Enchantment — Aura
Enchanted artifact is a creature with base power and toughness 5/5 in addition to its other types.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Ensoul Artifact Discussion
2 weeks ago
Turn Aside is too narrow, since it basically only answers removal. I'd swap it out for Stubborn Denial, since you should be turning on ferocious consistently with Rise and Shine and Ensoul Artifact (it's unfortunate that Asmor doesn't turn it on though).
3 weeks ago
2 months ago
That is correct about the misused deck tag; apparently that name is popular. Just to be completely clear, I was not telling you to playtest Legendary Soup, a deck from a previous standard rotation, which at this time you would be hard-pressed to find a deck to correctly playtest against it according to the guidelines you laid out, which quite frankly is everyone expectation of how to playtest. I was merely showing you a deck from recent past that utilized our newly founded mutual understandings of legendries and their card counts inside decks that work to our likings.
I did, however, see your Pioneer playtesting gauntlet and really like the idea of it, but I feel it is subpar compared to actual experience. Being that I, and perhaps you as well, are not an expert pilot in using any other deck other than my own, I can't fathom becoming one after a couple of play throughs. I could notion the thought of being a competent pilot in decks similar. Using me as an example at this time I feel as though I can judge Ensoul decks with a fine eye being that I ran my own since the inception of Ensoul Artifact back in 2014 under different formats and metas.
Experience with a deck only comes from playtesting that new deck against other decks, like in your gauntlet, to get an understanding of how it functions in all matchups especially sideboard techs and after then I would consider it a fair playtest against my own creation. Unless you have a greater understanding of every deck in your gauntlet by utilizing each deck against the gauntlet itself I think the experience you gain playtesting in your gauntlet pales in comparison to actual events and facing other pilots and their decks. This doesn't take into account the effectiveness in which playtesting on Tappedout functions, which by general standards in which to playtest would still be fairly effective as long as you can differentiate the two decks in keeping information hidden and plays concealed.
As an outstanding member of the Tappedout community I appreciate your input on any deck I may list as public as well.
2 months ago
itsbuzzi thanks for the comments.
I go quite a bit into why I have stuck with Mono Blue, in the notes above, and I'm not interested in adding another colour.
Basically it will increase the chances of having the wrong mana, increase the chances of losing life, and increase the cost of this deck.
I've been playing a form of this deck since Magic Origins, so I know that it works well with one colour.
I'm sure you know that with Aggro builds, two problems are:
Running out of cards.
Not getting final damage through.
That's where the four drops come in.
I do appreciate you taking the time to playtest this deck. I'll have a play against yours, as well.
Did you Sideboard both decks? How did you Sideboard against this one? That will make my playtest better.
As you noticed, I have enough four drops, so Thopter Spy Network couldn't find a place here.
People are really excited about The Blackstaff of Waterdeep as it's a new card, but I think they might find it's not quite as good as it seems.
Of course I can only talk about how it works with this deck.
In the end these are that things with it that didn't work, for this build:
I think of the card as a three drop, because I have so many other things I want to do on Turns 1 and 2. My three drop slot is quite full, and Skilled Animator and Bring to Life proved more useful. Skilled Animator because it can make a 5/5, as opposed to a 4/4. Bring to Life because it adds +1/+1 counters, which can result in a 9/9 creature, when combined with the effects of Skilled Animator or Ensoul Artifact
While The Blackstaff of Waterdeep is quite useful in that it can be reused if the original Artifact it targets dies, Bring to Life is better with Darksteel Citadel , as the +1/+1 counters remain, if it is destroyed. The same can't be said for The Blackstaff of Waterdeep
Since The Blackstaff of Waterdeep is Legendary, it is one and done, as opposed to the other 3 drops mentioned.
The Blackstaff of Waterdeep is a dreadful target for animation. It doesn't have Flying, it isn't Indestructible, and doesn't have the chance to be unblockable. You also can't play a second one without destroying the one you animated.
Thanks for giving me things to think about. I appreciate it.
2 months ago
Seems like you're really into the Ensoul builds. I ran mine from Standard to Modern to Frontier for a week and now Pioneer. I think I landed on a pretty great deck here Jeskai Ensoul (PNR). Just played a mirror match against you, Game 1 was fun but quick in my favor and game 2 was fun where we kept gaining life until my creature got bigger and gained double strike from Boros Charm . Stubborn Denial does wonders against your main board removal.
I like the offset from Izzet to mono blue but you might consider Azorious for All That Glitters . You have a good mass of artifacts and Glitters can make any creature much larger than otherwise possible. Also Stubborn Denial is an amazing card in something like this. You may also like The Blackstaff of Waterdeep . It does the same as Animating Faerie for the same cost (cast and activate) but it recurring in case the target were to die and not as restrictive only targetting nontoken as opposed to noncreature like Faerie but doesn't come down with a body and is legendary.
I like Padeem, Consul of Innovation that's a cool card. I hate running 4 drops though in a deck this quick in the main which is why I run only 3. I may switch out Thopter Spy Network for Padeem though because he doesn't protect the artifact that may be on the field when he hits due to instant speed removal but he protects all the others unless he gets hit as well. Although Spy Network is harder to hit and makes a threat every turn Spy Network may be better that hurts sometimes. I don't run Whirler Rogue because I don't like the 4 drops but I can see where it shines by tapping down equipment that normally don't tap to make your guys unblockable.
The Shadowspear in the main is a sweet addition and when facing any sort of aggressive build I always side mine in. Compared to my build, however, yours seems a little slower with the enabler cards ( Ensoul Artifact , Animating Faerie , Skilled Animator being slightly more mana value than mine and the support cards you run being of 4 drop while mine run at 3 or less for the main. Adding in All That Glitters may make all the difference there and you'll have access to Settle the Wreckage in the side instead of Aetherspouts . That extra mana on the board wipe may make all the difference.
Sweet deck though I would consider taking a look at mine whenever you get the chance I have the entire deck laid out in the description and have been running this stuff for basically as long as it existed.
2 months ago
2 months ago
So, just to make sure i’ve got this right, the plan is to imprint Reality Shift onto Isochron Scepter , and then make it a creature with Ensoul Artifact . And then finally, with Intruder Alarm and at least 2 dorks out, you effectively mill away your opponents entire deck?
My worries are:
4 card combos are really hard to assemble, especially when each piece of the combo is quite weak on its own.
currently your only way of finding the cards you need appear to be by drawing through your deck. Without having some way to search for the pieces, this seems even more unwieldy.
you don’t currently have any protection for your pieces (say, in the form of counter magic). If your opponent just holds up a single killspell for the scepter-creature, then you’re in big trouble.
your sideboard at the moment appears to be doing different things with the combo, instead of hedging your bets against the harder matchups. Not sure what’s happening here?
I think you need to try and refine the list down a bit to make it more consistent, and less fragile. If you’re able to make that 4 card combo only need 3 cards instead, that will help immensely