Black White Enchantments

by koixgr on 05 February 2015

Main Deck (58 cards)

Sideboard (4 cards)

Instants (3)

Enchantments (1)

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Deck Description

Well this was the first semi-competitive deck I ever made, and I decided to make it public. Any feedback would be appreciated.

How to Play

Pull out the Kor spirit dancer, then buff it to high heaven while gaining life. If mana screwed discard an evershrike then return it for 3 with any 1 cost auras

Deck Tags

  • Modern

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,416 times.

Mana Curve

Mana Symbol Occurrence

3801500

Card Legality

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

Deck discussion for Black White Enchantments

Spirit Link, Vampiric Link and Spirit Loop all gain life equal to the damage the enchanted creature deals, but unlike enchantment that grant lifelink, the life gain ability of these three are cumulative. In Spirit Link's and Vampiric Link's case, you can even put them on an opponent's creature and you will gain the life, not the opponent, effectively nullifying the damage it can do to you.

1
Posted 30 June 2015 at 06:10

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Thanks, that does add some defense.

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Posted 30 June 2015 at 16:52

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I run a black white deck using Edge of the Divinity and I love that card. Nightsky Mimic is very good with it, effectively turning it into a 7/7 flyer on turn 3. It's all vulnerable to removal with high probability of getting 2 for 1'd but man is it fun when it sticks. I think you should find room for some protection like Brave the Elements or God's Willing. Getting 2 for 1'd really hurts decks like this and is often the deciding factor in a win or not.

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Posted 26 July 2015 at 13:09

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Another fun play with Edge of the Divinity, but highly unlikely to happen is turn one- Nip Gwyllion, turn two- 2x Edge of the Divinity, swing for 7 lifelink :p

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Posted 26 July 2015 at 13:43

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I've done it in the same deck I described, I run 4 of each lol The nip is usually saved to turn on the mimic tho.

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Posted 26 July 2015 at 14:04

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I like this a lot. A welcome variation to all so popular hexproof/unblockable auras.
ManiacalManiac mentioned protection, but I think there's a selection of abilities that overcome the 2 for 1 drawback. Draw from Sage's Reverie, persistence from Umbra Mystic+Nomad Mythmaker, you can always recast Evershrike and Triad of Fates can flicker a creature or turn one into 2 cards.

I still recommend playing a bit less comes-into-play-tapped lands, I'd probably lose the New Benalias and 1 Scoured Barrens for 1 Swamp and 4 Plains. I also have found Mortify working a bit better for me than Unmake.

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Posted 26 July 2015 at 13:45

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I also agree with the lands. I usually don't give land advise, Since most people know the land base can always be improved depending on what you have to work with. ($)

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Posted 26 July 2015 at 14:10

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I've never been good at lands, so thanks

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Posted 29 July 2015 at 19:31

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The main thing in modern is the land base. Having a land enter tapped on turn 1-4 can be the deciding factor in winning or loosing in a competitive meta, when someone says modern I immediately think competitive . I love scry lands and have them in all my casual kitchen table decks but I don't run them in my modern decks. The Scoured Barrens should really go in place of Isolated Chapel and the scry lands are good but should become Shock lands. All in all you really don't need that much black to run this deck so you could cut the shocks for more basics and they would probably be just as good.

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Posted 29 July 2015 at 21:06

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"Phyresis" can be very bad news for your opponent.
Also "Tragic Slip, one of the better point removals, could be interesting for this deck, especially if you don't manage to get "Umbra Mystic" on the field.
I would throw in some protection spells, at last in the sideboard, like "Brave the Elements" (or "Skeletal Grimace" if you want an aura) to protect my creatures.

Greetings
Muktol

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Posted 27 July 2015 at 06:26

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I feel I should warn you about the protection spells. If you give a creature protection from the colour of the enchantment enchanting it, the enchantment will fall off. Hexproof and indestructible would be better options than protection.

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Posted 27 July 2015 at 08:15

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That's clear to me and I hope to all other players also, so I didn't point it out.
Hexproof/ shroud is a rare gift among black/ white instant spells (in fact a quick search showed that there are none) so protection spells are a good way to achive this, even if you have to take care a little bit. Indestructible as well as regeneration would be an option. The advantage of color protection is that you can protect your creatures and give them evasion with a single spell. If you use spells like "Stave Off" then it's even possible to target your opponents creatures, negating spells your opponent want's to play on them.

In my opinion it's better to loose the enchantments (save "Umbra Mystic" is on the field then you should never use those spells to protect creatures from colors they are enchanted with) than to loose the creature and enchantment. There are enough enchantments in here to re-up some, but creatures? Not so much.

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Posted 27 July 2015 at 10:45

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Greater Auramancy grants Shroud to all your other enchantments and each enchanted creature you control. Down side is each creature can only be enchanted once.
Privileged Position gives all your other permanents hexproof. Down side is it costs 5 mana, with 3 of it being white.

Then there's the option of granting indestructible. Ajani's Presence is probably the best option for this, but others I would consider include Ephemeral Shields, Valorous Stance, Rootborn Defenses, and Indestructibility.

1
Posted 27 July 2015 at 12:25

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