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Play things, draw cards (Selesnya Enchantments)

Standard*

nighthawk079


Sideboard

Artifact (2)

Instant (4)


The idea of this deck is to combo Eidolon of Blossoms with every other card in the deck for victory. Currently, everything in the deck is either and enchantment or a land, which is where a 3 of Kruphix's Insight is just good (considering a playset). Who doesn't want to pay three mana to get three free cards? Mana Bloom is in there to hopefully get a turn 3 Eidolon of Blossoms, then keep playing Mana Bloom for free drawing.

Even if you aren't drawing Eidolon of Blossoms, this deck should still be able to function without it. Creatures like Courser of Kruphix, Eidolon of Countless Battles and Boon Satyr are all decently powerful by themselves. The 2 Archetype of Courages are there to make my creatures that bit more threatening. Lastly, the two Leafcrown Dryad s are to help the early game a bit more, bring creatures to twenty and give me a bestow option cheaper than most, which is all good for the deck.

As for non-creatures, 4x Banishing Light is just good against so much, and even against control, it can hit Detention Sphere and planeswalkers, or can be side boarded. The 3 Armament of Nyx and Ethereal Armor are what should turn my little enchantment creatures into monsters.

Sideboard tech. 2x Pithing Needle may seem weird, but against control, hitting both Jace, Architect of Thought and Elspeth, Sun's Champion is great, and improving the chances of hitting one is nice. Mistcutter Hydras are also for trying to hit control or Mono-Blue Devotion. 4x Selesnya Charm gets put in to deal with Desecration Demon, Polukranos, World Eater, Gods, etc, and also has other uses. 2x Alpha Authority and Unflinching Courage allow the deck to function against heavy removal or early game damage respectively.

If you read this long, I am very impressed. Please leave a comment on how you would go about making a Eidolon of Blossoms deck. It is the only card I am unwilling to part with, so feel free to suggest different colours or wacky combos.

TL,DR; Mo Enchantments = Good. Please comment on your ideas.

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Looking at the deck, 14 of my current creatures are 3-drops, and 4 are 4 drops. That makes only 2 of the creatures able to be cast on turn 2. If you have any advice on changes to help improve this, or think it is fine, please comment.

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