The owner of this deck hasn't added a sideboard, they probably should...
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Enchantment Creatures are cool. 'Nuff said.
Constellation is the primary mechanic of this deck. Typically I'll play anything with constellation first, then follow up with other enchantments to fire them off. For obvious reasons anything that can destroy enchantments (or all of them at once) is a huge problem.
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I like the idea, but some of the choices in the deck can be improved I think. I'd sideboard agent of erebos to deal with decks that use lots of flashback, self mill, scavenge, or other graveyard decks. He's a 2/2 for four mana, which isn't that impressive, so I'd only throw him in when his effect can be put to use to sabotage an opponent's strategy. I'd lower the number of eidolon of rhetoric and spirit of the labyrinth personally, or maybe even nix them entirely since they hurt you too. I'd also nix herald of torment and humbler of mortals. Herald isn't that good really, and will hurt you more than he will the opponent in my experience and humbler of mortals costs too much mana and his trample giving constellation effect won't be a lot of help because you don't have too many big creatures in here that could really benefit from trample. Defend the hearth can be replaced with fog for one mana less. Up grim guardian to 4, and also add in more coin smith, eidolon of blossoms and brain maggot imo. Armament of Nyx might be a good idea, because it will give all of your creatures double strike, or cancel out any damage a large threat an opponent's creature would give if you want to get rid of a threat with it. Fate unraveler would also be another nice idea for a good enchantment creature that will sit there and deal constant damage to opponent. Extinguish all hope would be a nice late game finisher to clear the field for a large swing. Sphere of safety is another good one that will offer ridiculously good protection from attacks later on. Ancestral mask and ethereal armor will give large buffs to your creatures for all the enchantments you have. Greater auramancy would give every creature you have shroud, which is nice, but that would also mean that you wouldn't be able to enchant them or interact with them much. Anyways, these are just some ideas, I don't really know which ones (if any) will fit into what you're trying to do, so feel free to try them out or pass on them.Also, would you mind checking this one out?http://www.mtgvault.com/cithiri/decks/knights-of-trostani/
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Hey, thanks for the input. I built this deck how I build most of my decks, which is to say, strictly with cards on hand. It runs pretty well actually, but I do agree that some of the cards could be swapped, there are definitely a few that I have a hard time justifying playing. This is the reason I put it up here though, so I do appreciate the suggestions.
No problem, that's the same reason that I post my decks and ideas that I have for decks on here.
Just fixed it, let's see how this works out.
Looks like it will run much better now with most of the singles that didn't fit in gone. I think that the consistency will be much better now and that it will be a real hassle in dealing with. Definite +1 now.