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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Sythis, Harvest's Hand
Legendary Enchantment Creature — Nymph
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
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2 weeks ago
I feel like you skipped over a whole slew of the development of Enchantress as an archetype and therefore presented it as being a deck in search of a win con before Theros. It has always been tier 2 jank in legacy, but it was powerful enough to take occasional large tournament wins.
You mentioned Urza's block and mention the two cards with "Enchantress" in their name but not Serra's Sanctum or Replenish. The latter two actually make it into competitive eternal decks and Yavimaya Enchantress does not.
The Sanctum in particular is extremely important to the way the deck developed. The plan in many eternal enchantress decks is legitimately to hardcast Emrakul, the Aeons Torn. This still takes until turn 5 or 6 and is durdly as hell for the format, but all that mana from the Sanctum makes it a legitimate plan. Alternatively the win condition in many others is to plop down a Sigil of the Empty Throne and go wide with 4/4 angels. I even have a friend who ran Words of War as a wincon, again greatly aided by the Sanctum.
The "dig to the combo" you mention that is actually played is Helm/RIP and is the third commonly played wincon. And I'm not sure I agree with the assessment that it defies expectations, or should be abandoned in favor of playing blue. At its heart Enchantress as an archetype is GWx control and the wincon can be almost anything.
Wincons from Theros were never even added to eternal Enchantress, they kept the old wincons and added at most a few Eidolon of Blossoms and a few Doomwake Giant. The return to Theros did give us Destiny Spinner who is a wincon that is run. MH2 also had a large impact on eternal Enchantress by adding Sythis, Harvest's Hand and Sanctum Weaver.
This isn't to say that there haven't been strong enchantments coming out recently. Or that it isn't nice that they are supporting the archetype to an extent that a standard deck can be made out of it. It is just that if one wants to talk about the evolution of the archetype it should be done primarily in the context of competitive eternal formats where it will remain unchanged until a card changes the archetype. With mentions of rotating and casual formats to show the archetype across the whole of Magic.
1 month ago
Your deck is way too heavy, and you have alot of 1s and 2s of cards.
For starters I'd take out
Doomwake Giant - he's a weak boardwipe at best but with as heavy as this deck is you won't have enough Enchantments to kill anything of real value
Pharika, God of Affliction It won't be a creature most games and it's 5 Mana for himself and 1 Enchantment token
Eidolon of Blossoms its just too much Mana. In modern games can be over as soon as turn 4 and you won't have time to get any value out of him. I'd add more copies of Sythis, Harvest's Hand it's much cheaper and much easier to get more value.
Underworld Coinsmith just doesn't have enough time to utilize him to give you enough value. This is what I'd take out for starters. Now I'd move these cards to your sideboard as they aren't needed/used every game. Destiny Spinner Seal of Primordium
2 months ago
I completely forgot about The Meathook Massacre - thank you for reminding me of this card's existence!
I personally really don't like cards like Privileged Position or Asceticism. Usually their CMC is high compared to what I want to pay for that effect. I am aware they interfere, but I've ran Lightning Greaves in my Sythis, Harvest's Hand deck with Collector Ouphe/Null Rod/Sterling Grove/Greater Auramancy without issues. If I do end up doing anything with them, I'd probably just end up replacing Swiftfoot Boots with something cheap CMC-wise.
Thank you for the comment!
3 months ago
I am looking to build a Sythis, Harvest's Hand deck. Currently looking to fill a secondary win combo with the white portion. I am having trouble finding something that isn't an infinite combo. If possible, I would like to avoid that. If need be, can be mixed with green.
4 months ago
Regeneration does not remove anything from the battlefield. When a permanent is regenerated, the next time it would be destroyed or take lethal damage during the current turn, it instead taps, has all damage removed from it, and (I suspect this might be the point of confusion) is removed from combat, so it's not attacking or blocking.
If Hour of Revelation was cast, all enchantments on Sythis, Harvest's Hand would be destroyed. As long as the ability that grants the "regeneration shield" resolves before Hour resolves, Sythis would survive.
4 months ago
A player had Sythis, Harvest's Hand enchanted with Regeneration and a bunch of other Auras, another player used Hour of Revelation and I was wondering how to resolve it. My take was that the enchantments are destroyed but the regenerate saves the creature. The "destroy all non-land permanents" should wipe out enchantments right? But if the regenerate triggers before Hour of Revelation and effectively removes the creature and all enchantments from the field, the enchantments AND creature would survive. This seems over-powered to me for a 1 mana spell. How should we rule on this?
7 months ago
Looks a lot stronger - some thoughts though:
I'm personally not a huge fan of Dance of the Manse or Setessan Champion. Dance feels like it just needs a lot of mana to still only have a "meh" effect. Champion has an alright card-drawing effect, but the +1/+1 stuff is often pointless, and the fact he's not an enchantment himself causes big tempo issues. Sythis, Harvest's Hand and Enchantress's Presence are just soo much better.
I'd opt for Sigil of the Empty Throne over Starfield of Nyx. Starfield is just inviting your opponent into playing their board-wipe. Sigil is a much safer way to win the game from the safety of the pillow-fort.
Your mana curve is low enough that you can play this with much less lands than you are currently. I think you can pretty safely go down to 21-22 lands.
You need some form of protection while you're pumping out enchants - at the moment your early-game is still at risk of being destroyed by a fast-attack. Enchantress decks typically run Solitary Confinement to keep themselves safe, though if you're not a fan of that card, Ghostly Prison could work nicely also.
7 months ago
wallisface-First and foremost my experience is commander not standard or legacy or modern or vintage nor sealed or draft just commander. So all these cards are built with commander in mind. So lets tackle each card one at a time.
Gods- All the god effects are based on their old cards and built upon and tweaked with some research done on their lore and made sure it fits in their color pie (since soo many people are anal about color breaking though i find it fun and interesting). So if you find it samey blame me for my lack of imagination but also some of Wizards for making the OG's that way as well
Iroas- You said his second ability is too much but is OG card protected from combat damage Iroas, God of Victory and slap on Tajic, Legion's Edge ability to protect against non combat damage and white has lots of cards that destroy tapped creatures or blocking/attacking creatures so i gave him a conditional removal sure you could put him a boros weenie deck and have continuous removal it basically X/1, X/2 or X/3 deathtouch for white but white has done similar thing like that though for equipment only but this is a god so yeah it ment to be powerful. Also he is at Mythic Rare meaning you except game winning/breaking effects and for modren/sealed playstyle 6 mana is along to invest if im told right unless you cheat it into play but not my area of expertise.
Shield and Spear- Just made to giving creatures Lifelink, ward 3 and Battlecry
Hakatos- For his for first abiliy this will cover all demi gods so let me explain (this also for you TypicalTimmy) Let do Dexos and Heilod as an example Daxos, Blessed by the Sun is a double white 2/* which by himself makes him a 2/2 and gives 2 devotion to Heilod all other demigods are the same in this way and gives you roughly half of the devotion needed to the gods into creatures with the gods them selves also giving 1 devotion to their own color giving you three meaning you only need 2 more to that god online. Since all the Muilticolored gods need 7 devotion insstead of 5 i gave all thier demigods 4 devotion (may cut that to three) leave 3 devotion and since each multi god gives two devotion that leaves only 1 needed to get them online, and since each mono colored demi had 2 devotion making them all 2/3 if or 2/2 by themselves if I did that with the multi colored ones as Timmy said that would make them all X/4's or 4/X's much to powerful for uncommons even if their legendary so i nerfed it in that you need one of each color pip to give them a boost to there X stat so if you just had 1 red AND 1 White on the field Hakatos's Power would be 1 and if had 1 Red AND 3 white is power would still be 1 but if had 5 red AND 5 white his power would be 5. It was a way to try and balance them out it maybe rough but i could work
No on to his second ability is play on OG card Haktos the Unscarred which also gives him protection from certain numbers this just makes so weak creatures can't chump block him it not broken or confusing to to keep track of he is fine once I find a way to smooth out the devotion thing.
Karmatra- Creatures are spells and they do ETB that how ETB effects trigger I honestly don't know what your talking about here. as for the mana cost i think 5 mana for whenever a non-token creatures ETB's you get to search for ANY land is fine 4 mana seems too cheap for repeatable effect hell 5 mana maybe too little.
Her Scythe- I admit may not be as flashy as others but neither is farm work lol but gains mana fixing and ramp but making all you creatures into a BOP, and you can you three of those creature to ramp even harder with it second effect can summon a 6 or higher drop buy turn 4 or 5 depending on your field and gains life to help get head or stabilize, it very powerful just not in the flashy immediate way which feels right for basically the god of agriculture's tool it not fast but be patient and you'll reap the benefits. Again it don't see much wrong with it.
Sythis- This one is the inspired but it's literaly just her OG card Sythis, Harvest's Hand without the card draw and with scrying instead and scrying is all color effect partically in theros where the mechanic was officially named and a bunch of cards from every color had it tacked on. So she every much fits into the GW pie
Ephara- She basically is a tweaked Rhystic Study or Smothering Tithe which is fine bu ti do agree with the non land and caring about your opponent thing will fix that but i do want it a bit more unique than your standard tax card
Medomai- I assume other than the devoion power/toughness thing you dont have a problem with him
Kruphix- i can agree that cards for and indestruable card is powerful maybe busted but again he is mythic rare and a god those two things together you would expect some bust things about it BUT i can see spiraling way to out of control will think but nerfing the draw
Kydele- Her effect is for THE END OF THE TURN, Not the beginning and you than have a choice of untapping three land so you have access to outer spells or other creature protection on you opponents turn or having that card in hand that you've probly already scryed and want in your hand the flexability is what makes nice and you may not always want to draw in case you're milled out out lose life if you draw niche in the grand scheme of thing but a useful to have. i probaly will cut the adding a +1/+1 counter to creature though to much for an uncommon
Cymede- Fix her egregious spelling mistakes and just made scry 2 simple but decently powerful particularly when paired with her god
Atris- Fixed his until end of phase to end of turn but that's it. Thier are other cards that give sorceries flash like Hypersonic Dragon and Wizards of Thay give sorceries flash, Vedalken Orrery and Tidal Barracuda give all spells flash sorceries included. So it safe to say that sorceries can and do interact with flash even if it rare and it not even a pie break.
Mogis- Fix him it was always meant to be at the end of the turn not upkeep and tack only the current player's creatures I don't how those got past me. And made clear that it for each creature that didn't attack.
Rhordon- I assume other than the demigod clause your fine with him Axe- For the the self afflict dmage was decause rakdos has alot of power cards that deal damage to you, and i felt that as the god of slaughter's weapon it was fitting that it doesn't care about it summoner/owner but i will reworded so that the damage procs at the end of each other player's turn so it it works as intended
Pharika- Her frist ablity is fine it just a powerful Desecrated Tomb, Tormod, the Desecrator or Quintorius, Field Historian (and i say more powerful be cause of the poisonous 1) and they are powerful with Tormod's Crypt so I think it is fine is fine.
Her second effect is also mostly fine the card is fine if you 1 opponent and they have 5 posion counters on them you still only draw 1 card if have 7 opponent's and 3 have say 8 poison counters on them you will only draw 3 cards and while powerful is nothing in commander compared to some of the crazy card draws other even with out going infinite. fixed the left aspect of it though
Hythonia- Is just a Syr Konrad, the Grim with deathtouch and he is an instant win with graveyard exile and he also an uncommon and not even legendary! So no her effect if fine
Hope that answers your questions feel free to voice your thoughts again after reading this (IK it alot) i take all feed back and contine to scrutinize the rest of the cards