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Can't Thwart the Wild Court [Primer]

Commander / EDH Constellation Enchant GW (Selesnya) Tokens

Tsukimi


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This is a Primer for Ellivere of the Wild Court, a very strong, fun, and new take on the enchantress theme! As always I'd love any thoughts/suggestions you might have. (Feel free to skip to gameplan below)

Who wouldn't instantly fall in love with the Wild Court?! I know I did! The art really won me over, so I set to building the deck and....

Let me tell you Ellivere puts the OW in WOW. This deck gets out of hand quickly, as I found out in my first game. There's a lot of cheap ramp with 1-2 mana dork creatures and land auras, it's relatively easy to get out Ellivere turn 3, or turn 4 and enchant and swing with your mana dork. Our removal is almost exclusively in the form of auras, so our ramp, removal, etc all stay on the board buffing any creature with a Virtuous Role aura. Then, we have several pieces like Siona, Captain of the Pyleas Archon of Sun's Grace, and Ajani's Chosen that make tokens whenever we make an aura or enchantment, ensuring that there is always a new target for virtuous role tokens as Ellivere attacks. Spawnwrithe finds a home here for a similar reason. All of your creatures quickly grow exponentially bigger very quickly. Deck is a blast to play.

Initially, I had a lot of pieces of the classic enchantress build, cards like Jukai Naturalist, Herald of the Pantheon, and anything that would reduce the cost of enchantments. And all of the classic card draw like Mesa Enchantress etc. But I found that we have plenty of card draw with Ellivere's ability and the large synergistic suite of card draw in this deck. Cards like Setessan Champion and Tanglespan Lookout are much better suited to Ellivere's gameplan. By removing all of these smaller support pieces, we can now focus on more powerful low CMC targets for our auras - cards like Silhana Ledgewalker, Kami of Transience, etc.

THE GAMEPLAN

You always want some form of ramp in your opening hands if possible, even better if it is an enchantment. Alongside ramp, you'll want at least one creature as a target for our enchantments that has CMC 3 or less. You'll want to get Ellivere out by turn 3 or 4 if possible, watch out for any counter spells. If Ellivere resolves, we can get a virtue role token attached to one of our creatures, and connect with at least one opponent which also allows us to draw a card. Your virtuous role tokens will continue to grow and pump your creatures and each enchanted creature you control that deals damage will net you a card, keeping your hand and options full. With all of our ramp, removal, etc in the form of enchantments our creatures will grow very large very quickly. Trample, flying, and other evasion will ensure we connect to keep drawing cards and dealing damage. In the case of board wipes etc, we have a good deal of recursion in this deck, so it's not hard to pull our auras and a few select creatures back to the battlefield. The token generators are the stars of this deck, ensuring you will always have a target to attach a Virtuous Role token to and grow your board to crazy states.

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91% Casual

Competitive

Revision 8 See all

(1 year ago)

+1 Halvar, God of Battle  Flip maybe
Top Ranked
Date added 1 year
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

36 - 0 Rares

20 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.58
Tokens Cat 2/2 W, Copy Clone, Human 2/2 G, Human Soldier 1/1 W, Pegasus 2/2 W, Wolf 2/2 G
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