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Modern Enchantress (Mono-white)

Modern

dan98mg


Sideboard


A white enchantment deck that I am slowly working on. I started working on this a year ago and stopped for a couple of months but getting back into modern so thought I would pick this deck back up again. Description is in work as well, going to be errors all over it for now until I fix it up.

The goal behind the deck is pull a lock out with silver bullet cards in the deck, then we hope to build up protection while we wait for our win-cons to do their job. Deck is still in progress, main board as well as the sideboard are being worked on.

The major revisions for the deck are thanks to these gents here who I am basing my version off of.

White Collar Prison and Azkaban [Modern Enchantment Prison] *Primer*

Card choices:
Ghostly Prison & Sphere of Safety are the core of the deck, stopping people from attacking you or forcing them to choose to either attack or cast spells in the same turn. They slow down most decks and helps with the lock out(or is the lockout).

Leyline of Sanctity So many times these help, its surprising how many decks this stops them from casting spells. It almost shuts down some decks, but mostly its the 1 or 2 off cards in decks that it stops that is a big deal. I have X4 in the main board and then depending on the match up I switch out two in game 2 for something else.

Pithing Needle Helps vs all decks that have plainwalkers; Nahiri, the Harbinger, Karn Liberated, Chandra, Torch of Defiance (I imagine the last one will start showing up soon). This is a card that helps so much, but is a hard pick as we can't defend it and it doesn't help with our Sphere of Safety Also used vs infect for their Inkmoth Nexus leaves them with only two Creature, which brings us to our next card.

Runed Halo I find hard pressed matches where one or two of these don't help. Can shut down most combo decks in game 2/3 when you know what they kill you with. Infect hates the card as it can mean they need to play not just one more creature but one that isn't something you named.

Idyllic Tutor Do I need to say why its in the deck, honestly the only question I have is if i should run 3 or not. In a toolbox type deck we need the tutors. If you want a budget sadly the card is expensive but needed.

Oblivion Ring The jury is still not out on if I should run this card or not & how many should I run. It is a card that can get us out of an Ensnaring Bridge lock, looking at you Lantern Control. Great vs storm ( Pyromancer Ascension ) and again vs plainswalkers also sometimes used for creature removal(not the best, but when you pull nothing else what you gonna do). But that's the problem I have, other cards can do the job better. But I think that's the point of the card, other ones do certain jobs better, but this one is slightly a jack of all trades.

Luminarch Ascension & Sigil of the Empty Throne The win-con. I like LA over SotET, I actually don't like SofET its in the deck until I can replace it with someone better, but it does our job. It seems to slow with really only Nykthos giving me enough mana to cast it before T5 (more on this later), by then your hand is clear and you are going off of the draw. Thinking of dropping the X2 SofET for one or two more LA. But I would like to complete the deck and get some games in VS a wide verity of decks before I change my win-con to much.

Heilod, God of the Sun Back up win-con, most games I actually don't want him to be a creature as Path's and Unravel the Aether are a thing.

Porphyry Nodes One of the cards I struggle with. Not because I don't like it, but because I'm never quite sure when to play it. But this will come with time and games. But a good pickup and can really help slow other decks down. Interaction between one or 2 Nodes and Heliod and this is just funny as it keeps it going.

Greater Auramancy One in the main board to help out, normally tutor for it if I have my lock. The reason behind one in the main is people can have one off cards in their main that can take out an enchantment. But they rarely have two. 90% of games I side in at least one more because I know that they are siding in some enchant removal. Don't forget to do this.

Rest in Peace & Stony Silence These cards are pretty simple they just cripple certain decks, don't leave home without them. look in the comments here for the reasoning behind RIP in main over Stony White Collar Prison

Suppression Field Goodness I enjoy this card, sure it hurts us on two of our win cons (one of the reasons I keep Sigil of the Empty Throne in the deck). But watch people try to use a fetch land and realize they have to pay two mana as well as the life. Get it out early and it can just hurt them.

Path to Exile Easy to see why its here. Solid card that has been proved invaluable in modern.

Endless Horizons Only run one, a good card that once the lock is set up can get us to our win-con faster. Don't play too early or they can take out most of your lands with one well placed Naturalize . But also remember that there should be bigger fish for them to fry.

Wrath of God Honestly I'm not sure on this. I might take it out for two more paths as there isn't many decks that go wide (aside from tron) in my meta. Might just keep it in the side board for now.

Nevermore Only reason its in the sideboard is because I'm just starting to get back into modern and I'm not quite sure what card to name to cripple the deck. Sees more use in games 2/3 as then I have an idea of what they are running and remembered the names of the cards again.

Rule of Law It's another card that might or might not come out, ill have to see. Cripples fast decks but by t3 they should have a lot out and we already have enough to cripple storm we don't really need two more cards to do so. I'm going to be trying it out vs control see if that can help me.

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Date added 7 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

3 - 0 Mythic Rares

25 - 9 Rares

14 - 2 Uncommons

Cards 60
Avg. CMC 2.76
Tokens Angel 4/4 W, Enchantment Cleric 2/1 W
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