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Showing posts with label enchantress. Show all posts
Showing posts with label enchantress. Show all posts

8.17.2018

Commander 2018 - Bant Enchant

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Happy Friday MTG peeps,

We had picked up the recent Magic: the Gathering preconstructed Commander 2018, 'Adaptive Enchantment'.  This is Bant coloured ( Green / White / Blue ) with an invested enchantment / aura theme.  Although MTG and other playing cards have had a 10% tariff applied (final cost was $56.49) here in Canada, we still do not think this unreasonable in order to ensure that the local Magic: the Gathering gaming community stays intact and that there is a mortar-and-bricks location where friends can meet and play.  


The Commander products continue to deliver an excellent foundation for your further innovation and this year's offering is no different.  Before we do take this for a spin at our local gaming store or with our playgroup, we will need to remove and replace a large number of cards in order to personalise this.  This also affords us an opportunity to showcase some gems we already have in our collection.  We will post later about upgrading Adaptive Enchantment's spells and mana base, but for now, here is a blurb from Wizards of the Coast to provide a baseline of this list's present potential :


"Adaptive Enchantment" is all about playing enchantments.  Your goal should be to craft a wall of magical wards while imbuing your own creatures with powerful Auras.  By defending yourself with protective enchantments and attacking with huge creatures, you can defeat one opponent at a time while they struggle to defend themselves on all sides.

Few Planeswalkers know more about the power of enchantments than Estrid, the Masked.  When playing with Estrid, you're going to want to enchant as many of your permanents as possible to take full advantage of here ability to untap enchanted permanents.  No Auras in your hand?  No problem.  Her Mask tokens provide protective totem armor to your creatures, making them durable threats.  In a pinch, you can even put Masks on your lands so that her first ability can generate mana.

You could also try your hand at beating down with Kestia, the Cultivator.  Your deck's Auras and enchantment creatures make for a potent offense, and the card flow Kestia creates can give you a bounty of options.  As the first legendary creature with bestow, Kestia is particularly  durable - your opponent will need more than one removal spell to slow Kestia down.  Don't be afraid to be aggressive !

Between Estrid's long game and Kestia's quicker offensive style, there's Tuvasa the Sunlit.  Designed to command "enchantress" decks, Tuvasa ensures you can access a steady stream of enchantments turn after turn.  Build your board up slowly, drawing the maximum number of cards, then start pressuring opponents once your commander is big enough to threaten lethal damage. 

Here is a brief but excellent trip to Flavour-Town ->

ESTRID, THE MASKED, PRIMARY COMMANDER
Constantly striving for self-perfection, Estrid fashions magical masks that imbue her with the strengths and skills of the creatures they represent. Calm and collected in times of danger, Estrid takes pride in her flexibility. She is always ready with the right face–and set of talents–for whatever challenge she encounters. As Estrid journeys through the Multiverse, she seeks mighty creatures with unique fighting styles and weaves their powers into new masks.

KESTIA, THE CULTIVATOR, SECONDARY COMMANDER
The nymphs of Theros are associated with the wilds of nature–lush plains, verdant forests, and rushing waters. Kestia is a unique creation of the gods, and the cultivated fields that sustain human life are her domain. A benevolent steward of the earth's bounty, she oversees fertile fields, crop growth, and irrigation.

TUVASA THE SUNLIT, SECONDARY COMMANDER
Among the River Heralds of Ixalan, most shamans feel close affinity with the winds and waters, or with the verdant growth of the jungle. Tuvasa believes the light of the sun is the power that unites them both, giving life to plants and warming coastal waters.

Other :: (suggest this goes straight into your Momir Vig build)

ARIXMETHES, SLUMBERING ISLE
The kraken Arixmethes is so large that he is frequently mistaken for an island. While he slumbered, an entire city was built on his back. When he awakened–as the Planeswalker Kiora battled the sea god Thassa – he wrought destruction beyond any the hapless citizens of the "island" had ever known.

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5.07.2010

Consripted Enchantress

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Happy Friday to all,
Don't forget to hook up with your friends and head out to FNM tonight and get in some gaming time (there's nothing on TV anyways).

We want to thank everyone who sent in eMails or comments on our recent casual magic Aura Deck Challenge posted HERE on Wednesday - especially Kev, Peter and Aaron who through their efforts, we might have a decent deck to bring in tonight at the local games store.

An unblockable 14/14 Aura Gnarlid is a scary thing kids

We got in some further playtesting with the new aura build - this is your standard g/w enchantress deck with the new Mesa Enchantress ver. 2.0 (Kor Spiritdancer) with the addition of Sovereigns of Lost Alara (which we happened to have a few of laying around) to tutor out this deck's punchline, Eldrazi Conscription.


Here is the decklist - one note however, after yattering to the fellas, we may mainboard Mark of Asylum given my local metagame's propensity for Jund builds.

Consripted Enchantress
Critters 'n' Spells : 40

4 x Birds of Paradise
4 x Noble Hierarch
4 x Kor Spiritdancer
4 x Canopy Cover
2 x Pacifism
2 x Hyena Umbra
4 x Mesa Enchantress
4 x Aura Gnarlid
2 x Bear Umbra
2 x Snake Umbra
2 x Oblivion Ring
2 x Sigil of the Empty Throne
2 x Sovereigns of Lost Alara
2 x Eldrazi Conscription

Land Ho : 20
8 x Forest
6 x Plains
1 x Island
2 x Sunpetal Grove
2 x Serjiri Steppe
1 x Celestial Colonnade



We were at first a bit concerned about only running 20 land but playtesting demonstrated that we had plenty of mana ramp available via the Hierarch and the Birds. We were able to consistently power out Sovereigns on turn four or five with the game ending in our favour in within the next two turns - not too bad. We especially loved the conditional text on Aura Gnarlid which allows one to swing in unblocked should the defending player not have any blockers with power matching or exceeding the Gnarlid.

Loads of more tweaking to take place after additional gaming in tonight at Friday Night Magic - - drop us a line / comment for suggestions which are more than welcome.
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5.05.2010

Aura Deck Challenge

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Happy Wednesday folks,

Today is an odd post. We may have already harped on about just what a great card Eldrazi Conscription, especially when coupled with other synergistic cards such as Kor Spiritdancer / Mesa Enchantress and / or Aura Gnarlid.


We had latter thought onto sneaking Eldrazi Conscription out of the deck either with a tutor instead of a hard cast. Altough Totem-Guide Hartebeest (what the hell is a 'hartebeest' anyways?) is good to pull out the conscription, we now have heard a lot of talk about just how much better Sovereigns of Lost Alara is to do this in a game. This is confirmed by the deck that Reid Duke played in the recent PTQ Amsterdam tournament in Boston this past weekend . . .



Here is what Jacob Van Lunen had to say about the combo . .
Eldrazi Conscription is not just a combo piece to go with your Sovereigns of Lost Alara. The eight-mana enchantment is a very real threat. One thing to keep in mind: annihilator won't trigger when you use Sovereigns of Lost Alara to attach the Eldrazi Conscription. Annihilator triggers when the creature attacks. It already attacked by the time the Eldrazi Conscription is attached, so annihilator trigger. Cold-casting Eldrazi Conscription is an incredible play once you have eight lands in play. I recommend waiting for your opponent to tap out.

Righto . . .

Here is the deck build challenge we give you the readers to mull over.
Develop a standard-legal deck with Kor Spiritdancer AND Eldrazi Conscription. We will pull together your choices and over the next several weeks, playtest the deck with as much gaming as we can get in. There are no prizes sorry, just an honorable mention as to your deck-building prowess.

Some cards to consider for inclusion depending upon what colours you finally decide on . . .



Here is a pre-mature build which we hope to tweak with your suggestions . .


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One last piece of news,
We just noticed that MTG Mint Card just restocked a bunch of Rise of the Eldrazi mythics / rares . . . check it out. (they were certainly selling like hot-cakes).
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1.19.2010

FNM RoundUp 1-15

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Hello again wise and generous blog MTG Realm fans. Today we need your assistance with yet another casual standard constructed deck.

As our local meta-game dictates, one has to either play Jund or play something that is able to win against Jund. To this end, we put together a modified 'Spreading Seas' deck to disrupt the opponent's mana base. Just in case we went up against someone not playing Jund, we included a deckset of Convincing Mirage and a bunch of other stuff like additional Journey to Nowhere, Pacifism, etc., we thought was good at the time.


4 x Spreading Seas
3 x Into the Roil
4 x Path to Exile
2 x Pacifism
2 x Journey to Nowhere
2 x Luminarch Ascension
4 x Oblivion Ring
3 x Mesa Enchantress
4 x Wall of Denial
4 x Sigil of the Empty Throne
2 x Sphinx of Jwar Isle
1 x Sphinx of Lost Truths
1 x Open the Vaults

4 x Seaside Citadel
4 x Terramorphic Expanse
8 x Island
8 x Plains














Match One : Realm Razer
Game One - Totally creamed my oponent by denying him the right coloured mana he needed.
Game Two - Crappy Draws, lost tempo and lost game.
Game Three - A very close game - it all came down to one turn really.

Match Two : Red Burn
Game One - whaa happened ?! - dead before I knew it.
Game Two - Repeat of Game One but this time with more pain - thanks - we hurt all over.

Match Three : Blue Control
Game One - Easily won with a half-dozen Angle tokens out.
Game Two - Another easy win - more Angel token goodness.

Anywhoos, we think that we may be on the right track but just need to get this thing tweaked a bit more - so - help us out and drop in a comment please.

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Speaking of Friday Night Magic, we will be making a gruelling three hour trip to London across the frozen wastelands of Ontario to take in an FNM at World's Away. If you happen to be thinking of going, look for us - we will be the one's kicking butt and taking names. Here's the 4.1.1 for Brad's cool shop.

Worlds Away
Phone: (519) 433-1267
666 Dundas St
London, Ontario, Canada, N5W 2Y8

"The home of Friday Night Magic."
FNM : 5:30 p.m. Friday - free to play and prizes to be had.

Hours :
Monday and Tuesday 11 a.m. to 6 p.m.,
Wednesday 10 a.m. to 6 p.m.,
Thursday 10 a.m. to 7 p.m.,
Friday 10 a.m. to 8 p.m.,
Saturday 10 a.m. to 6 p.m.,
Sunday 12 p.m. to 4 p.m.
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