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Idealy: Turn1: Forest, Leyline, Helix Turn2: Plains, Greater Auramancy Turn3: Any land besides Seaside, Awakening Zone Turn4: Any land besides Seaside, Doubling Season Beyond there, I'll be set on mana, Broodwarden and Levitation can make the Spawn better blockers, Contaion will provide 4 counters at this point, 2 spawn per awakening zone, or more if more Doubling Seasons are out. Doubling Cube can dramatically increase the mana pool and each mana into helix will give at least 2 counters at this point. The second Greater Auramancy will Protect all of my enchantments from everything except for Wrath cards, Everflowing Will be amazing, plus Proliferate to add 4 or more a turn for 4 mana. Inexorable will Provide more counters. Mana Leak and Fuel for the Cause will help out when they try to play things dangerous to this deck, namely Wrath cards. Idyllic Turor has been added, replacing Levitation, allowing me to easily get out which ever enchant is necissary.
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hmm if ur ganna use the helix as a win, i would focus on draw/ control cards and pumping land or mana producers out asap.
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I was going for prolif, but Ican thow in control
Got a good idea!
Thrummingbird and Bear Umbra looks like fun in this.
for some control u could add in mana leaks. not expensive and hard on ur opp to deal with. and for prolif to really work u will need cheeper spells to really use the tide effectivly. good luck any comments on my decks r welcomed. thx
I don't think ramp would be quite as effective as awakening zones though, especially with Doubling Season.
Threw in Idyllic Tutor, replacing Levitation.