Sanctum Weaver

Enchantment Creature — Dryad

: Gain mana of any one colour, where X is the number of enchantments you control.

AstroAA on [EDH][Primer] Sythis Enchantress Prison

1 month ago

Hello SynergyBuild! Thank you for your comment, I really appreciate it!

You've raised some valid concerns, and given me a lot to think about. For that, thank you!

I'll be honest, I don't have that good of an excuse for not including Blind Obedience or Song of the Dryads beyond not owning them and more recently not getting a proxy made of them.

As for Generous Gift/Beast Within, I think their effects of being able to destroy a permanent are really powerful. I do think that I want to replace one of them with Song of the Dryads in the near future. I think I might end up replacing the other with Seal of Cleansing.

As for Sylvan Tutor vs Green Sun's Zenith, I'm still torn on this. I think they both have their time and place - I do find myself tutoring for either Collector Ouphe or Sanctum Weaver most of the time with Sylvan Tutor, so I do think Green Sun's Zenith is a better card in this regard as both creatures are green. However, I really like Sylvan Tutor as I think it's a strong turn one play and I don't run Dryad Arbor to make Green Sun's Zenith a strong turn one play.

After thinking about it, you're right in regard to the number of fetchlands I run. I'm going to replace Misty Rainforest with a Forest.

Finally, as for Regrowth - you're right. In a deck running things like Rest in Peace and Ground Seal it does indeed not make much sense why I'm running it. I just like it because of possibly getting something back. After thinking about it, perhaps I should lean more into the graveyard hate, running things like Grafdigger's Cage or Weathered Runestone, but then those turn off a potential Green Sun's Zenith. This is a deck designed to shut off opponent's resources, and inadvertently we will hurt ourselves; a 100% cohesion rate among cards and interactions is impossible. I just think having access to potentially bringing back something is too strong.

Regardless, thank you very much for your comment! It's gotten me thinking again about the deck, which I had kind of written off as finished. In reality, no deck is ever truly finished. Thank you!

SynergyBuild on [EDH][Primer] Sythis Enchantress Prison

1 month ago

General thoughts:

I find a lack of Blind Obedience quite interesting. You seem to run Authority of the Consuls, which is similar if a slightly edited variant of BO without the artifact hate, but having the consistency to not make Concordant Crossroads nearly as symmetrical seems important.

Wheel of Sun and Moon is a very powerful effect, however it seems strange to run in a list that can quickly ramp and empty its hand as well as a deck with access to Rest in Peace and Ground Seal.

Nature's Chosen is a beast with Cloudstone Curio loops and can oftentimes be looped to untap Sanctum Weaver or other mana producing effects very easily in a way that wins much quicker than Crossroads loops and often not need as many pieces nor as risky of effects.

Green Sun's Zenith seems quite better than Sylvan Tutor, and can be looped to allow you to never deck yourself in the case of Argothian Enchantress or Setessan Champion which is also great utility worst case.

Regrowth doesn't make much sense to me here, your deck has multiple pieces of hate for this card and little to no utility with it.

Song of the Dryads seems like a better variant on Beast Within or Darksteel Mutation combined into one. Just an effect that is able to add enchantment types to your list and replace some of your non-enchantments with the only cost being sorcery speed and the additions being commander hate and card draw.

Krosan Grip, Beast Within, and Generous Gift all are quite expensive for the effects they give, Path to Exile as well seems a little off for this list. I'd try to use threats in the form of Seal of Cleansing/Seal of Primordium/Journey to Nowhere/Parallax Wave which are not only tutorable, Hall of Heliod's Generosity's recursion, etc. all works on them, and many of them support an Opalescence combo strategy, with two of them being infinite combos with it and the other two being able to stop a sweeper from killing your field by removing your own Opalescence.

Shapers' Sanctuary seems quite weak in my opinion, just feels low-value considering how few of your creatures can be targeted/would be targeted anyway given your abundance of shroud effects.

The fetchlands in this number makes both your own Root Maze and Suppression Field field feel as though you are unprepared for your own hate. Maybe take out a Prismatic Vista or some enemy fetchlands?

macdeath on Shrines

2 months ago

I guess given your mana base you are reliant on lantern. I would personally have a Fetchland manabase with 4x Uropia sprawl. Which is more consistent, smoother and accelerates the mana better. It's also great when you have enchantress cards. You also don't have any 1 drops at the moment which seems really bad for your curve.

Given your constraints, a better option for your deck might be to condense lantern and Azusa slots into Dryad of the Ilysian Grove. You can't really feed Asuza right now, since you don't have any Crucible of Worlds type of effects or enough card draw to reliably pump out 3 lands per turn. Dryad will only be marginally worse than Azusa at ramping, while giving you the consistency that lantern gives to your mana. It's also an enchantment so directly tutorable.

Another great option for your mana would be Sanctum Weaver (again an enchantment). Like, why is that not in your deck already? It's absolutely bonkers. You can also run cost reducers like Starfield Mystic or Jukai Naturalist.

The reality chip just seems much worse at drawing cards than enchantress cards honestly. I would run cards like Sythis, Harvest's Hand, Eidolon of Blossoms and/or Setessan Champion.

Chromatic Orrery seems worse than a card like Mana Reflection in your deck.

Basically, I would cut most of the non-enchantment permanents that you are currently running and replace them by more synergistic enchantment equivalents.

As echoed above Negate seems awkward as interaction in your deck. Do you really want to be holding up untapped mana every turn? You'd be much better off with a versatile removal spell that deals with something when you need to, with tutorable 1 of enchantments that hose what your opponents are doing (as I was telling you above) I'd think as far as interaction you'd want 4/5 silver bullet enchantments, 3/4 spot removal and 2 board wipes. So that's only 2 more slots than you are currently running.

golgarigirl on Praise the Shrine [Go-Shintai, Go!] [WIP]

3 months ago

For our main win, I would make sure we max out our draw and mana fixing, see if there's anything we can add in the budget that protects our enchants on board and/or adds recursion redundancy, and enables us to use their effects more. Ramp and fixing like Abundant Growth, Urban Utopia, Mana Bloom, and Fertile Ground may look unimpressive, but they are very helpful. Sanctum Weaver is an obvious call-out for this spot. Card draw/tutoring will be helpful to find the correct mana and the right shrines. We're missing a few relatively budget enchantresses Yavimaya Enchantress and Enchantress's Presence. Moon-Blessed Cleric is a cheap tutor to smooth things out as well. Protective pieces can be pricey (Privileged Position and Greater Auramancy, I'm looking at you) but there are a few good budget options we missed like Destiny Spinner, Resurgent Belief and Alchemist's Refuge. Finally, there are a few creative ways we can duplicate some of our triggers that we missed. Paradox Haze and Sphinx of the Second Sun will duplicate the effects of many of our 'old' shrines that trigger at the beginning of our upkeep. If we can get rid of legendary with Mirror Box (or a few more pricey options like Sakashima of a Thousand Faces, we can duplicate our shrines with Estrid's Invocation, Mirrormade, and Clever Impersonator.

Secondary win, I would find things that make our creatures more effective. Cards like Bastion of Remembrance and The Meathook Massacre (though this may stay simply because it's a board clear as well) are going to be less impressive without sacrifice outlets. You could add a few...but those don't synergize well with your deck I feel. I would go with enters triggers instead like Impact Tremors and Purphoros, God of the Forge if you happen to have one. A pump or two may be nice as well...my vote goes to Dictate of Heliod since it can be a surprise...and buffs both your enchantment and non-enchantment creatures.

For cuts, then, I would look to higher-mana things and/or things that don't fit into these categories such as Pharika, God of Affliction, Bastion of Remembrance, Felidar Retreat, Callaphe, Beloved of the Sea, Muldrotha, the Gravetide

golgarigirl on Go-Shintai of Life's Origin

3 months ago

Focus on shrines and the billion creature tokens you'll be chugging out because of them? Play shrines, enchantment synergies for tutors like Moon-Blessed Cleric, card draw like Sythis, Harvest's Hand, mana from Sanctum Weaver, and protection Sterling Grove, and things that like tokens like Doubling Season, Beastmaster Ascension, and Purphoros, God of the Forge.

multimedia on tatsunari enchanter

3 months ago

Hey, well done if you haven't done a Sultai deck before.

If you want a combo that can be a win condition with Keimi then consider adding Pemmin's Aura and Freed from the Real? Either enchanted to Sanctum Weaver is infinite mana of all colors. Use infinite blue mana with Shimmering Wings to infinite cast/bounce it which triggers Keimi to be the win condition. Infinite green mana works with Whip Silk or Broken Fall. Incubation Druid can be a backup to make infinite mana with Freed or Pemmin.

Temple of the False God is not a good land here or really in any Commander deck, it's bad, but not here because you only have Shigeki, Jukai Visionary as land ramp and it's slow/unreliable. You're depending on land drops to enable Temple meaning consistently it will not tap for mana until turn five or after making it unplayable.

Some changes to consider:

The Signet could be cut for the mana dork. Reflection is less needed as a source of opponent life loss if you add the combo since the combo is infinite opponent life lose. Ancestry could replace Temple for another budget Sultai land and you have some Humans to potentially get some scry from it.

Good luck with your deck.

RDWDTR on Shrines

3 months ago

How rough is the mana in this deck? Just cycling through the sample hands it seems like you would have to mulligan pretty aggressively with this build. I think if you want to go with this shrine theme you should at least include multiples of your direct damage shrines. I get that they're legendary but you could still do 2-3 copies each of the stronger ones, some level of redundancy is good in an RNG card game. That would be my more general advice too, try to make it a little more consistent by paring away the weaker shrines and instead running multiples of the good ones.

Random thoughts: Sanctum Weaver seems better than Jukai Naturalist. I also like Sythis, Harvest's Hand in this deck. I think a full playset of each would go a long way in making this deck better immediately. If you're going to keep the enchantress sub-theme (and I would), they're worthy includes. Why are there four mainboard copies of Fade into Antiquity?

Load more