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The Magic Chest 15: Femeref Enchantress
I've always felt the Femeref Enchantress was the black sheep of the Enchantress family. Verduran Enchantress and Argothian Enchantress allow you to draw cards whenever you play an enchantment, but with the Femeref Enchantress you're stuck waiting for your enchantments to die. Still, it's possible to make a deck where this one fits in better. The trick is to use a lot of cheap sacrificial enchantments and Replenish. Let's start building the deck: Femeref Enchantress: Four of these is probably best, but two and two Worldly Tutors will do in a pinch. Argothian Enchantress: A few more enchantresses makes the deck more consistent. I'll add one of these and one Verduran Enchantress, because both have their strengths. They aren't really necessary, though. In a pinch, extra Worldly Tutors to get the Femeref Enchantresses will do. Yavimaya Enchantress: A kill card which fits into the Enchantress theme. These can become insanely big if the deck gets going. Concordant Crossroads: Allows you to win in one turn, without having to wait for the summoning sickness on your Yavimaya Enchantresses to wear off. One should be enough with Groves to tutor for it. Sterling Grove: Protects your enchantments and allows you to tutor for specific enchantments you need. Night Soil: Against graveyard recursion decks. One in the main deck and two more in the sideboard should do. Seal of Strength: Protects your enchantresses from burn and the mere threat tends to keep weenies at bay for a while. Seal of Cleansing: Always useful to have. Just before a Replenish, you can use them to destroy one of your enchantments you can't sacrifice. Rancor: Just a few of these allow your Yavimaya Enchantresses to ignore regenerating blockers. No Rest for the Wicked: This can protect your enchantresses from most types of removal, but it requires splashing a third color. There's a better option. Angelic Renewal: This one only rescues one creature, but it's white and puts the creature right back into play. Replenish: A vital card for this deck. I don't like using expensive cards like this, but the only other options are Crystal Chimes and Rofellos' Gift, both of which return enchantments to your hand. You could use Crystal Chimes in place of Replenish, but Replenish is better, I think. Gaea's Touch: In a deck with mostly Forests, it's as good as an Exploration. It costs one extra mana to cast, but in exchange, you can get two mana back by sacrificing it. Useful to help pay for Replenish. If you have a big land draw and cast this on turn two, you can have up to 7 mana available on your next turn. Not that this deck can take advantage of that much mana that early on, but you can use all the mana you can get later on when you start drawing cards from your enchantresses. Saproling Burst: Could be useful if you want more creatures against certain decks. Still, it's expensive, not to mention rare, so I'll only add one. You can always tutor for it in a pinch. Fertile Ground: For a bit of mana acceleration and to get white mana when you need it. Wild Growth: It's a bit risky to go with Wild Growths and only 18 lands instead of 22 lands, but I think it's worth the risk for the added speed and the potential for cards from your enchantresses. Absolute Law: A good sideboarded red hoser. Your enchantresses won't be vulnerable to red removal anymore, not to mention they'll become useful blockers. Two should be enough with the Sterling Groves to tutor for them. Absolute Grace: Ditto against black. Arrest: Your enchantresses should be able to run over most creatures, especially with Rancor on them. Fog creatures like Dawn Strider and Spike Weaver require a bit of removal, though. Two Arrests in the sideboard should do. Sacred Ground: With only 18 lands, you better have a good solution against land destruction in the sideboard. Dawn Strider: With the extra cards you'll draw, discarding one a turn shouldn't be a problem. Some creature decks, especially green, will have a hard time dealing with this. The finished deck:
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