3x Argothian Enchantress
3x Verduran Enchanteress
4x Rancor
4x Endless Wurm
3x Creeping Mold
2x Elvish Piper
4x Brilliant Halo
3x Glorious Anthem
4x Fortitude
2x Hidden Gibbons
2x Familiar Grounds
There is still place for 6 other cards... don't know which to add. Ideas
are welcome, anyone ?
Thanx a lot
P.S. : Those the pump up ability granted by Glorious Anthem will add
damage created by pandemonium when a creature will be cast ?
--
I would add 4 Birds o' Paradise and 2 disenchant for those pesky
bridges, etc.
Maybe lose a creep or two and add worship?
Good luck,
Scott
SeraphiN wrote:
>
> I got a deck idea running in my head and i would need the help of
> everyone here to make it a better deck. It's a type II green and white
> deck and would draw a lot of cards... here goes the back bone :
>
> 3x Argothian Enchantress
> 3x Verduran Enchanteress
> 4x Rancor
> 4x Endless Wurm
> 3x Creeping Mold
> 2x Elvish Piper
> 4x Brilliant Halo
> 3x Glorious Anthem
> 4x Fortitude
> 2x Hidden Gibbons
> 2x Familiar Grounds
Tournament decks exist that use the idea of recurring enchantments and
Enchantresses. Most use cards like Auratog or Faith Healer to
repeatedly cast the enchantments in a single turn. Rancor and Auratog
can sometimes win the game just by themselves.
- Darren -
On Wed, 7 Jul 1999, SeraphiN wrote:
> I got a deck idea running in my head and i would need the help of
> everyone here to make it a better deck. It's a type II green and white
> deck and would draw a lot of cards... here goes the back bone :
>
> 3x Argothian Enchantress
> 3x Verduran Enchanteress
> 4x Rancor
> 4x Endless Wurm
> 3x Creeping Mold
> 2x Elvish Piper
> 4x Brilliant Halo
> 3x Glorious Anthem
> 4x Fortitude
> 2x Hidden Gibbons
> 2x Familiar Grounds
>
What you have is the makings of an enchantress/auratog
deck. These are awesome when they get rolling but you
have to stay alive until then so 4 Walls of Blossoms are
needed.
If you asked me to amend your deck I would suggest:
3x Argothian Enchantress
3x Verduran Enchanteress
3x Auratogs
1x Fugitive Druid
4x Rancor
3x Endless Wurm (not needed until the mana is available)
4x Walls of Blossoms (your deck is otherwise defenceless early on)
2x Flickering Wards (very useful)
2x Exploration (you will draw a lot of land)
4x Wild Growth
2x Fertile Growth
3x Hidden Whatevers
2x Titanias Chosen (think of the synergy here)
3x Scrapheap
1x Hush (trust me and it has cycling)
1x Hurricane or one Overrun
9 Plains
12 Forests
62 cards (62 is OK with your drawing ability)
The main kill cards are
Rancor + Auratog (+ scrapheap is nice too)
Endless Wurm
Hurricane (with a scrapheap you should be safe)
or Overrun (death by Enchantress!)
Having a greater variety of creatures makes you safer from
things like Lobotomy and Eradicate.
--
Nigel
All mimsy were the borogoves,
And the mome raths outgrabe."
Sent via Deja.com http://www.deja.com/
Share what you know. Learn what you don't.
Sideboard in COP Red, Choke, Bottle gnomes.
-Al
In article <37837FA2...@irri.net>, SeraphiN <sera...@irri.net> writes:
|> I got a deck idea running in my head and i would need the help of
|> everyone here to make it a better deck. It's a type II green and white
|> deck and would draw a lot of cards... here goes the back bone :
|>
|> 3x Argothian Enchantress
|> 3x Verduran Enchanteress
|> 4x Rancor
|> 4x Endless Wurm
|> 3x Creeping Mold
|> 2x Elvish Piper
|> 4x Brilliant Halo
|> 3x Glorious Anthem
|> 4x Fortitude
|> 2x Hidden Gibbons
|> 2x Familiar Grounds
|>
|> There is still place for 6 other cards... don't know which to add. Ideas