Sideboard


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Gameplan

  • Turn 1/2: To play our first Enchantress Turn 2, we need to develop quickly by using Utopia Sprawl , Wild Growth or Exploration on Turn 1 or alternatively Gaea's Touch on Turn 2. Depending on what our Opponent is playing, an early Destiny Spinner or early interaction might lead to a good opening as well.

  • Turn 3: Turn 3 is usually where we want to get a 2nd Enchantress going if possible, followed by more interaction, while we constantly develop our Board with Ramp Enchantments.

  • Turn 4: If the opponent did not answer our Enchantresses, Turn 4 is where we're trying to win the game by going off. With Gaea's Touch as an additional +1 effect, we often get to draw and ramp ( Exploration into Serra's Sanctum can do tons of work here) into Emrakul here or at least draw tons of cards and hide behind a Confinement, coupled with other Removal or Elephant Grass . From this point on winning should be trivial.

Sideboard

The sideboard gives us solid options against Storm ( Mindbreak Trap ), Control ( Veil of Summer , Gaddock Teeg , Choke , Cast Out , Oblivion Ring , Knight of Autumn ) and GY strategies ( Rest in Peace ). RiP is currently in the Sb in the place of Faerie Macabre since it should be a lot better against most Graveyard Decks. I'm currently not using SB slots against Aggro, since the MD is tuned for these MUs quite well, due to the lack of testing I can't tell if this works or if we need dedicated slots for aggro Matchups.

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Comments

92% Casual

Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Legacy legal.

Rarity (main - side)

4 - 3 Mythic Rares

24 - 6 Rares

9 - 6 Uncommons

11 - 0 Commons

Cards 60
Avg. CMC 2.17
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