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Enchantment (1)


This deck is all about mana generation and out of control growth. Unrestrained life that doesn't take kindly to anything getting in its way. It becomes like a cancer, spreading and increasing until it takes over. What was once life became dark and twisted and has taken us somewhere terrible.

I really liked the flavor idea for this deck and the notion of nature growing out of control until it mutated and the terrible things that came as a result. It was easy to illustrate this in the deck using counters and mana ramp.

The goal in this deck is always to get the eldrazi out for either attack or defense. They're the big guns and represent the cancer flavor I mentioned earlier. They are expensive to cast, but there is all sorts of mana ramp, animar's ability and other cheaty ways to get them out.

Mana ramp: Heartbeat of Spring is a good card early on because its very friendly towards other players, making them less likely to kill you. Same with Rites of Flourishing. Probably best to wait until you have some defenses up for Overabundance or Zhur-taa Ancient]] because they're more likely to cause concern and have someone attack you.

Howling Mine and Heartwood Storyteller are also great to keep people off of you while you build up mana and Animar

Counters: there are all sorts of cards that can get more counters on Animar, and a couple different strategies for it. Viral Drake, Plaguemaw Beast, and Fuel for the Cause can proliferate and with the mana ramp happening you can usually use Viral Drake's ability multiple times. Forgotten Ancient is great for building up a bunch of counters in multiplayer and then dumping them on Animar. Doubling Season, Evolution Vat, and Vorel of the Hull Clade can double the work of the other cards. Or if Animar isn't out but these cards are, you can use their abilities on Mycoloth to get a fair number of saprolings for defense.

Another great way to get out a big creature is to equip Deathrender to an eldrazi spawn. You sac the spawn for mana, and get out a heavy hitter like ulamog for a total cost of -1 mana.

I'm thinking of adding an alternate win condition like Helix Pinnacle because hopefully I'll be generating a lot of mana and can use if it I'm getting locked down on the battlefield. Or I can use my big eldrazi as defenders while I complete the Helix Pinnacle and make it flavorful and say that they're trying to summon their dark lord cthulhu or something

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