Heroic creatures and totem armor! Land a creature and pile the enchantments on.

FAQ

  • Why Kynaios and Tiro of Meletis? First and foremost, flavor. Having the kings of Meletis helm my heroic deck? Sign me up! Second, there weren't many other good options for what I wanted to do - namely, heroic creatures with totem armors on top. Boros is my natural playstyle, but was too limiting. Naya has Uril, the Miststalker for a commander, but he wants auras on himself, not other creatures. Plus, a decent chunk of totem armor and heroic creatures are in blue. Bant doesn't really have anything good either, so K&T were chosen as the commander. Finally, they do some sneaky-good work in the deck. Opponents are reluctant to use removal on them because they help everyone a little bit, they're a really good blocker, they ramp me and are a source of card draw, and if things go south I can pile auras on them.

  • Any combos I should be aware of? Aside from any heroic creature and any aura? I'm a big fan of Nomad Mythmaker and Ordeal of Nylea to quickly get all the basics out of my deck. Bow of Nylea and Indrik Umbra reads "when enchanted creature attacks, defending player sacrifices all creatures he or she controls". I intentionally avoided putting Aggravated Assault in this deck to avoid creating infinite combat steps with Bear Umbra and Iroas, God of Victory.

  • What are this deck's strengths? This deck can build a threat fast. Your creatures and auras are cheap, making casting two or three impactful spells each turn easy. It also has a lot of card draw and scrying to keep you drawing what you need to be drawing. Once this deck gets going, it is hard to stop. Finally, Kynaios and Tiro of Meletis will generate you a ton of value while you wreck house, and no one will want to stop them because they get a little help too.

  • What are this deck's weaknesses? It's a little light on creatures, so you occasionally run into the Bogles problem of mulliganing until you find a creature to slap auras on. There's plenty of draw and scry in the deck to catch you back up, and you always have Kynaios and Tiro of Meletis, but it's an issue. It also runs into the "all your eggs in one basket" problem that aura decks have. Totem armors help reduce this issue, but it's still weak against exile or bounce. Try to tutor up Privileged Position and/or Karmic Justice if you find yourself against a removal-heavy deck. Finally, you will be the threat. You may not think your 8/8 flying, trampling, lifelinker isn't intimidating, but then you'll say those words out loud and realize that it is in fact threatening. Be prepared to get targeted.

Edits

Round 1

  • Setessan Oathsworn -> Akroan Skyguard: 1 mana fewer and less restrictive color-wise. Plus it comes with evasion.

  • Gift of Immortality -> Ephara's Enlightenment: Gift of Immortality is a non-bo with totem armor, and I have just enough creatures in the deck to reliably bounce Ephara's Enlightenment a few times. Think of the enchantress triggers!

  • Righteous Authority -> Quarantine Field: The deck is a little light on removal, and with Nykthos, Shrine to Nyx and Serra's Sanctum I can generate enough mana to get rid of anything and everything bothering me.

  • Forest -> Path of Ancestry: Another Command Tower for a 4-color deck. Plus, most of my creatures are either Humans or Soldiers.

  • Tethmos High Priest -> Daybreak Coronet: It's honestly a crime that I didn't have Coronet in here to start with, and the High Priest isn't where I want to be for heroic creatures.

  • Retether -> Replenish: Same mana cost, just better. Very nice if I can slip this between someone getting rid of my Privileged Position or Karmic Justice and getting rid of the enchantments they really wanted to get rid of.

  • Myriad Landscape -> Serra's Sanctum: Myriad Landscape was not really where I wanted my ramp to be, as it doesn't fix mana at all, while Serra's Sanctum is easily the most explosive mana ramp in the deck - Serra's Sanctum can reasonably tap for 5 or 6 mana, and it's definitely not out of the question to tap for over 10 mana a turn. Serra's Sanctum also makes Bear Umbra an even more appealing aura to tutor up.

  • Three Dreams -> Sterling Grove: While Three Dreams was a good way to refill after unloading a bunch of auras, I don't have a combo I'm searching up. I typically would cast it, then try and figure out what the third aura I wanted would be. Sterling Grove is another enchantment, and thus a potential source of card draw from my enchantresses, and it protects my other pieces from enchantment removal. On top of that, in a pinch it is another tutor.

  • Plains -> Enchantress's Presence: The deck was a little land heavy, so shaving a land for another source of card draw is great. Additionally, Enchantress's Presence being an enchantment itself means it's less easily removed through board wipes and the like.

Round 2

  • Arcanum Wings -> Hadana's Climb  : Hadana's Climb seems like a great source of buffs, and it can even be a finisher on the backside, chucking 40/40s at my opponents. Arcanum Wings never really impressed me - I'm not running Eldrazi Conscription or anything else huge that I want to cheat out, so I'd rather have another card that actually makes my heroes bigger.

  • Meletis Astronomer -> Sram, Senior Edificer: Meletis Astronomer was the weakest of my heroic creatures, and you can never have too many enchantresses! This one's 2 mana as well, meaning that I can double-spell sooner.

  • Umbra Mystic -> Ethereal Armor: Similar to Daybreak Coronet, it's a crime that this wasn't in the deck originally. Additionally, Umbra Mystic isn't super helpful when the majority of your auras are already Totem Armors.

  • Mana Confluence -> Horizon Canopy: My mana fixing is good enough that I can afford to not run Confluence, and Canopy is a re-draw later in the game.

  • Steam Vents -> Tolaria West: Steam Vents was the least fetched of my duals; I so rarely need both blue and red mana in this deck. You know what's better than a U/R dual? A 3-mana Serra's Sanctum!

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 7 years
Last updated 5 years
Exclude colors B
Splash colors R
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

55 - 0 Rares

19 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 2.76
Tokens Enchantment Golem 3/3 C
Folders Edh
Votes
Ignored suggestions
Shared with
Views