wasn't really sure what I wanted to cut. Kismet is also something I considered but with Blind Obedience, Thalia, Heretic Cathar, Energy Flux, & Stasis it just seems like overkill at the 4-drop spot where there is a lot of competition for that spot in Abundance, Estrid, the Masked, The Chain Veil, Garruk Wildspeaker, Eidolon of Blossoms, et al. The artifacts I thought about but it becomes a little tricky with Energy Flux, being easier to get rid of, and not being an enchantment so my enchantress effects don't trigger. Also I am a little wary about playing cards that make my non-creature spells more expensive because I only play 14 creatures now.
I have considered Gift of Paradise, Verdant Haven, and Unbridled Growth but I prefer the enchant land cards that add additional mana to my mana pool rather than give my land a new line of text. So I basically went with the ones with better effects in Abundant Growth, Weirding Wood, and Dawn's Reflection because it gives me a slightly better mana exchange than the ones you mentioned. Verdant Haven was a little difficult of a decision because Dawn's Reflection is 1 mana more but it gives 2 mana of any color in addition to whatever your land taps for as opposed to 1 so I figured it was a little better on the conversion rate so it ended up making the cut. Although I am still considering it.
2 months ago
I don't like Faith's Reward. Teferi's Protection accomplishes the same thing for 1 mana less and can double as a fog in a pinch. If a sweeper catches you with your mana down, you're better off with Replenish or it's budget replacement Open the Vaults
Don't run Ever-Watching Threshold along side Propaganda, Ghostly Prison and Sphere of Safety. Sticking one of those is already enough to disincentivize everyone else from attacking you. You're just not going to trigger the card draw often enough, AND it's only 1 card per combat step. I might be on board if it was per creature. It's also unneed, we're up to 7 enchantress effects with one in the command zone if you want it. Drawing cards isn't going to be a problem.
I'm not really a fan of Genesis Wave outside of green decks that ramp crazy fast and cast it to put half their deck on the field. We want more tutor effects to get out our enchantresses and start snowballing. Eladamri's Call and Green Sun's Zenith both deserve spots. Commune with the Gods is pretty good too.
If you see any amount of Mizzix of the Izmagnus, Meren of Clan Nel Toth, Atraxa, Praetors' Voice or Infect decks in your meta, then you're nuts for not running Solemnity. Kind of odd to see Phyrexian Unlife in a deck without tbh. You'd be better off with Worship or even Island Sanctuary than running unlife by itself since it only buys you 10 points of life.
If you opt to not play Solemnity, you should run Parallax Wave. Parallax Wave + Opalescence or Starfield of Nyx means everyone else is done playing creatures, since you can just exile them all. For those that don't know how this works, it's basically the same as sacrificing Oblivion Ring in response to the first trigger. 1) with both parallax wave and opalescence out, exile an opponents creature. 2) HOLD priority and exile parallax wave to itself (opalescence turns it into a creature). 3) allow the stack to resolve. Parallax wave's second ability will remain in effect as it leaves the battlefield and immediately return it. The returning parallax wave is recognized as different wave than the one that just left play. 4) Allow the trigger exiling your opponents creature to resolve and it's gone for good. 5) repeat. You can also abuse this for infinite ETB triggers on your own creatures if you want.
You don't have any real ramp in your list as it is. Exploration and Burgeoning will let you play extra lands, but you still need to drawn them. Karametra only works when you cast a creature and you only run 14. Heartbeat of Spring helps your opponents as well as yourself. Zendikar Resurgent is expensive as shit and Mirari's Wake will rarely make around the table. The green enchant land cards will actually ramp you, and are quite good. They're a bit better in an Estrid list, but they worked very well for me in my G/W build. Abundant Growth (tho it's only fixing, not ramp), Fertile Ground, Overgrowth, Utopia Sprawl and Wild Growth are all worth slots. The other 3&4 CMCs aren't as great, with Weirding Wood being the best.
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
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.
4 months ago
I've updated to remove Authority of the Consuls, Elspeth, Knight-Errant, Weirding Wood, Copy Enchantment, Luminarch Ascension for Elephant Grass, Mana Web, Darksteel Ingot, Web of Inertia, Scavenging Ooze. I've found that I don't like the enchantment lands that add two of any one color like Weirding Wood, because you usually need multiple colors for a lot of the spells in this deck, so I've replaced it with Darksteel Ingot I've added Web of Inertia as a new source of attack deterrent and adding Scavenging Ooze along with it can make you unattackable. Mana Web was added as another source to tap out your opponents lands.