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Enchantment (2)


Basic aim is to fly non-targetable spirits at your head while slowing/detaining/wiping any threats. Built initially from a pile of left-overs to play in my first non-draft FNM in ages. After two FNM trials, it's about done. Reluctant to put much more money into it, though it takes a battering from some of the top-end $$$ decks.

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Most recent FNM - Nov. 9: First, made some tweaks based on help from a respected player. The Supreme Verdict helped me well - need another copy to add. Also can see taking the Mizziums down. Not finding them to be showing up much. Probably bring in the add'l Doomed Travelers from the S/B and another Verdict or Sphere. Faced a nasty UW deck loaded with Geist of Saint Taft, Sublime Angel, etc. It was not pretty, and I went down 0-2 quickly. Second match I won 2-1 against a RB Rakdos thing with Vampires and alot of haste: the kid was actually toying with me and "giving me a chance!" I won the first game with no real worries. Lost the second game with some mana screw. On the third game, with more mana screw for me, he said he'd slow down and give me a chance - I told him that was a mistake, and then promptly drew land and came back for the match win. The third match was a stronger RB with a definite heavier Vampire flavor, and I struggled ALL three games with mana issues. I lost the first game, and fought back each of the last two games to get the match. Overall 2 - 1 in match play, 4-4 in games.

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Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

0 - 2 Mythic Rares

6 - 0 Rares

15 - 1 Uncommons

30 - 5 Commons

Cards 67
Avg. CMC 2.58
Tokens Spirit 1/1 W
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