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Klothys Enchantress Stax V3

Commander / EDH Enchantment RG (Gruul) Stax

KiirriiK


Maybeboard


A deck that tries to take advantage of Klothys, God of Destiny as much as possible and to quote someone from my play group. "Gruul stax is so funny, you can play whatever you want, you just die in the process"

Due to the nature of this deck, there isn't so much a "win condition" as there is a "win state" where your opponents can't do anything cause it will kill them to do so.

Wild Growth, Dawn's Reflection, Exploration, Fertile Ground, Frontier Siege,Utopia Sprawl, Overgrowth,Dryad of the Ilysian Grove and Sol Ring

Your ramp, nearly all enchantments plays very nice with Arbor Elf, though I wouldn't recommend sticking it all on one land due to strip mine being a thing. Special mention to Nyxbloom Ancient resident mana tripleter and Zhur-Taa Druid obnoxious ramp/ping extraordinaire. Bizarrely enough Neheb, the Eternal also fills this roll, as with Klothys out you automatically generate an additional 6 red mana after combat step.

Argothian Enchantress, Eidolon of Blossoms, Enchantress's Presence, Setessan Champion, Verduran Enchantress, Abundance, Valakut Exploration, Escape to the Wilds, and Furious Rise.

Your card draw, mostly triggers when playing other enchantments, the last three get around card draw hosers by exiling instead. Very Nice. With Abundance also getting around card draw hosing and preventing mill-out wins. Prevents the devastating Narset + Wheel combo that everyone loves so much as well.

Radha, Heart of Keld and Courser of Kruphix

Support draw? smooths out your top-decking by letting you drop lands from the deck. Very useful

You're gunna have to slow things down a bit to let the fire take hold

AEther Flash: Prevents low toughness creatures from being cast, hoses token generation, and can kill much bigger things with Fiery Emancipation. Do keep in mind that includes your stuff as well, best dropped after a few supporting creatures are already on the board then it's someone else's problem.

Price of Glory: very painful, heavily punishes playing things outside of turn, but importantly does not prevent it. Do note this only applies to mana generation so the Koth of the Hammer emblem is still usable

Rhythm of the Wild, Vexing Shusher, Veil of Summer, Hall of Gemstone, and Blood Moon

Helps shut down counterspells, Hall of Gemstone and Blood Moon in particular tend to shut down entire decks, but thanks to our enchantment ramp, they usually doesn't stop us from doing anything. Bonus points to gemstone for stopping counters to you, but not to other blue players.

Titania's Song: THE reason there are only like 4 artifacts in the deck, destroys free artifacts and severely neuters artifact based ramp and support. Sucks to be anyone trying to do that while this is on the field. Bizarrely enough it's effects don't end if destroyed until the end of the current turn... How obnoxious!

Roiling Vortex: Free casting will not be tolerated, neither will life gain, also another annoying ping that triggers every turn. Ahhahahaha

Sometimes removal is necessary.

Chandra's Ignition: wacks things and players most commonly for 4 damage off of Klothys, but sometimes for more off other things.

Kenrith's Transformation and Song of the Dryads: turn annoying creatures into not so annoying things, good luck with that tree friends.

Domri, Anarch of Bolas: Fits into all of the previous list really, stops counters, removes with fight effects, and ramps a bit. Very helpful all around.

Calming Verse: An asymmetrical enchantment wipe in green... common rarity... from PROPHECY OF ALL THINGS... I'll take it, do be careful though and be sure to tap out first.

Pyrohemia: Board wipe and player killer all in one. As long as you're a little careful you shouldn't have to worry about it sacing itself, especially with Klothys on board due to her indestructible nature.

Klothys, God of Destiny: Oh hey, it's our commander. You would be surprised just how much damage she is capable of outputting over the course of a game. It's not uncommon for her to be responsible for 16~20 of the total damage dealt, especially if the game stalls hard, not to mention the equivalent life gain that inherently breaks the rampant self damage that we are gunna inflict upon ourselves. Also, built in graveyard hate is fun.

Citadel of Pain + Manabarbs : forces damage every turn and any sort of land ramp is punished by this so yet another reason to rely on enchantment ramp. Makes infinite turns not so infinite and double punishes people who try to hold open mana to cast on other turns.

Ankh of Mishra: Those are some nice fetch lands you have there, would be a shame if you took 5 damage every time you used them. Also acts as a hard stop to certain combos and cards (Scapeshift, Windgrace, the Gitog monster, anything involving lands really)

Ruric Thar, the Unbowed: GOOD LUCK CASTING SPELLS NOW. Try to make sure you are in a good position before laying it down as it can murder you just as fast, best placed as your last card on a turn where things are looking mostly locked down and only a little more is needed to ensure the win, or place it down early and watch the chaos unfold. No judgment.

Purphoros, God of the Forge, Purphoros, Bronze-Blooded, Nylea, Keen-Eyed: another ping when casting creatures and more indestructible gods to help defend yourself. Bonus points for reducing creature cost, granting haste, and helping filter out land draws if you have nothing better to burn mana on.

Emberwilde Captain and Court of Ire : BECOME THE MONARCH, also burn the hell out of anyone who tries to take it from you, I mean, you're only sitting behind 4 gods and a pyrohemia they can totally nab it. Court of Ire also applies additional pressure to life totals and board states.

Brash Taunter, Chandra's Incinerator, and Terror of the Peaks: work very well together, incinerator is usually a single thanks to klothys and reflects all noncombat damage back to creatures. Brash allows for some filthy damage mutiplication with other damage boosters and Terror helps remove and kill.

Defense of the Heart: allows for the summoning of the prior mentioned block, or anything else you may happen to need.

Gratuitous Violence, Fiery Emancipation, and Torbran, Thane of Red Fell: Unbalance the hell out of all of your damage stax and may cause instances of math. Play at your own risk (Or not, none of these are capable of actually hitting your life total for extra damage)

Strionic Resonator: you have a lot of triggered abilities, this doubles them. Always useful as it can double Klothys' grave yard eats or really just any of the damage abilities in the deck, only pyrohemia is an activated one.

Embercleave: https://www.youtube.com/watch?v=nSu4VdDdYcY

So ends this little primer. Revel in the frustration as most people don't realize it's too late until... well it's too late.

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90% Casual

Competitive

Date added 3 years
Last updated 3 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

46 - 0 Rares

10 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.45
Tokens Monarch Emblem
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