Enchanted Midnight (new Std.)

by JRE47 on 10 June 2013

Main Deck (61 cards)

Sideboard (15 cards)

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Deck Description

Get it? Midnight? Black of night, deep blue of the sky, and the white light of the moon?

Eh, I was just trying to avoid using "Esper". Oh well.

How to Play

Looks like the Aura fun is going to continue into M14 (Auramancer, Ajani's Chosen, and several new Auras), so I figured I'd get ahead of the game and start planning an Aura deck for post-rotation. Projecting out a few months to the post-Stalker, post-Traft world of Standard Magic.

True, no creatures can really replace them in their unblockable and/or hexproof beater roles. But I think the deck will be far from dead. Most of the truly awesome Auras will still be with us...we just need creatures to slap them onto! Thankfully there will still be some intriguing options:

- Judge's Familiar is a 1/1 flier that can hit the table turn 1 with a single mana of two different colors. Very good chance that if he's in your opening hand, you can slap him down and get a quick leg up.

- Dutiful Thrull can be regenerated very cheaply. Not quite as good as hexproof, but unlike ol' Inivisible Stalker and Geist of Saint Traft, this can survive non-directed damage and wipes with relative ease.

- Trained Caracal is far from a great creature, but it can be gamebreaking in this deck with the right enchantments. I figured a one-of couldn't hurt.

- Thrill-Kill Assassin is a good emergency blocker and a GREAT attacker if you can slap an Ethereal Armor on it. First strike + deathtouch + potentially lots of power seems like a good idea. ;-)

- Deathcult Rogue is rather obvious. Not a lot of good Rogues in the game (probably the only one actually played is maybe Notion Thief), so he essentially replaces that important "unblockable" aspect of Stalker.

- Ascended Lawmage IS hexproof, and flying, so he's probably the closest we'll have to a replacement for Traft. Still, for 4 CMC, I couldn't justify more than one in the mainboard.

As for the enchantments, the goodies you'd expect (Ethereal Armor, Gift of Orzhova, Sphere of Safety) are here, along with some lockdown from Detention Sphere, Blind Obedience, and One Thousand Lashes. Other flexible options in the sideboard as needed.

Looking forward to seeing what else M14 and the next block bring along, but I think the potential is already there for Auras to continue to be a "thing" well into the future...and to continue to be budget-friendly, especially now that we don't need to sell our souls to load up on Traft. :-)

Deck Tags

  • Standard
  • Esper
  • Aura
  • Enchantment

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

32171800

Card Legality

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

Deck discussion for Enchanted Midnight (new Std.)

you couldn't "justify" more than one of the best creature in your decklist? Because of CMC? seems bad. this build is pretty all over the place. I get it, there hasnt bee ALL that much released from M14 yet, but still, 9 different creatures and 7 different enchants breeds nothing but inconsistency. at a one of, its not even worth having an Auramancer in the deck. why isnt Deputy of Aquittals (you know, like the second best card from DM) in here? at 2cmc, he saves your great stuff from removal, and worst case scenario, provides a 2/2 body at instant speed.

idk. this could remain a thing after rotation, but i doubt it will look like this. this just seems too...messy. right now anyways. maybe some refining when the rest of the set drops.

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Posted 10 June 2013 at 18:29

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Fair enough. Just messing around right now.

I forgot all about DoA...good thought!

Normally not overly concerned about 4 CMC creatures, but when you're trying to quick enchant one up and send it into battle? 4 CMC starts getting steep. You want to strike faster and harder than that, in general.

But anyway, yeah...needs work. I'll probably dust this off when I know more about M14 and beyond. Just a barebones baseline for now.

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Posted 10 June 2013 at 18:54

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I would almost run Bant colors over this, for two reasons. 1, ramp. mana dorks and ramp are always going to be a thing in green, and it helps offset the higher CMC of the "better" cards, and 2: Warden of Evos Isle....makes Lawmage a 3 drop.

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Posted 10 June 2013 at 19:53

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