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Enigmatic Enchantments

Standard GWUB

ChrisHansonBiomancin


"Oh no, another Yorion deck." Well yes, but not exactly. This is a grindy Constellation deck first and foremost, and hopefully it's jank enough to justify playing such a Spike companion.

Like any Constellation deck, the plan here is to play enchantments, and lots of them. Our Constellation creatures generate consistent value while a wide arsenal of control-minded enchantments keep the opponent at bay. But there's a self-sacrificing twist courtesy of Enigmatic Incarnation to pod lower-value enchantments into our Constellation army, helping the deck weather removal and creatureless draws in an 80-card deck.

COMPANION

Yorion, Sky Nomad : I feel a little dirty sleeving up this card (virtually; this is an Arena deck). But with ETB triggers galore and plenty of ramp to get to 8 mana, it's impossible to pass this up. Also, the "drawback" of his companion requirement avoids the need to make any hard decisions about which 10 spells to cut, so that's pretty cool, and it gives us enough land slots to both function as a 4-color deck and have enough basics to fuel the ramp/fixing cards. Another copy is in the deck as a podding target.

THE HOROSCOPE SQUAD

Nessian Wanderer : Nice butt for a two-drop to provide some early defense. His Constellation trigger helps to hit land drops and scrounge for any color mana we need in this 4-color deck, and once he grabs a couple to get you going you don't feel bad about chumping with him.

Eutropia the Twice-Favored : Hands with this card can let us play a little more of a tempo game, as he grows the team and provides a way to get evasive damage across while the removal keeps the big threats at bay. His counters are also great to protect your team from Heartless Act .

Setessan Champion : An absolute juggernaut that will pretty much win the game via card advantage and pure hugeness if not removed. This is typically the guy you go to when sac'ing a 2-drop enchantment to Incarnation.

Archon of Sun's Grace : Gives the deck a fast way to gain significant amounts of life and plenty of creatures to use as either chump blockers or evasive attackers. Do we even need another option to pod into at 4-drop?

Keruga, the Macrosage : Offers an option for podding into a 5-drop, as Binding the Old Gods and multiple Incarnation copies make for fine fodder for this fatty. No enchantment jank here, just immediate card advantage alongside the plethora of 3+ CMC permanents in the deck.

THE STARS

The Birth of Meletis : Helps to hit early land drops, gives a decent early blocker, and tops it off with a little life. With Incarnation or really any of our heavier-hitting Constellation creatures around, this isn't even a bad topdeck late.

Omen of the Sea : Nice cheap early enchantment to smooth out draws and get the constellation-ing going. Everyone knows that Omens are good with Yorion, but they also work well with Incarnation either from the hand or the battlefield. Podding them with Incarnation equates to card advantage since their value happens when ETB, and their Flash ability allows for Constellation triggers to occur after we pod on the end step.

In Search of Greatness : Another early enchantment to help smooth out draws and increase the tempo that can be sacrificed later on.

Banishing Light : The first removal option in the deck. Obviously not as synergistic with Yorion or sac effects in most cases, but it's too solid to pass up for a Constellation trigger.

Elspeth's Nightmare : Flexible removal & hand disruption option that can be sacrificed after serving the relevant needs in the matchup.

Treacherous Blessing : Between Incarnation and Doom Foretold , there are plenty of ways to rid ourselves of this card after it provides its absurd card advantage. The only question is whether we cast Yorion first.

Omen of the Hunt : Offers all of the Omen-related benefits mentioned earlier while ramping and fixing.

Doom Foretold : Offers a more control-oriented payoff to this sac-neutral/sac-friendly engine.

Binding the Old Gods : Removal and ramp in the same enchantment, it's pretty much impossible to not play 4 of these.

Enigmatic Incarnation : The absolute lynchpin of this deck, in the sense that it makes it a jank deck.

Elspeth Conquers Death : Dishes out death and helps one of our creatures that ate a kill spell conquer it. No podding options at the moment since it's just a one-of and the only 5 CMC enchantment.

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Date added 3 years
Last updated 3 years
Legality

This deck is not Standard legal.

Rarity (main - side)

44 - 0 Rares

18 - 0 Uncommons

7 - 0 Commons

Cards 80
Avg. CMC 3.20
Tokens Knight 2/2 W w/ Vigilance, Pegasus 2/2 W, Wall 0/4 C
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