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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Enchantment — Aura
Whenever enchanted land is tapped for mana, its controller adds two mana in any combination of colours.
1 month ago
For Ramp I would cut:
9 months ago
beside tiamat in your edit page, put CMDR in asterisks, that will denote it as your commander.
As for cards, i would start with Farseek, Explosive Vegetation, Rampant Growth, Kodama's Reach, Coldsteel Heart, Mind's Eye, Rhystic Study, Mystic Remora, Fertile Ground, Dawn's Reflection, Sphere of the Suns, Mask of Memory, Swords to Plowshares, Path to Exile, Counterspell, Vanquish the Horde, Wrath of God, Semester's End, Pongify, Beast Within, Chaos Warp, Vandalblast, Merciless Eviction, you need some answers, consitent ramp, and tons of draw. These are a few of the cards/effects i would consider or search for if i were you to start with. Hopefully they give you more ideas as well. You're gonna want to run 37-39 lands in my opinion. I'd probably start with 37-38 if i were you i think. Let me know if you think of anything else you want to know about. I tried to keep these mostly budget. A few are kinda expensive, but most are $5 or less. Silence is another fun one to consider.
1 year ago
First, I am not sure you commander is all that great for an Enchantress deck. She's effectively a Llanowar Elves in the Command Zone since her attack trigger is going to be largely irrelevant for many enchantment types.
You are also going to have a fair number of problems due to the lack of White. White gives you access to a number of powerful payoffs, including a large number of enchantresses, strong enchantment finishers like Sigil of the Empty Throne and Ethereal Armor , and removal in the form of Darksteel Mutation and exile enchantments.
Red in particular suffers from a lack of great Enchantment synergies--as a color, it is designed to be rather uninteractive with Enchantments. So, outside of combat shenanigans (which you said you did not want to do), you are in a bit of a bind.
The only real enchantment-related wincon I can think of that has synergy with your commander is Helix Pinnacle . That at least provides you something you can do with mana from attacking. But that is still a minimum amount of counters per turn--you would want to increase that amount substantially. Cards like Doubling Season and Vorinclex, Monstrous Raider help with this some.
You could use various Green enchantments that stick on lands and increase their output-- Dawn's Reflection , Utopia Sprawl , etc.--but those leave you quite susceptible to common land removal like Strip Mine . You would then want some sort of big finishers that are mana intensive (such as hydras with Doubling Season, large X spells, Helix Pinnacle, etc.) you can sink the mana into.
1 year ago
You might like these: Slimefoot, the Stowaway , Castle Locthwain , Market Festival (gets Beledros out faster and benefits from his ability), Dawn's Reflection , Overgrowth , Castle Locthwain , Bonders' Enclave , Arch of Orazca , Pitiless Plunderer , Black Market , Hour of Promise , Skullclamp
1 year ago
And some more you might like: Toski, Bearer of Secrets , Prodigal Sorcerer , Zuran Spellcaster , Sigil of Sleep , Arm with AEther , Basilisk Collar , Treetop Scout , Spire Tracer , Battlefield Raptor , Segovian Angel , Druids' Repository , Mirrormade , Spark Double , Market Festival , Overgrowth , Dawn's Reflection
1 year ago
- Wilderness Reclamation
- Bear Umbra
- Gift of Paradise
- Dawn's Reflection
- Brash Taunter
- Early Harvest
- Soul's Majesty
- Dictate of Karametra
- Trace of Abundance
- Fertile Ground
- Nylea's Intervention
- Traverse the Outlands
- Boundless Realms
- Goreclaw, Terror of Qal Sisma
- Nylea, Keen-Eyed
- Otepec Huntmaster
- Voyaging Satyr
- Blossom Dryad
- Krosan Restorer
- Chandra's Ignition
1 year ago
I really like the deck concept, in fact I have owned an Atraxa sagas deck even before that Command Zone episode. My deck uses some cards that can remove counters from permanents as well (e.g. Power Conduit , Hex Parasite ), so you can get chapters you especially like on a certain saga repeatedly.
What your deck is lackinga bit in my opinion is ramp. To go with your enchantment theme, I'll avoid the obvious recommendations for Atraxa (all the Everflowing Chalice s of the world) and try to stay on topic. Wild Growth in a good start, I'd add more land aura ramp options like Fertile Ground and Verdant Haven (I'd personally shy away from Dawn's Reflection and Market Festival unless your playgroup despises land destruction completely ... it's just too tempting of a target). Another way to ramp with enchantments would be Druids' Repository , Hadana's Climb Flip, and Mana Bloom .
1 year ago
Never got a notification for this for some reason hmmmmm.. I might be a bit late but I'm definitely happy to help. :^)
Starting with your lands, they look pretty solid. This is SUPER nitpicky, but Path of Ancestry doesn't feel like a good fit here. This deck isn't exactly a tribal, and it only has 7 cards it can scry off of. It may give you any color you need, but the coming in tapped bit would make me steer clear. The decision is totally up to you though because it isn't necessarily a bad card, but just keep in mind I'm really finicky when it comes to mana coming in tapped lol. Alchemist's Refuge and Emergence Zone might be fun picks. Dropping 1000 1000/1000 Oozes or Wurms on your turn is certainly good, but even better would be your opponent's end step. >:^)
Your ramp might need a little more focusing between the auras, dorks, and rocks. I might recommend a few more rocks in Talisman of Curiosity and Talisman of Resilience, but I think auras are going to be your focus considering your untap synergies, so more cards like Wild Growth, Wolfwillow Haven, Overgrowth, and Verdant Haven would make for nice additions. That being said, I think the dorks should probably come out, along with maybe your more expensive auras Dawn's Reflection and Market Festival. Ramp cards that in my opinion definitely need to come out are Heartbeat of Spring and Dictate of Karametra purely because of their symmetry. Group hug effects like these are super dangerous, and I really don't think you need them in order to pull off your strat. That being said, I think you should cut Tidal Barracuda for similar reasons. Giving people flash is risky, even if they can't cast stuff on your turn.
Card draw suggestions I would make for now would be to consider targeted X draw spells like Blue Sun's Zenith and Stroke of Genius instead of Mind Spring, as they can also be used with infinite mana to deck your opponents. Brainstorm is almost always a good addition. I also think cutting Gadwick, the Wizened wouldn't be a bad move. He's difficult to cast outside of having infinite blue mana and he doesn't really have the best synergy with the rest of your deck.
For your removal I would suggest perhaps adding in some lower CMC options like Pongify or Rapid Hybridization as nice cheap spot removal. Dismember or Tragic Slip are also nice black options that get around indestructible. Any removal will do, really, and so it's again all up to you. I just like these a lot.
I'll leave it at that for now, and when you've made changes we can figure out what else needs to be added/cut. :^)