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One of the most important parts of summoning the False God is creating structures to insulate yourself from her. I run the following defensive wards:
At 1 green mana,
Elephant Grass
is the ideal pillowfort spell for Karona. The upkeep cost does wear on you quickly, but the deck pays it reasonably well, depending on how often Karona dies. Preventing black creatures from attacking you is super relevant, and works on Karona, and the tax sets a precedent.
Propaganda
,
Ghostly Prison
, and
Windborn Muse
all have the same taxing effect on attackers. Stacking these effects on makes you an annoying target to attack.
Windborn Muse
is a creature, which is relevant for tutors.
Archon of Absolution
is an upgrade on Windborn Muse in Karnona, since it blocks Karona while still taxing attackers. But I'm running both so I can still tutor for the more effective card.
Collective Restraint
has the same effect for basic land types, which is usually 5. (No LD no LD no LD)
Sphere of Safety
is an enchantment lord, which is relevant. This card can become a large tax in a library which is over 1/5 enchantments. Sometimes SoS only costs 1 or 2, which is unfortunate, but it also scales up really well, and earns its spot.
Teferi's Moat
is another color hoser. It doesn't stop flyers... so keep that in mind before you pick your color. Black, or Red or Green could all be good choices. White or Blue can be, but not really. White weenies I guess. Whatever you pick it stops Karona.
Mystic Barrier
changes the way you play the game. If you can put a wall up against one opponent, the barrier can be an excellent piece to lock enemies out. karona already requires that you be hyper-cognizant of turn-order, and control combats all across the board. That makes a Barrier to your advantage to deploy. It just gives you more of what Karona does with some of what she needs. It's a good card.
A
Curse of Disturbance
on the person across from you in a barrier is huge. If you can get a functional alliance up, it just gives you and your ally an advantage to curse your enemy. Also, any player that doesn't take advantage of a curse is at a disadvantage, but if every player does you end up with a large advantage.
The vows are amazing enchantments to place on Karona.
Vow of Flight
gives +2/+2 and flying, while
Vow of Wildness
gives +3/+3 and trample. Both prevent the enchanted creature from attacking you, the enchantment owner. These buff Karona up while containing her and making her evasive. However, the secondary effects of the other vows aren't relevant, so we're only using the best of the best here. Can enchant an opposing creature to defend yourself, in a pinch.
Crawlspace
is our artifact pick for our fort. It stops opponents from going wide, and makes it easier to block Karona or other creatures you have tokens.
Mystic Remora
,
Rhystic Study
, and
Heartwood Storyteller
are sort of a tax on opponents, when it comes to casting spells. While giving opponents cards can be dangerous, Storyteller makes the cut for punishing combo and control players by rewarding aggro more, and increasing the deck's redundancy.
Taurean Mauler
and
Forgotten Ancient
continue this trend of taxing opponents for casting. Ancient doesn't have great targets, but he can grow big and he can buff Karona. He can also buff an ally's creatures, which is notable. The Mauler is neat, because with the changeling ability he always gets buffed when Karona charges, and like the ancient, he scales off quickly. Redundancy!
Teferi's Protection
is cool. If Karona is on another part of the field she gets passed around; if not she phases out. Super cool stuff. Fun in combo with field wipes; great protection from them. We're talking about a solid defensive spell made better by Karona. A good piece for defending your enchantments from board wipes. This is probably the only deck that ever wants to cast Protection slowly!
Sterling Grove
,
Greater Auramancy
, and
Privileged Position
create a solid defensive wall against spot removal.
Sterling Grove
is great, since it can find any enchantment you need. So long as you hold one mana open, you can respond to its removal by securing access to any enchantment in your deck. That instant speed tutoring effect is good, since it lets you psuedo protect your grove, or use if to find a part of your fort if you need. It also grabs removal, in the form of
Imprisoned in the Moon
,
Song of the Dryads
, and
Pernicious Deed
, or mana from
Mirari's Wake
. Auramancy is less impressive in this deck, since in the rare circumstance Karona is enchanted she can still be targeted on anybody else's turn, when you don't control her. However, the two together protect all of your enchantments from spot removal, and auramancy creates redundancy and lets the Grove search for a replacement.
Privileged Position
is the rich man's version of this enchantment, protecting all of your assets, and if protected by either only board wipes bother you.
False Prophet
is an honorable mention, since his primary goal is actually to dissuade attackers.
Pernicious Deed
is primarily a board wipe, but also works as a political piece, which allows you to make a threat. The Deed is questionable since it can destroy your pillowfort, but it's also a good catch-all enchantment.
Maze of Ith
only counts as mana under certain conditions, but its an amazing card in Karona. It can help deflect her if needed, protect you in a pinch, subtly direct people away from you, and even mess with other people's combats.
Homeward Path
is somewhat similar in Karona - you can steal her mid-combat to protect her, or steal her from an opponent on their upkeep to deny them their turn with her. Very valuable in this build.
Kor Haven
is only colorless mana, but the two cost for a Maze type effect is worth paying for that.
Glacial Chasm
will buy you turns. The deck doesn't really try and gain life, and the costs will quickly scale out of control, but it can be a crucial stopgap when your fort starts falling apart. This card will win games - it will define games that it loses.