Rumpy5897 wrote: ↑4 years ago
Wheel of Sun and Moon is kind of eh as far as grave hate goes.
You don't have the creature density for
Aura Shards.
Removal should come function first, form distant second. I'd shave the various
Oblivion Ring variants, apart from
Grasp of Fate, that one's pretty dece.
Gift of Paradise is woefully inefficient and you're not an
Estrid trying to maximise aura'd land count.
There's only so far indestructibility can take you.
Shielded by Faith feels negotiable.
Given the sheer enchantress girth you can muster,
Abundance seems winmore.
Overwhelming Splendor is crazy expensive, and also I hate it as the unthinking man's
Humility so that's reason enough for you to cut it, no?
There's plenty of other pillow fort stuff you're missing in your maybe pile like
Collective Restraint. You seem to be quite board-sparse on the whole, which is something you should consider before people sniff this out and pile into you before you put your shields up.
I've found Wheel to be very flexible. Sure, it won't solve graveyard issues for the whole table, but there's often one deck that is using their grave a lot, or has a lot of "goes to graveyard" effects, and this
hoses them--things like
Grave Pact turn off, as do tons of other death triggers. It can be used on the player who looks like they're trying for a Lab Man win sometimes, and it can also protect me from being milled out. For 2 mana, I've found it to be very effective. Plus, it doesn't stop me from using Replenish or Hall of Heliod. Ground Seal is okay, but it does nothing to stop mass reanimation, nor flashback. Rest in Peace is probably the best next consideration, but it turns off my graveyard as well, which I don't necessarily want.
That should have been
Aura of Silence, not Shards.
The O-Ring effects could maybe be better suited as instant/sorcery-based removal, but I've always liked that they are flexible answers (there aren't many things that can hit any non-land permanent), and can be recycled from the yard. That said, they can definitely be problematic. In the past, my experience with them has been good overall, especially once I get some Shrouded or Hexproof action from my enchantments going. This will be a consideration I'll pay attention to, though.
You're probably right about Gift, and Abundance. What I like about Abundance is that early game it ensures I'm getting land if I'm hurting for it, while late game it ensures I'm drawing gas when I don't need mana. It also combos with Library to draw 3 cards without having to pay any life. It also is anti-mill protection. All that said, Abundance is on the chopping block. I've had smoother draws so far than I did when this was a Sigarda enchantress deck, thanks to having access to an enchantress from the command zone.
Shielded By Faith has typically been solid, but could come out. My group runs a LOT of board wipes, so being able to protect an enchantress is valuable.
Splendor is just stupid good, and wins games.
Collective Restraint is a good call. I'll have to look at fitting that in.
pokken wrote: ↑4 years ago
I would at the minimum split up auras and enchantments. It's very tough to read as is.
Here's my thing about Tuvasa:
She gets huge on her own without auras. Auras expose you to losing multiple sometimes clutch cards at once. I do not like any auras except possibly
Ethereal Armor and
Rancor with Tuvasa, and I could skip Ethereal armor.
Spirit Loop is not horrendous.
Gift of Immortality is justifiable as it doesn't chew mana and protects her fairly well. Umbras are OK until you get edicted or mass exiled or mass bounced
I would jam hard on fort cards, and then cards that protect her from sweepers without needing to be enchanting her:
Two cards I love for protection from sweepers -
I also love
Sun Titan in Tuvasa.
Generally speaking I also really like instant speed enchantments and
Leyline of Anticipation .
Cast Out for example is great and
Stasis Snare was always exceptional for me.
I played a few more auras at the time I built the deck last but I would cut most of them (no
Vanishing for sure, too mana intensive). But here's my old build you might like some ideas from:
https://deckbox.org/sets/2196760
Shimmering Wings is a neat piece of tech that can be UU draw a card and also an evasion enabler you can bounce to protect it.
cards like
Finest Hour let you kill two people a turn once she gets enormous, and keep working even if she gets killed and loses all her auras.
I'll make some edits to this, including breaking up the Auras and non-Aura enchantments.
Angelic Renewal is a good call, especially with Sun Titan in the deck to bring it back (although I don't have a way to combo, which is fine)--this was a good suggestion and I've added him to the deck.
Flickering Ward is the white version of Shimmering Wings. I like it here because it's both a protection piece to help avoid removal, and can make something straight-up unblockable. In addition, the deck can make way more
than