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I was a big fan of the Honden cycle from back in Kamigawa, so when I learned they were printing a new cycle of Shrines and a "Shrine Lord" in the form of Sanctum of All I knew I had to build a deck around them.

I figure since they're enchantments, I would build a kind of Pillow Fort deck based around them. The Core:

Obviously the core of the deck are the shrines, the 5 Hondens and 5 Sanctums, with the "Shrine Lord" Sanctum of All as the main tutor and cornerstone of the deck.

Honden of Cleansing Fire - Not one of the more powerful shrines, but with multiple shrines out the life gain starts getting quite high and acts as a buffer if you're finding yourself under attack frequently.

Honden of Infinite Rage - One of the two main ways the deck kills players. Can also double as removal in a pinch.

Honden of Life's Web - Creates creatures, mainly act as blockers or attackers if absolutely necessary.

Honden of Night's Reach - Repeatable targeted discard, once multiple shrines are out, you're basically going to be forcing them to discard their whole hand every turn.

Honden of Seeing Winds - Expensive to get out, but you're going to be drawing a lot of cards. Be careful though, because that's not a "may" draw.

Sanctum of Calm Waters - Cheaper to get out than Seeing Winds, and that is a "may", so you won't be forced to deck yourself.

Sanctum of Fruitful Harvest - Ramp, ramp, ramp.

Sanctum of Shattered Heights - Targeted removal. One of the two shrines that isn't a "triggered" ability though, its an activated ability, so not helped by Sanctum of All.

Sanctum of Stone Fangs - One of two ways the deck kills players. The life gain keeps you out of range of death as well.

Sanctum of Tranquil Light - Weakest shrine by far. One of the two shrines that isn't a "triggered" ability. It only costs one mana to get out though, and it has some uses.

The Pillow Fort:

Besides the Shrines, many of which have pillow fort type effects, there are a number of enchantments which discourage attacking or in some way keep other players at arm's length

Ghostly Prison, Propaganda, Sphere of Safety, Collective Restraint - Impose a tax on every attacking creature, prevents mass attacks and infinite combo attacks.

Luminarch Ascension - Counters stack up as long you can avoid taking damage. Eventually you can churn out a swarm of angels and end things quickly.

Rhystic Study - Imposes a tax on all spells, or draw many cards.

The Removal:

I've stuck to enchantment based removal to trigger all my enchantress effects as much as possible, such as:

Banishing Light, Oblivion Ring, Prison Realm, and Calix, Destiny's Hand (who creates mini-Banishing Lights out of any of your enchantments) - All these exile any problem permanent and trigger everything in the deck that has to do with enchantments.

Soul Snare - Enchantment-based rattlesnake effect.

Song of the Dryads and Imprisoned in the Moon which lock down a permanent under an enchantment in a slightly different way than Oblivion Ring type effects.

The Rest:

Most of the rest of the cards are self-explanatory, like the numerous enchantress effects (Eidolon of Blossoms, Enchantress's Presence) and ramp spells necessary for a 5-color deck to function.

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Comments

98% Casual

Competitive

Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

49 - 0 Rares

26 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.82
Tokens Angel 4/4 W, Shrine, Spirit 1/1 C
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