I was kinda sad that this is the only color combination that hasn't gotten any deck lists yet, so I decided to post my (not yet playtested)
controlish enchantment deck.
The pillar of the deck is the idea, that while most of the enchantments aren't great on their own, you can get very good value out of them together with the other cards that combo with them. It's pretty janky, but it seems like it could be a good deal of fun, since has a lot of options and can both be very aggressive early on, but has the cards to shift to a more controlling style in the late game.
So without further ado here's the list:
Triple Color Auramancy4 x
Topan Freeblade3 x
Reave Soul3 x
Nimbus Wings4 x
Infectious Bloodlust3 x
Inferno Fist4 x
Heliod's Pilgrim3 x
Blessed Spirits3 x
Flaring Flame-Kin3 x
Blightcaster4 x
Suppression Bonds2 x
Sigil of the Empty Throne8 x
Plains3 x
Mountains1 x
Swamp2 x
Rakdos Guildgate4 x
Evolving Wilds2 x
Isolated Chapel2 x
Clifftop Retreat2 x
Dragonskull SummitMana curve: 0, 17, 10, 7, 2. 24 lands.
Card explanations:
Topan Freeblade. Enchantments in the pool are pretty hurt by the fact that all the good synergy cards are at 3+ mana, but most of the good auras only cost 2 mana. Having a deck that doesn't do anything before turn 3 won't get you far though, so for the deck to actually have something to do on turn 2, we turn to the freeblade. She one of the best 2 drops in the pool and can easily become a threat if she gets to hit face on turn 3. She also has good synergy with
Nimbus Wings and
Infectious Bloodlust and can work good on defense, which is important against the various aggro decks.
Reave Soul. One of the best removal spells in the game and also a very important card in the pool, since it potentially gives you something to do on turn 2, holds back aggro and generally kills most creatures in the game. I would like to play 4, but will have to playtest before I can say if that would be necessary.
Nimbus Wings, Infectious Bloodlust and Inferno Fist. The triple triad of enchantments that make up the bulk of the enchantment theme. These are alright on their own, but the value really comes as much from playing them, than from their abilities. Here Bloodlust is obviously great, since it recycles itself and makes creatures like Freeblade, Blaring Flame-Kin and Blessed spirits so big, that your opponent will be forced to kill them.
Nimbus Wings works as a good way to get damage through and
Inferno Fist is both extra damage and removal you can tutor for with Pilgrim. It might be right to play 3 here, since they have good synergy with
Blightcaster, but it's hard to say without really knowing the meta.
Heliod's Pilgrim. The main tutor engine, that can find you the aura you need, including removal orientated ones and hopefully keeps the enchantment syngergies flowing.
Blessed Spirits. A great card here, since it doesn't need to be enchanted to become a threat and you only need to play a couple of enchantments before it can rival most of the biggest flyvers in the game. This allows you to spread out your threats and not lose all your momentum when your auraed up creature gets removed.
Flaring Flame-Kin. The polar opposite beater of
Blessed Spirits. This is the guy you just want to get an enchantment on as soon as possible and start swinging. No matter what you put on him he becomes a threat and the trample + firebreathing means he eats up chump blockers.
Blightcaster. This is a card that's really hard to evaluate in a vacuum. I really like him on paper though, since he just eats up all the small creatures that a lot of decks like RDW, Borus and Elves are going to be playing. Having 2 on the board gives crazy value to each enchantment you play and even if there isn't a small creature to kill, you can still shrink a bigger one to make it easier for something like a
Flaring Flame-Kin to get through.
Suppression Bonds. Unfortunately not a
Oblivion Ring or
Faith's Fetters but still a pretty good shutdown aura, that takes care of most of the creatures in the game and can be found easily with Pilgrim.
Sigil of the Empty Throne. The very best way to get value out of your enchantments and a really good engine, that can win you the game on it's own.
Cards that didn't make the cut:Blood-Cursed Knight. Certainly not a bad card and having the lifelink especially would be really awesome and help a lot vs aggro. But I think the low thoughness and lack of evasion means he's generally worse than both
Blessed Spirits and
Flaring Flame-Kin and I can't really justify playing more than ten 3 drops.
Auramancer. Another card that's pretty good here, but also another 3 drop and one that, expect having 1 more power, is really a good deal worse than Pilgrim. If there were better enchantments in the game and the deck become more combo oriented, she might make it in, but right now, she just doesn't do enough.
Angelic Edict. I really like the thought of having some true hard removal in the deck and especially one that also takes care of enchantments as well. Putting Edict in means taking out some enchantments though and I don't think watering down the synergy like that would be worth it.
And that's the deck, I look forward to trying it out, but i don't think it'll get to before the game hits ps4. Any feedback would be appreciated though