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Enchantment (4)


Help:

I'm looking for help seeing if there's anything critical or powerful that I've overlooked either in the newly-released Neon Dynasty set, or from an older set that I've forgotten. I'm also looking for some input in slimming this down to a 60-card build (though, with all the Card Draw, I may want to think about a 65 or even 70-card build?) Any insights are appreciated!

Premise:

Let's see if we can incorporate some of the nice new Neon Dynasty Enchantment synergies with the already powerful Kor Spiritdancer builds in the Historic Arena format...

There will be periodic references to the "Draw Engine" in this description, for reference the cards comprising the Draw Engine are"

Creature Selection:

  • Kor Spiritdancer will be one crux of this build, but unlike some previous Historic-format builds, she will not be the ONLY power card in play.
  • Kami of Transience is the other threat creature which will ramp up particularly hard, especially when it comes to all of the synergies now available.
  • Sythis, Harvest's Hand performs a similar draw engine to the Spiritdancer, but with ANY Enchantment (so, many Creatures), not just Aura Enchantments, and also with a Lifegain attached which should prove helpful.

Enchantment Creatures:

In addition to their other advantages listed for each, all of these creatures provide a trigger for both Kami of Transience and Sythis, Harvest's Hand with their Enchantment type.

  • Alseid of Life's Bounty are hard to replace in a build like this due to the ability to protect another asset.
  • Transcendent Envoy is pretty powerful for a common. The further Aura reduction cost drops all of my Runes down to 1-mana, and provides synergy for the Big Drops (listed below).
  • Jukai Naturalist is nice for extra Lifegain on some occasions. The further Enchantment reduction cost drops all of my Runes AND other Enchantment creatures down to 1-mana (save for other Naturalists), and provides synergy for the Big Drops (listed below) in similar fashion to the Envoy.

Low-Mana Auras:

These Auras are intended to be cast as often and quickly as possible to feed Aura/Enchantment triggers from Kor Spiritdancer, Kami of Transience, and Sythis, Harvest's Hand. The two Runes themselves also each include a Draw component, feeding even more into the Draw Engine.

  • Cartouche of Solidarity are nice since they create trash blockers, helping to protect creatures which are still being built up by not having to eat big attacks or deathtouch. First Strike ends up being quite nice too on Trample creatures. This tandem effect can create some mean attacks.
  • Sentinel's Eyes are a great 1-mana option primarily for the 1-mana Escape cost, making these reliable later on even if they get destroyed in the early game.
  • Rune of Sustenance grant TONS of lifegain on built-up creatures, plus an additional Card Draw for the Draw Engine.
  • Rune of Might help spread out threatening creatures even more, granting Trample to more than just Kami's, plus an additional Card Draw for the Draw Engine.

Protection:

We can't overlook the fact that one Targeted destroy/exile (or boardwipe) can quickly put a halt to plans in a build such as this. Here are some workarounds which have performed well so far:

  • Tamiyo's Safekeeping can hit any permanent, and is a useful buffer against both Targeted Destroy/Return-to-Hand effects -- as well as Boardwipes. The extra Lifegain is just delicious icing on top.
  • Teferi's Protection are quite a solid card, protecting literally every asset for relatively little mana as well as locking the Life Total in place for a turn.

Non-Basic Land Choices:

These two seemed to be the best pairing for Non-Basics in Historic format, since the Temple Garden counts towards the Sunpetal Grove's requirement. Too many more non-basic lands here would only diminish Sunpetal Grove from being as reliable.

  • Fabled Passage are the only exception, particularly because they can provide early fodder for Sentinel's Eyes's Escape ability when not many spells have yet been cast and/or few permanents have left the battlefield. This is useful for when only one Draw Engine creature is in play and Auras are needed to feed it.

Big Drops:

These are high-mana Auras currently under consideration in testing, primarily leaning on the fact that both Transcendent Envoy and Jukai Naturalist are Non-lore, and have Aura-cost-reducing effects. Both of these Big Plays have already been reliably cast for relatively low mana in even only a few test runs.

  • Epic Proportions is a great sudden boost to a creature. And Flash? This lets the Draw Engine fire on the opponent's turn. Yes please.
  • Overwhelming Splendor is just a powerhouse card, and can work in a Win Condition all by itself depending on the board state. There have been several (different combination) games in testing already where this was only a 5-mana cast, so this isn't completely unreasonable here.

Suggestions

Updates Add

I'm going to try swapping in 4x Solid Footing for my 4x Cartouche of Solidarity. I'm not certain that the Cartouche is the Aura I'll want to drop out ultimately, but I'd like to see how firing the Draw Engine on the opponent's turn plays out for a while. Solid Footing also has synergy with Sentinel's Eyes, and for what it's worth, the Kor Spiritdancer would actually benefit from Toughness Damage.

If anyone has a better suggestion of how to build in Solid Footing, or has any other thoughts along those lines, I'd love to hear them.

Comments

Casual

91% Competitive

Revision 1 See all

(2 years ago)

+4 Solid Footing maybe
Date added 2 years
Last updated 2 years
Exclude colors UBR
Legality

This deck is Historic legal.

Rarity (main - side)

4 - 0 Mythic Rares

24 - 0 Rares

15 - 0 Uncommons

14 - 0 Commons

Cards 65
Avg. CMC 2.20
Tokens Warrior 1/1 W w/ Vigilance
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