Idea is to create creatures nearly impossible to kill and beat the opponent slow and steady.
I chose most creatures with hexproof to avoid card disadvantage caused by instant speed removals in aura based decks. The only creature in the deck without hexproof is Kor Spiritdancer, which is still a decent aura target since the cards drawn by her will neutralize the damage, and it can put the opponent in a few turns clock if not dealt with immediately.
Hexproof Creatures plus Totem Armor is to make them semi-immortal. Ethereal Armor will make them big and Rancor will give them avoidance.
Daybreak Coronet and Spirit Link is good against aggro. Also their abilities will stack since Spirit Link doesn't actually give the creature lifelink.
I think this deck is really cool. I randomly used it to playtest one of my decks against. I like the enchantress deck, and you've managed to bring it to modern very awesomely. +1
Verduran Enchantress just because she's more beautiful :), and 1WW is harder to play than 1GG.
Maybe you could consider splashing red for Curse of the Pierced Heart ?
I also wanted to splash red for Uril, the Miststalker , but I thought it would end up hurting the already strict mana curve (Verduran Enchantress , Daybreak Coronet , forests for Utopia Sprawl ) so I avoided it.
card:Kumano's Blessing... Goblin War Paint ... There really isn't much else unless you look into the Lowryn/Shadowmoor block closely.
Aura Gnarlid is more of a beatdown card as opposed to enchantresses which give card advantage. Since I'm not in a rush to kill the opponent after I get a major card advantage and control over the board, and since I have to spend my protective auras on enchantresses, I chose to not play it.
The first version of the deck had Sigil of the Empty Throne , but most of the matches I played in, I wished I got something else in my hand other than the Sigil. I actually had a Sun Titan too, but you don't get to play cards with large mana costs, rather you want to play a lot of enchantments with 1-2 mana costs in a turn. There was one time I managed to get a horde of Angels against a life gain deck though. He conceded even though he had 60+ life :)
Again the mana cost problem with Angelic Destiny . Still, it's rather low than Sigil, so I would try -2 Hoofprints of the Stag and +2 Angelic Destiny . I don't have any Angelics at the moment so I can't test it, but I would appreciate if someone test it and tell me if it's good.
I also thought about Trace of Abundance and Sangrite Backlash . Sometimes people try to destroy a land with Utopia Sprawl on it. It's not a major problem, since all the cards cost 1-3 mana, and the Sprawl probably gave you 1-2 draws when you play it anyway, but still the protection is always good.
Making her an impressive 4/6 with haste on turn 3-4
It isn't impressive, but still I had times I wanted to attack right away with my just played 10/12 spiritdancer, which gave the opponent another turn for a chance to topdeck. Haven't ever actually lost because of it though.
Hey, why do you use so many more forests than plains, if you need more white mana than green?
For Utopia Sprawl . But true, I may add some plains. I sometimes need more white.
As most of the comments seem to simply suggest some creaturs or auras, that would make the beatdown stronger, I would suggest not to make these changes. If this deck is trying to play with the playing style of Legacy Enchantress in mind, then these suggestions are in my opinion the wrong way. The most problem Enchantress has is to stabilise fast enough and if I get to stick my Kor Spiritdancer with enough Aura's it won't matter if it has an Angelic Destiny or if it is accompanied by an Aura Gnarlid (these are situations I would call win-more). The problem is rather playing Kor Spiritdancer or Verduran Enchantress and not getting her removed too fast (I can see it happening often to get a Lightning Bolt or similar in response to Canopy Cover or a totem aura), because otherwise your draw engine crushes down (a problem you mostly won't have in Legacy since in Legacy you play an enchantment an a creature with shroud). Also Enchantress is usually pretty vulnerable to attacks in the early to midgame wihtout stall, so I would actually suggest playing Ghostly Prison main because even midrange decks can be aggressive enough and I think you will often need to board the Prisons, so why not play them main, though I might be wrong.
So I would suggest to first play more land acceleration like Fertile Ground and play Ghostly Prison main and some Journey to Nowhere s in addition to Oblivion Ring (cut down to a 4-2 split). By that, you should be able to buy enough time, so a 2-of Sigil of the Empty Throne can finish the game, because even though you said you tested it and didn't like it, I think with more land accelerant you can get the Sigil out pretty fast and it is a really strong winning option and also good defense (with one Utopia Sprawl and one Fertile Ground you can play it on turn 3 an then each Enchantment gives you a 4/4 to block attackers, which seems very good and with 8 land accelerants this is not so unlikely to happen).
Now this is something I think is not a good idea, because it is very slow, but I'll suggest it anyway: If you somehow add even more land auras like Overgrowth or Trace of Abundance to get really consistently 5 mana on turn 3, you might add Asceticism , so you won't have to worry about removal for your enchantresses.
As you pointed out, the most troubling thing for the deck is a Lightning Bolt to the head of the creature that's about to be enchanted. Most of the time you don't lose card advantage that much since you draw a card just by casting an enchantment. To prevent this, the most effective ways I found are either using Spellskite or Grand Abolisher .
The deck cannot act as the legacy version. In modern, you have to rely on creatures, while in legacy you don't use enchantments to buff up creatures at all.
Sometimes I find Journey to Nowhere more attractive than Oblivion Ring , but I don't want to cut down the only removal against planeswalkers. I used Noble Hierarch over Fertile Ground , most of the time having an alternative creature to add buffs saved me.
My recommendation for holding back opponents when you don't have either out or to prevent them from doing much of anything on their turn is Silence or its variety of "Can't play" cousins.
I dont know if you ever considered Bear Umbra s because they will allow you to play more enchantments in one turn because you will have more available mana.
Also Asceticism would protect all of your creatures. Also, If you were to add Spellskite s then you could enchant them to the point where they have enough toughness to withstand almost any burn card directed at you or your permanents. With lifelink in there, the phyrexian mana would no longer be an issue either.
Also i would definitely add a Cradle of Vitality or two so you could make your creatures with lifelink exponentially bigger each turn. It might be a little high cost but probably worth it as a finisher. Also your creatures with lifelink also have first strike, so you could add the +1/+1 counters to another unblocked creature after the first strike damage is assigned and hit them for 20+ damage on another unblocked creature.
I actually have a deck that is extremely similar to this one and most of my friends refuse to play it :D love these kinds of decks.
I have 2 Spellskite s in the deck. Maybe I should add more?
I haven't thought about hexproof creatures actually. Worth giving a shot.
I have the same issue with my friends :)
Removal aura's are a lot better than ones that target your own creatures. Because if you cast a Boar Umbra on a Kor Spiritdancer, as a response, a Lightning Bolt will take out both spells. Aura Gnarlid+plus removal aura spells is the way to go. Also Mesa Enchantress is extremely good as well.
Argothian Enchantress would be a better fit in my opinion as it cannot be targeted by removal. it'll cement your card advantage and is fast to come out. I know your auras can't attach to it, but you want them on your other creatures, that benefit from those enchantments. I would also use Utopia Sprawl as cheap mana accel/fixing, as it costs one mana, and nets you another card if the enchantress is already out.
Also, Replenish would be beastly in a deck like this.
Argothian Enchantress is extremely useful, it's a legacy card however. I would like this deck to stay in modern.
a few cards to consider for an Aura deck:
Rancor - recently modern legal, one of the best enchantments ever printed. I'd run a set in a deck like this,
Spirit Link - while at first this just seems like a reprint of Lifelink , you might come to realize that not only can this be used on opponents creatures to basically pacify them, but the ability stacks on top of lifelink and itself possibly netting you a lot of life.
18 lands is far too few,
Also, why isn't Rancor included yet?
I forgot :) I like Rancor too. I think I'll cut some other stuff to give it some place.
I've been working on an enchantress deck for modern as well, and used yours for some ideas. Looks like you've modified it since last I looked. Now there is only 4 "enchantress" cards in there- the Kor Spiritdancer s. Not nearly as much opportunity for card advantage. Looks like the Verduran Enchantress es have been taken out for Aura Gnarlid . Are you going straight beatdown? If so, is the sideboard intended as transformational (as it is still a lot of hate and prevent-attacking cards), or has it not been re-tuned? It doesn't seem to complement a beatdown deck as well.
I've been trying to emulate at least somewhat the legacy deck- in that it is more of a lockdown/prison style deck, but alot of the deck still works best by enchanting a creature and sending it forward. I'm playing around with Lightmine Field , which works great vs. swarm decks and OK vs. anything but exalted, as one of the lockdown components- did you ever try that one? Also, what about Aspect of Mongoose instead of Canopy Cover ?
Last, I found this little gem- Gelid Shackles . If you run snow lands it is great "removal" plus acts as a Pithing Needle and opens up the field- between Ghostly Prison and Lightmine Field they won't be attacking much anyway.
That's right, I sacrificed straight card advantage for more aggro. Most of the time multiple enchantresses just filled my hand with tons of cards that I hadn't use to finish the game.
I'm working on sideboard, the one you saw was the old one. I like Canopy Cover better since it also give some evasion, and hexproof is better than shroud.
Lightmine Field looks good against tokens. I also liked Gelid, I'll test it :) Right now I'm also testing Path to Exile. It isn't an aura, but has instant speed. I think the choice in those slot depends on the local meta.
Just something to consider. 3x Sun Titan works as a means for recovering lost auras and creatures. Recovering auras from the grave allows you to use enchantments on hexproof or shrouded creatures.
I like it! However, here are some suggestions;
Rancor , the original protected aura.
Angelic Destiny , on Ledgewalker, this wins games.
Griffin Guide , I'm pretty sure this was printed in a modern legal set?
Speaking of protection, Brave the Elements seems perfect here!
hey nice deck,
you might want some Rancor in it ,and im my own deck im using this sweety: Vines of Vastwood this one protects anyone till you have anCanopy Cover on them,please check out the deck im using (also g-w aura''s) : deck:green-white-aura-stomping
Oh and check out the new Ethereal Armor , seems like a great choice for any enchantress style deck!
Ethereal is already in the deck. I did try splashing blue and using invisible stalker/Silhana, but being 2cc drops slows the deck too much and 1st turn creature drops are better against counters.
That I didn't notice, my bad; I also only just noticed I'd commented on this deck in the past. xD But still though, the more hexproof, the better.
If your worried about counters, then try adding AEther Vial ?
I never thought about it. Again, it may slow down the deck, but instant speed spiritdancer can be effective against tricking removals too.
Because they fetch Forests and Plains, stop trolling.
Because you could just replace the arid mesa with plains and the misty rainforest with forests?
Because there are no mountain or islands in the deck that you might need specifically.
Also from a probability point of view you're roughly equally likely to draw an arid mesa as plains. Therefore by the time you draw all of the arid mesas that you can use to sac to get the plains you're equally likely to have just got the plains themselves without paying the 1 life.
Thanks for the clarification! Makes far more sense now
Since your deck is mostly g/w, why not use Windswept Heath ?
Silhana Ledgewalker is a great hexproof creature that has some built in evasion. I run him in a deck similar to yours.
Since nobody has said it yet, Dryad Arbor is a really good one vs cards that make you sacrifice your creatures. And on the plus side it gives you another creature to enchant if all else fails