Overwhelming Enchantments

by Halostar on 21 May 2015

Main Deck (60 cards)

Sideboard (9 cards)

Instants (2)

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Deck Description

Enchantments. Everywhere.
Deck is budgeted, since I wanted to (and did) buy it.

How to Play

Early game: Counter spells, potentially early damage.
Mid game: Sphere of safety/enchanted evening
Late game: They hopefully won't be able to do much, not having enough mana to attack, while you accumulate massive creatures with sunbond/ethereal armor. If you have leftover counter spells, save them for potential mass removals of creatures or enchantments.

Deck Tags

  • Modern
  • Enchantments
  • Budget
  • Control

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,245 times.

Mana Curve

Mana Symbol Occurrence

2220000

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Overwhelming Enchantments

You could maybe sideboard Pacifism, Oppressive Rays, Arrest, and Silent Sentinel. The first three pretty much render the enchanted creature useless and Sentinel puts an enchantment from your graveyard to the battlefield when he attacks.

1
Posted 08 June 2015 at 02:04

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Great suggestions! I may very well end up adding Silent Sentinel to the main deck for that late game pressure.

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Posted 08 June 2015 at 02:12

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And maybe add 3 U/G or W/G lands in your sideboard for Yavimaya Enchantress or else she'll never get out.
And you could switch the guildgate for the gain one life land (flooded strand) instead if it fits your budget. Lifegain is always nice. Blossoming Sands is W/G and Thornwood Falls is U/G

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Posted 08 June 2015 at 02:14

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Or I could always go the route of Evolving Wilds. I'm not worried about lifegain with my Eidolons, but I'll look into some non-budgeted lands if the deck plays well in actuality.

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Posted 09 June 2015 at 02:24

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Evolving Wilds doesn't give green mana, though, my point for it was there's absolutely no green mana for your one green card which is why I suggested the multi colored lands so you can use them for other cards as well.

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Posted 09 June 2015 at 03:24

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From my point of vie this deck can't decide if it want's to be more control or agro, fast or lategame. 2/3rds of your creatures are fast (8 creatures with cc2 or less) the other 1/3rd is rather cost intensive (1 with cc3, 3 with cc6). The same is true for your enchantments.
I would decide if this deck should be agro or control first and then try to (re)built it this way. Mixing strategy's is (in my opinion) never a good idea.
You also have some cards in your mainboard that I would rather use in my sideboard....simply because the chance is rather low that you will need those cards every single game. e.g. "Aegis of the Gods": It's an enchantment, yes. It count's towards "Ethereal Armor" effect, yes. But you won't go after a black discard deck or a red burn deck every game and I think (without looking into the database) there will be other and better enchantments/ creatures that might fit into this slot. Don't throw them away but put such cards into your sideboard.

White has access to some rather good enchantment tutors like "Plea for Guidance" or "Lost Auramancers" (I searched for U+W; modern; search for text: search enchantment), if you want to play a more controlish deck those could be real interesting and valuable.

Greetings
Muktol

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Posted 08 June 2015 at 06:36

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Thanks for all your input! I'll definitely be looking into everything you've said. As for the deck identity, it is definitely not aggro and it is all about the late game. The creatures are cheap because I want to have leftover mana to be able to play the enchantments early as well. The two win conditions of the late game are ethereal armor with the sphere(s) of safety. The spheres protect me from any combat damage, while I deliver big, life stealing, sometimes unblockable huge hits due to the sheer amount of enchantments and the hopeful presence of Infiltrator's Magemark.

As for Aegis, many of the new enchantment creatures are not that good . I thought Aegis would be a good card to have against any deck at any time, mostly because I didn't find any of the enchantment creatures any better.

I really should have some tutors in here... I'll see what I can do within budget.

Thanks again!!

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Posted 09 June 2015 at 02:22

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I would also change from "Infiltrator's Magemark" to "Aqueous Form". Cheaper (to play), provides you with the advantage of Scy and the chances of having two or more enchanted finishers on the battlefield are rather low. Beside the +1/+1 is pretty...weak when looking at "Ethereal Armor"s effect ;)
You might also want to take a look at "Wind Zendikon". Cheap enchantment that provides you with a 2/2 creature with evasion.

There are also some good and cheap duallands, though most (budget) of them have the drawback of coming into play tapped.
Last I would (at last sideboard) some spells that protect your creatures, white offers a wide range for this. If you loose an enchanted creature then all enchantments are gone and you might get into trouble because you don't have enough other creatures or enchantments to buff new ones.

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Posted 09 June 2015 at 10:40

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