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Search for Azcanta
was not impactful enough. We don't typically want to be putting cards in our graveyard as it can be awkward to get them back. This was cut, but I'm trying it back out again with Cleansing Meditation and the Attunement + Replenish package.
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Commune with the Gods has been straight gas for me in the GW build. Still, now that we've added a color, we have got cut out the fat. I have cut this.
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Aura Shards is great... when you get to trigger it often. We aren't running enough creatures or ways to generate them anymore so it's been cut. However, when used in conjunction with Enchanted Evening, we can destroy any problematic permanent whenever a creature enters the battlefield. Heliod, God of the Sun and Sigil of the Empty Throne are repeatable sources to trigger for this effect. I used to run Kjeldoran Outpost in the GW build, but the bant mana base is too greedy for stuff like this. I've actually added this back in recently with Enchanted Evening as a way to protect the squirrel craft combo.
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Courser of Kruphix was taken out for Dryad of Ilysan Grove. The life gain doesn't matter enough and giving your opponents information is never good. I'd rather have the extra land drop and color fixing from Dryad.
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Knight of the Reliquary has been cut for Crop Rotation. Having a repeatable effect was nice, but having to wait a turn to use the ability was just too slow.
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Sigarda, Host of Herons is another good card that was a victim of tightening up the list for competitive games. I would run still run this if I expect to be up against black decks with a bunch of edict effects.
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Ghostly Prison and Propaganda have both been cut. They don't do enough in competitive games and have been cut for more relevant hate cards.
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Land Tax has been cut since it doesn't trigger as often now that I'm running Burgeoning, Exploration, and Dryad of the Ilysian Grove
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Starfield of Nyx "...each other enchantment you control..." kills this one for me. We're trying to blow up our opponents lands here.
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Aegis of the Gods put in a lot of work for me in GW build, but it doesn't make the cut for bant.
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Shalai, Voice of Plenty is another card I'm sad to see go, but this doesn't do much in competitive metas.
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Heliod, God of the Sun got the ax at the same time as aura shards. The enchantment creature only triggers Eidolon of Blossoms, which was good enough in GW, but not in Bant.
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Nylea, God of the Hunt is no long necessary. The trample used to be fairly relevant, but is no longer needed now that we have several ways to blow up everything.
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Nylea's Colossus is overkill and win more. But holy shit is that text sweet. Pretty sure this a slam dunk include in the voltron version of Tuvasa, where you're trying to kill with commander damage.
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Chord of Calling I cut this for Idyllic tutor and I'm starting to think that was a mistake. There have been times where I wished War Gate was chord instead too, but finding our Enchanted Evening or Omniscience is very important.
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Decree of Silence was too slow to assemble, doesn't win the game on the spot, and draws a massive target on your back. I've lost more than once after assembling this combo and decided to cut it. Our Enchanted Evening and Parallax Wave combos are much stronger. It's also expensive. For just 2 more mana you can cast omniscience and win the game.
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Hanna, Ship's Navigator was too slow. It often died before I got to untap with her and getting more than one activation was difficult too.
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Crackdown can either be great or terrible. It won't help against white, and you can still die from a single alpha strike. This might be better off as a Collective Restraint. This was cut when I added Attunement and put Search for Azcanta
back in.
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Oblivion Ring was taken out for better removal.
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Sigarda, Host of Herons was a difficult cut. There isn't a good replacement for her effect of 'you can't sacrifice permanents, so I can see adding her back in if I start seeing more of those effects again. She doesn't fit in with the rest of the decks game plan though.
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Solitary Confinement was also a difficult cut. It's a great pillow fort piece, but the downsides just proved to be too great.
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Karmic Justice was a difficult cut. Mass removal isn't rampant enough to warrant this over something like Attunement
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Worship pretty weak protection effect, and I don't run enough creatures anymore for this to be reliable. cut.
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Sigil of the Empty Thronw I'm going for combo wins and closing out the game with commander damage now. At this point, the Angels are win more and we're more likely to deck ourselves trying to get there with them.
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Overgrowth I took this out for Wolfwillow Haven. I'm trying to keep the ramp package for this deck at 2 CMC or lower. Still, out of all the 3 CMC enchant land spells, this is the only one I would consider playable. I may bring this back in at some point.
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Glacial Chasm I really want to find away to keep this in my list, but I cut it for a variety of reasons. With the addition of Hall of Heliod's Generosity and Deserted Temple, I had to cut some utility lands. I've also been slowly cutting enchantments for more interaction (counter spells and removal) and it's important that lands at least produce mana. Lastly, I've trimmed a land, down to 36 from 37. This was something I considered a spell slot so it was the easiest to ax. I might add it back later.
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Burgeoning I'm considering cutting this, but it's still in for now.
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Academy Rector should have been purchased months ago. I know I need one.
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Privileged Position and Greater Auramancy look like great cards that I somehow have not picked up in the last year or so of playing GW enchantress. These would be redundant copies of Sterling Grove. Grove is better, and I'm not convinces either of these are needed. Greater Auramancy is still on my radar as a possible include.
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Exploration is pretty much an auto include, better even than burgeoning. For whatever reason, I don't have a copy yet. Along the same lines, Land Tax is probably good enough to include, especially if your in meta with a bunch of green decks that run Cultivate effects to ramp.
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Supreme Verdict and Cyclonic Rift didn't make the initial list for the sole reason that I couldn't figure out what I wanted to cut for them. Supreme Verdict has made it's way into the 99, but I haven't added Cyclonic Rift. We have 4 'board wipes' already if you include the Enchanted Evening combos, so I'm not in any hurry to add more. At some point, I'll cut something for this.
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Energy Field can likely be brought in as an additional pillow for effect if search and commune get the ax.
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Femeref Enchantress didn't make the initial cut, but has since been added. I've even won a game by cloning this guy and intentionally blowing up my own enchantments to draw a pile of cards.
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Rhystic Study has been added. I count this as a tax effect instead of draw, since that's how your opponents should be playing against it. Still it's great a doing what we need it to do, and that's slowing everyone else down enough to pull out ahead.
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Parallax Wave made it back into the deck. I had pulled this because it took too long to close out the game after establishing the lock. It can take a while to win after assembling this, but it's less rude than Enchanted Evening shenanigans and much faster than Decree of Silence.
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Eternal Witness has been included in place of Hanna, Ship's Navigator. Hanna died too many times before I ever got to use her ability, so I took her out.
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Elephant Grass is one of the iffier pillow fort pieces, but I have been playing against enough back to warrant its inclusion.
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Idyllic Tutor extra tutor effect for out combo pieces.
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Crop Rotation is a faster Knight of the Reliquary. It's most often used to tutor out Serra's Sanctum
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If you're tuning this deck for cEDH you need some counter spells. I'm not tuning for competitive (yet) so I left counter spells out intentionally. At a minimum, I would start with Swan Song, Counterspell and Disallow.
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Carpet of Flowers it's blank cardboard if no one in the pod is running blue, but the upside is so strong it's worth the risk. Even if this only ramps you 1 mana, it's above rate of a signet or Rampant Growth. When you're getting 2+ it's ridiculous.
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Attunement This does several things, it helps us combo off. We can flip our deck into the yard with Omniscience out until we find Replenish and hopefully have assembled a combo. It helps smooth our engine, but turning lands or excess creatures into more gas. Sometimes when you start chaining your enchantments to draw you get the wrong half of your deck and just fizzle out. This is insurance against that. It also guarantees enchantress triggers if you need it.
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Compost I'm considering this.
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Open the Vaults Expensive (CMC wise) and can help our opponents too, but now that I've added attunement I like adding another Replenish effect. I'm still considering this too.