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Mono white enchantments. Ho-hum, right? Well, maybe not....
Wanted to build an enchantment deck back when M14 came out, and now it seems I'm late to the party with Theros. But surprisingly, I haven't seen a ton of one little creature that seems too potentially awesome to leave out: Favored Hoplite.Think about it. The point of good enchantment decks is speed, getting in lots of damage before your opponent has time to mobilize and wipe out your enchanted creature(s). So we MUST land a good creature early so we can start enchanting it and pouring on the pain. The best candidate is probably Hopeful Eidolon, which is super cheap, gains you life back, and can spot itself for enchantment goodness. (Which is why everyone uses it, of course.) But we need another 1-cost creature that can also wrack up silly numbers quickly. That's where the Hoplite comes in. It gets +1/+1 counters each time you slap an enchantment on it, and gains temporary damage prevention at the same time, making it perfectly safe to slam in to a blocker the opponent tries to use to buy time, with little risk of losing your early beater.Most of the rest is pretty standard enchantment-heavy fare. Fencing Ace is another great beater, and Fiendslayer Paladin is a top notch option if your front-line cheapo guys aren't cutting it. Enchantment creatures Celestial Archon and Heliod are excellent closers; even one late-game enchantment (like an Ethereal Armor or Gift of Orzhova) attached to them can lead to some quick endings.Most of the rest of the deck is--surprise!--enchantments. The aforementioned Ethereal Armor and Gift of Orzhova are obvious, but necessary. Ordeal of Heliod may not be QUITE as good as some are making it out to be, but it's certainly hard to ignore. And with all this lifegain going on, another oft-overlooked card, Angelic Accord, makes a lot of sense as a way to generate some blockers and/or closing offensive help. I generally favor it over the purely defensive (though potent, for sure) Sphere of Safety.Only other item of real note is Celestial Flare, which combines with Pacifism for surprisingly decent creature removal. More removal can pulled in from the sideboard with Renounce the Guilds and Sundering Growth, if you need it. Blind Obedience can slow down opposing aggro, and Rootborn Defenses/Brave the Elements are almost a must if facing heavy kill spells or wipers.Still feeling my way with this, but the results seem good so far. Any advice?
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