“Please don’t play that Tranquility in your hand!” Now
that’s something you don’t hear every day - unless someone’s playing
Enchantress of course. The good news is that no one plays Tranquility anyway,
so you probably won’t be hearing it any time soon. Wait, no one plays
enchantment hate cards these days? That also sounds like a great reason for you
to be playing Enchantress!
What is Enchantress? It’s a prison-style deck that aims to
lock out the opponent via enchantments, before casting a win condition and beating
them down to 0. It accomplishes this by generating massive card advantage vis
its namesake Enchantresses: Argothian Enchantress, Verduran Enchantress and
Enchantress’ Presence. These three cards allow the player to go through their
deck pretty quickly and assemble the lock before winning the game.
What is the lock? It can actually be a couple of cards: Elephant Grass and/or Solitary Confinement. If your opponent’s playing creatures, these two cards are your new best friends. Why? Because they make it very difficult, if not impossible, to deal damage to you. Elephant Grass costs G to cast, and has a Cumulative Upkeep of 1. It stops black creatures from attacking you, and forces the opponent to pay 2 for every other creature they want to send your way. Solitary Confinement goes even further, making it so you receive no damage while it is out in play. Oh right, and you can also play Moat if you want to.
What is the lock? It can actually be a couple of cards: Elephant Grass and/or Solitary Confinement. If your opponent’s playing creatures, these two cards are your new best friends. Why? Because they make it very difficult, if not impossible, to deal damage to you. Elephant Grass costs G to cast, and has a Cumulative Upkeep of 1. It stops black creatures from attacking you, and forces the opponent to pay 2 for every other creature they want to send your way. Solitary Confinement goes even further, making it so you receive no damage while it is out in play. Oh right, and you can also play Moat if you want to.
The win condition. As with most prison-style decks, the
majority of the cards are meant to lock out an opponent. The win condition is
almost an afterthought, put in to take the game once your opponent can’t. In GW
Enchantress, that win condition is Sacred Mesa. Once the board has been filled
with enchantments, it becomes quite easy to pump out a lot of Pegasus tokens
via Serra’s Sanctum. This allows the Enchantress player to either fly over the
opponent’s defenses, or swarm past their flyers in large numbers. If you want
more win conditions, Yavimaya Enchantress is another option, albeit much slower
and vulnerable to removal.
WG Enchantress
Land:
4 Serra’s Sanctum
4 Windswept Heath
4 Savannah
4 Forest
4 Plains
Total: 20
Creatures:
4 Argothian Enchantress
4 Verduran Enchantress
Total: 8
Spells:
4 Sacred Mesa
4 Enlightened Tutor
4 Sterling Grove
4 Enchantress’ Presence
4 Elephant Grass
4 Solitary Confinement
4 Wild Growth
2 Mirri’s Guile
1 Replenish
1 Moat
Total: 28
Sideboard:
4 Tormod’s Crypt
1 Ground Seal
4 Swords to Plowshares
2 Null Rod
2 Carpet of Flowers
2 Karmic Justice
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