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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Guard Duty
Enchantment — Aura
Enchant creature
Enchanted creature has defender.
High_Priest_of_Avacyn on Wall defense
3 years ago
Some potential adds: Amaranthine Wall Angelic Wall Basilica Guards Bonded Fetch Colossus of Akros Consulate Skygate Doorkeeper Dragon's Eye Sentry Drift of Phantasms Charix, the Raging Isle Fog Bank Glacial Wall Golden Guardian Flip Grave Bramble Guard Gomazoa Jaddi Offshoot Kaijin of the Vanishing Touch Ludevic's Test Subject Flip Murmuring Phantasm Necropolis Order of the Stars Sprouting Phytohydra Steel Wall Sunscape Familiar Traproot Kami Tree of Redemption Wall of Hope Wall of Junk Wall of Kelp Wall of Nets Wall of Reverence Woolly Razorback Guard Duty Zephyr Net Belbe's Armor Dragon Throne of Tarkir Peregrine Mask
Aargus222 on Lyra Dawnbringer EDH
4 years ago
Also, would White shutdown spells have a place in this deck? By “shutdown spells” i mean cards like Arrest or Guard Duty .
JaceIsMyBFF on
5 years ago
Cyclonic Rift, Animate Wall, Aurafication, Basilica Guards, Carven Caryatid, Dragon's Eye Sentry, Guard Duty, Sun Titan, Guardian Zendikon, Jeskai Barricade, Jungle Barrier, Junktroller, Living Wall, Ludevic's Test Subject Flip, Necropolis, Orator of Ojutai, Pride Guardian, Primal Clay, Primal Plasma, Shield Sphere, Sunscape Familiar, Testament of Faith, Thing in the Ice Flip, Vine Trellis, Zephyr Net
SynergyBuild on The Abzan Enchanter's Essential Style Collection
5 years ago
Sorry it took me so long, I suck at math and typing.
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Okay, so first off, I'd suggest you drop high-costing cards. If they cost a lot (5+ mana with three colors, 6+ mana with two colors, 7+ mana with one color), and immediately win a game, they are worth it, as long as during normal, early-mid (Turns 1-6) game play, you can reach it with your ramp and manabase.
Now, onto the two cards that I believe fall under this "high-mana cost"-do-not-win-game card category:
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Duneblast - This card is big, it leaves you with the best board state (Provided no opponent held up a counterspell, Heroic Intervention, Golgari Charm, Wrap in Vigor, Faith's Reward, or Teferi's Protection), but it does only help you get the best board state in terms of creatures. What creatures is the deck trying so hard to protect it couldn't run an Austere Command or Merciless Eviction over. I mean Day of Judgment/Damnation/Wrath of God feels better than this, because of your commander being able to pull off bringing back any board state you lost in them.
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In Garruk's Wake - I hate this card, and love it at the same time, I mean, similar problem to Duneblast, and if you are going to make something expensive, go all the way, but 9 mana? At least personally, whenever a board-state has gotten out of hand, it has either A: been very early in the game, so people didn't have easy ways to deal with it, or B: be well protected, think an Archetype of Endurance+Avacyn, Angel of Hope being flipped from a turn 4 Tooth and Nail. The idea I want to make is a Merciless Eviction gets around anything, and come down for 2/3rds the price. I'd still rather see a Tragic Arrogance, as that card lets you pick the worst for all of your opponents, the best for you, and is sacrifice and choose, so they get around every keyword like Hexproof/Indestructible/Protection.
Now onto the next group of cards that need to go, cards that are good with enchantments, yet are not in fact enchantments, and could be replaced by enchantments:
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Yavimaya Enchantress - Ooh it is by far the worst enchantress, Early game it does nothing but chump block, mid-game it blocks for real, late game it blocks and hopes someone has no creatures now that it has high damage. It will die if it gets large, because it has no built in protection, and generally just isn't very good in this deck.
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Helm of the Gods - It's like Yavimaya Enchantress, except it doesn't have a body, so can't chump block early game, and doesn't count opponent's enchanments, and generally just isn't very good in this deck.
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Blessed Spirits - It's a Yavimaya Enchantress that only counts enchantments put after him and doesn't count opponents enchantments, all to give him flying. At least he can deal damage through blockers, and though he has no protection, he is the best of the bunch. I still don't think he is worth keeping.
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Celestial Ancient - Honestly, I have disliked this guy every time. People claim he is Cathars' Crusade levels of powerful, as in it isn't an enchantment (like Cathars' Crusade isn't a creature), and it places a bunch of counters on your creatures! This just isn't true though. Cathars' Crusade and effects like it (Coat of Arms/Door of Destinies in a tribal deck) are great because they aren't creatures, so they are harder to immediately remove. They also work because they are on enter the battlefield. If I put ten 1/1 creature tokens onto the battlefield with a spell, they all become 11/11's due to Cathars' Crusade, suddenly 10 power is 110 power. Casting enchantments doesn't have that effect. To pull off something similar, you'd have to cast either 10 actual enchantment creatures (You have 12 in total), or cast ten creatures/make ten tokens (Heliod, God of the Sun/Sigil of the Empty Throne) and then cast ten enchantments, which is difficult on many levels. The point is it looks really good, but it isn't.
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Blightcaster - I love this card. No sarcasm, no until now or anything, it is a pet card of mine. That and Doomwake Giant are why I feel black should be greatly considered in the colors to use for enchantress. It is great, but without a lot of protection, tutors, and ramp, it falls short almost every time. If someone would be hurt by it, they remove it. It is a four mana do nothing, or Disfigure once or twice most of the time.
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Auramancer - With a sacrifice outlet, and your commander, it feels good, because it can be a Regrowth for an enchantment on a repeatable engine, but that doesn't do it for this deck, and being a creature isn't enough, so I don't think it makes the cut.
Now onto the category of enchantments that I feel fall short in this deck. Whether they are too much mana, or not powerful enough, possibly their mana requirements are simply too much for this landbase.
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Spectra Ward - It may be really cool, ooh look, I can turn any creature into a nearly untouchable (minus board wipes or enchantment removal+creature removal or colorless creature removal), unblockable (except colorless creatures), and it gets a power pump! +2/+2 isn't much in commander, and everyone runs sweepers. It is unblockable and untouchable until it isn't and I don't think such an effect belongs in any place other than a voltron build. Uril, The Mistalker maybe.
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Ancestral Mask - Well, it is an iconic card. Sees play in voltron, bogles (voltron on tiny hexproofers), and sees play nowhere else. Trust me, no legacy enchantress list has used that card as a wincon, and in commander, it does find a place, but in voltron, and this deck isn't that.
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Celestial Archon, for either it's bestow or normal casting cost, it is overpriced. It only does one thing, beat face. Serra Ascendant beats face at a rate per mana cost 7.5 to one. 15 to one if you count lifegain, and the only downside is not having first strike (Unless you consistently are beneath 30 life). Straight damage isn't the point of this deck though. It is about drawing card and then whittling your opponent to death whilst you combo out. This card doesn't help with that, and is 3 mana more than I would ever consider using (for both costs).
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Ethereal Armor - Again, this is for voltron and bogles, not for enchantress.
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Fate Unraveler - This is a Nekusar, the Mindrazer card. It is in the same vein as Underworld Dreams, a great card, especially if there is Niv-Mizzet, the Firemind combo in your meta. Fate Unraveler however gets pinged four times by Niv-Mizzet, the Firemind and dies. It isn't a card for this deck on the premise that you are attempting to draw cards, and unless you have seen a ton of Enter the Infinite decks lying around, it does very little but paints a target on your head.
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Armament of Nyx - This card is a trap. It looks on the outset to be a Battle Mastery that doubles as removal, but it is worse than Guard Duty or Pacifism at removal (cost, and the creature can block), and you wouldn't want to run either effect. A card that does one of two bad effects is rarely good. In this case, one of the effects is useless (double strike is a voltron card), and the other is nearly useless (or completely outclassed by Journey to Nowhere).
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Grim Guardian - You run 40 enchantments. All 40 need to drop for this to win (Or most and a few that can bounce). You do not do that with this card. If you are using it to whittle, and win in combat, it also won't do. Greater Auramancy, Sterling Grove, Privileged Position or any tutor to find them comes down to inconsistently to protect him over multiple turns, so he will consistently just be removal bait, or useless. Great finisher in place of Altar of the Brood for Parallax Wave Combo, so run it if you run the combo, and some more tutors.
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Underworld Coinsmith - Without lifegain synergies, he doesn't win. For value though, and he becomes very interesting. Honestly I find him to be a powerful card. Without Mana Bloom, Cloudstone Curio, Parallax Wave combo however, I don't think he is powerful enough to make the cut.
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Karametra, God of Harvests - This feels bad. If it said enchantment, it's have 40+ triggers, but with out, it is just bad. Mirari's Wake is a much better version, to the point an extra tutor would be better than this. 9 lands is the maximum this can fetch, with your manabase, and that is over 9 cast triggers. It's rarely happen, so I'd estimate this to be a Gilded Lotus level of power, that enters tapped, and takes 2-3 turns to set up. It's only in here because it is an enchantment, and that isn't worth it.
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Courser of Kruphix - It gives slight card advantage in the form of knowing you next card, and digging one if you find a land. Keep in mind that the land you play from top uses up for 1 land per turn (or two with Exploration), and doesn't give you any extra drops like Oracle of Mul Daya. Otherwise, the lifegain is negligible, and it blocks decently. Since it reveals all of your draws, Pithing Needles and Nevermores/Meddling Mages will all be more potent from your opponents. It is decent, but not good enough.
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Quarantine Field - Removal, which I used for a time, but realized, at four mana it is a bad Banishing Light, at 6 mana, it is way to expensive not to be a board wipe. It has two modes, and any more than 6 is absurd. With mana it isn't worth it, because there are better outlets, like a Torment of Hailfire for something that wins game. It has another mode though, . I have actually cast this for more times than I have or above, because I get a cast trigger. It isn't worth it for the choices though. Journey to Nowhere, Banishing Light, Song of the Dryads, and Darksteel Mutation are all much better (the last two can even shut off commanders!)
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Budget 20 cards to toss in: (No cards above 3 dollars by tcgplayer prices.)
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Darksteel Mutation - It is removal for commanders, and that is about all, but I'd say is worth it.
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Dark Tutelage - Phyrexian Arena lite (which is Sylvan Library lite.). It is budget, and it works. It grinds out games hard, and the extra card advantage really helps in commander.
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Journey to Nowhere - Oblivion Ring for creatures for less
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Mana Bloom - Extra fixing, card advantage, and ramp. Cheap card in game and in real life.
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Seal of Cleansing - Disenchant on an enchantment. Powerful threat.
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Seal of Primordium - Naturalize flavored version of above.
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Blind Obedience - Shuts off many combos, slows artifact mana, and is generally an anti-combo card. Extort is a nice bonus, but is rarely useful.
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Authority of the Consuls - Same as above, but turn one play, only works on creatures, and a lot of added lifegain.
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Seal Away - Instant-speed Journey to Nowhere with the downside of only hitting tapped creatures. Synergy with above two cards.
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Stasis Snare - Instant Speed Journey to Nowhere.
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Prison Term - This card is a pet card. I love the moving around ability. It is very useful, and is a threat to any Azami, Lady of Scrolls or something like Narset, Enlightened Master where even hexproof gets gotten around when it moves.
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Utopia Sprawl - Fixing, ramp, and synergy with Earthcraft.
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Wild Growth - See above, remove fixing.
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Overgrowth - Big Wild Growth, lots of synergy with Earthcraft.
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Weirding Wood - Replaces itself, fixes, ramps.
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Vessel of Nascency - Impulse on an enchantment, fills the yard for the deck to use.
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Abundance - Stops you form milling out (by replacing draws with reveals, when it can't reveal anything, it stops, and you don't lose the game), gives card advantage when you flip past cards you don't need, and it can't hurt since it is a may replacement effect, so you can always not reveal if you don't want to give out information.
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Commune with the Gods - Powerful card draw, fills the yard.
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Nevermore - second copy of Gideon's Intervention, cheaper, no prevention of damage.
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Greed - Incredible budget value engine and is very simple, draws little hate when you endstep befor eyour turn play 10 life and draw to you win condition. Necropotence is better though.
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Total cost of these twenty card: $17.25 (USD) not including taxes or shipping from tcgplayer
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All of these changes will lead to a net increase of 8 enchantments, and that will leave you at 48 enchantments total, so you will only averagely need 2 enchantress effects to have access to your whole deck given infinite mana. possibly just 1 enchantress and Abundance
untraceablez on arcades
5 years ago
I'd eliminate
Necropolis
Wall of Junk
Fog Bank
Mana Crypt
Lifecrafter's Bestiary
Herald's Horn
Dovin Baan
Ajani, Mentor of Heroes
Venser, the Sojourner
Ajani Steadfast
Elspeth, Sun's Champion
Replace
Zendikar Resurgent with Mirari's Wake
Cloud Key with Semblance Anvil
Pitch the following from Maybeboard
soulwarden11 on Lyra
6 years ago
facepalm I supposed I should have expected my snark to bring Karmic Justice right back to me, eh? haha Give enough snark, you'll eventually get it back! XD Touche!
Running Auras with Sram and Spiritdancer would definitely help since you'd be able to trigger Mesa Enchantress as well since all Auras are Enchantments; and it looks like you've found most of the powerhouse Auras.
If you're looking for more lockdown Auras, I've always liked Prison Term, Suppression Bonds and Faith's Fetters since they take them out of combat AND turn off their activated abilities (plus the latter two can hit things other than creatures).
Buffing Auras Holy Mantle and Angelic Destiny or other anti-combat Auras like Pacifism, Guard Duty, Temporal Isolation, Journey to Nowhere can also be niche, but useful in the right meta.
Sigarda's Aid can help your Auras gain Flash. While Authority of the Consuls gains you life and slows down opponent's using creatures (especially hasty ones). Path of Bravery can also be an Anthem effect and gains you life.
Open the Armory and Three Dreams are useful for finding Auras in your deck.
kingofcramers on protection enchantment control pauper
6 years ago
wow this deck has gotten a lot better, I especially dig the Mana Chains. The transmute tech looks really good too. Here's my feedback:
-5 Tranquil Cove seems a bit too many lol, but in general you have a lot of tap-lands, so I would consider running Bant Panorama or maybe Shimmering Grotto so that you can hit Fertile Ground. In terms of fixing, I also think Abundant Growth could be good. -you have a ton of removal which is good but also maybe you could lean more heavily on your circles of protection. You could run cheaper removal like Guard Duty or Oppressive Rays (good against Arbor elf)
-I think Quiet Disrepair should be mainboard as a win-con against aggro, otherwise they can just save up and then burn you out.
-I like the wincon a lot. Maybe Jace's Erasure could be good as well, especially because it's tutorable
Samuel-Frederick on $10 Orzhov Control
7 years ago
Hey legendofa. Black white control is an awesome combination, it has that essence of Orzhov without even trying. So, here are my ideas of where the deck could go.
Firstly I think the deck needs a little focus. What do you want from the deck, what do you want it to do. Cards such as Nip Gwyllion, ask what does it add to the deck. You have a discard theme running through it, so let us stick with that. However, keep in mind that you must also stay alive.
So I'd run a full four Tidehollow Sculler, make sure I get to play it turn two. If I hit the hand, I like to hit it hard. So from the Sculler go into Sin Collector at three, then at four go to Disciple of Phenax, then at five Vizkopa Confessor. This way you have plenty of blockers, and life gain with the confessor, but you're still hitting their hand. This sort of deck does work well with Shrieking Affliction (basically a cheaper version of The Rack), but don't feel that is the route you have to go down.
For removal, you need to be quicker off the mark. If you want to go the enchantment route that's fine, but I would run some one mana enchantments in there to slow them down straight away so aggro decks don't run through you. Oppressive Rays is a favourite of mine, in the mid-late game it is less effective, but with the hand destruction, your opponent doesn't have much of a mid-late game. The rays slow your opponent down from the first turn. You can also run Guard Duty, as your creatures aren't really running in. The other one you can run is Cowed by Wisdom, but it doesn't have the same power if not running much draw power. For two mana I'd go the the classic Pacifism, there is no messing about, it gets rid of the creature. Darksteel Mutation still allows them to attack if they boost it etc, but does get rid of the abilities, so whichever is more fitting for the players you're against. You then have Pillory of the Sleepless for three mana, and if you wanted you could run One Thousand Lashes, same as the pillory but stops abilities as well. Running these cards is a win condition in itself, especially if run alongside the confessor. Not the fastest, but it's cruel. I used to run a deck where its win condition was just Blind Obedience extort triggers, and it did feel good! A little expensive for this deck, but you get it from the confessor, and he discards.
Anyway, so how about some draw power? Really I think you have to main options, if you want it instant speed then Succumb to Temptation, but if you're running a load of creatures and enchantments, instant speed for draw isn't very important, so I'd go with Read the Bones.
So there are a few ideas for you if you want to go down the enchantment and discard route. Of course, if you run even more enchantments you can always go down the Sphere of Safety route which is a deck I absolutely love! If you decide to go down a different route from discard and enchantment though, just let me know and I'll throw some more ideas your way.
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