pokken wrote: ↑3 years ago
You're gonna want to to find space for arbor elf and satyr untapper bro probably with the land auras in bunches. The latter is also great with sanctum and nykthos ofc.
I get the appeal of the idea but its likely that I would be better served with
Earthcraft. I don't actually plan to go down any of these avenues but that is mostly because I don't like mana dorks and they are off theme / don't draw me cards. My ramp count is already going to be super high but I want ones that can be utilized immediately when deployed and I also probably need to spread the land auras around a bunch because lets be honest I am going to be mr strip mine target here.
Earthcraft +
Squirrel Nest would likely work fairly well in this deck for any who want to infinite combo. It isn't my thing so I won't be but I just figured I would point out that it fits here fairly good.
BounceBurnBuff wrote: ↑3 years ago
For what its worth
Flickering Ward and
Whip Silk are fantastic ways to dump mana and draw up in Sythis. Not even a bad top deck, with Ward having the added utility of getting any pumped up creature through some blockers.
I ran
Flickering Ward when I ran Sram and I did also contemplate the potential of
Broken Fall /
Molting Skin Skin[/card] from the standpoint that they still serve a functional purpose in the deck but ultimately with adding green I have a lot more payoffs for casting enchantments and I am hoping that moving to more enchantresses (the ones that draw) will result in making much of the looping a single enchantment unnecessary.
It is possible that I will need to resort to them, I just thought that to start things out I would rather see if I can go without them. Most of my aversion to them being that they don't accomplish much and spend a lot of time just not doing much with the end objective of drawing cards.
Arebennian wrote: ↑3 years ago
I'm swapping my Sram over to Sythis. I haven't got a list yet but I'm fiddling round at the moment and I'm glad to see yours to grab some ideas. I've got a Golos Pillow Fort Enchantment deck which seems a bit more of a controlling version (like what you are going for here). I haven't updated it in a while, but here is the list if you would like to look at it (all my decks are 'Private', so I'm not sure if you will be able to see it):
https://archidekt.com/decks/529724#5_Colour_Enchantress
I can get on board with the previous suggestion of the 'return to your hand' enchantments, especially with Serra's Sanctum and Nykthos available.
I'd also consider
Season of Growth ;
Retether as another source of card draw and filtering, as well as an additional replenish effect.
Nature's chosen ;
rancor ;
instil energy can provide some interesting utility, although what that utility might be in your build I'm unsure.
Garruk, Wildspeaker or the aforementioned land untappers mentioned by Pokken are a good idea.
Have you considered
Crop Rotation instead of
Pir's Whim?
Your focus on the
The link didn't work for me.
Season of Growth - It probably fits better in a deck with more proactive auras for creatures than what I am running. It could work with this commander it just wasn't the direction I was really going. The scry is a little underwhelming for me so I would want that sweet draw to seem reasonable to run it.
Retether - Its probably fine. There are a lot of arrest effects and I included a lot of land auras. My hesitation is that its responsive and this isn't a dedicated aura list. I also considered several effects like Sun Titan and Regrowth but ultimately I wanted to be more focused on linearly assembling than recovering post sweeper because if you don't get going in the first place its going to be more noticeable. I guess for me I would question if I have space for more creature tutors over this effect just because it can get you started but also get you recovering from a sweep effect with those where as this is strictly reactive to some mass removal.
Nature's chosen - see my response to Instill Energy as I wrote that first.
Rancor - Its in my deck currently but I don't really have any means to sacrifice it which is ultimately why I think I might cut it. I briefly considered a few effects that can sacrifice permanents / auras but I decided that they weren't good enough cards on their own for me to really build into them. Ultimately my issue with Rancor is that its mostly just trample if I put some large effect on a creature but I don't think its good enough on its own to stay. I just have too few big creatures / means to make a creature large for me to value rancor all that much beyond being nostalgic.
Instill Energy - Are you suggesting this following the
Arbor Elf idea? I think its probably going too far down the cute interactions route given how narrow of use said effect is going to be on average. I think you probably need to look at target density as to why I think its not great but its still a cheap enchantment so its probably not the end of the world if it doesn't work.
Garruk, Wildspeaker - I think its fine if someone else wants to run these, I just don't like them on their own and while there are effects in my deck that can make use of untappers I think trying to stack a bunch of the auras on one land is a bit reckless and planeswalkers in my experience are short term effects that get attacked down.
Crop Rotation vs
Pir's Whim - I tend to value Crop Rotation a bit more when I have access to
Bojuka Bog to be honest but the fact that it brings in a land untapped can be very clutch. Still, I felt like it was unlikely that I was going to turn one Crop Rotate, T2 I am busy with my commander, T3 I am probably trying to fire up some enchantments. So I guess it felt like I wasn't going to crop rotate early so the question is how much you value it being a cheap tempo land swap effect. I don't have a ton of artifact and enchantment removal in here so I did see some value in hitting opponents with Pir's not to mention that its a ramp rather than land swap effect. I think either is fine, I just wanted more means of getting a few key lands into play. Crop Rotation tends to be a way to tempo in a better land where as Pir's is removal / ramp / value land all wrapped up in one. Its true that it costs more to do but its a question of if you want and need to tempo something in with crop rotation and the sort of negative value / tempo that is associated with it.
DECK CHANGES:
- Herald of the Pantheon → Dawn's Reflection swapping some of the non enchantment creature ramp into enchantment ramp. Its possible that Herald could provide me more mana a turn if I am chaining well but it doesn't draw me cards. Also the land auras help me cast non enchantment things like my commander and other enchantresses.
- Starfield Mystic → Sheltered Aerie really same as above.
- Sphere of Safety → Market Festival This is a bit of a risk taking out a defense for more ramp but... well lets see how the proactive gameplan goes before I worry about being defensive. I still have Ghostly Prison which is cheaper to cast if I want to tutor for one also.
- Glittering Frost → Weirding Wood I think this is an upgrade in effect.
- Rancor → Verdant Haven Rancor is really cool, but that said I really don't feel like I was supporting it how I needed to justify it. Its better to just move off of it I think.
- Beast Within → Grasp of Fate swapping removal to being an enchantment. Grasp is powerful and I have used it before. The downside of it is that it pisses everyone off and gives everyone an incentive to kill it but on the flip side, its somewhat of a strong tempo effect. I considered some other O Ring effects but ultimately I don't plan to be all that reactive so I didn't value the flash effects as I plan to mostly tap out doing things.
- Generous Gift → Act of Authority swapping removal to being enchantments. I really haven't gotten to play enough Act of Authority so I want to see how it goes. I like the effect in that its not temporary and it offers additional use later in a pinch.